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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 1.233 by root, Fri Apr 2 03:41:24 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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) != shstr_random_map_exit)
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}
1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1736 return; 1743 return;
1737 } 1744 }
1738 1745
1739 op->failmsg (format ("You lose knowledge of %s.", spell)); 1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1740 player_unready_range_ob (op->contr, spob);
1741 esrv_remove_spell (op->contr, spob); 1747 esrv_remove_spell (op->contr, spob);
1742 spob->destroy (); 1748 spob->destroy ();
1743} 1749}
1744 1750
1745/** 1751/**
1762 * instead of having their spell stored in stats.sp. These are 1768 * instead of having their spell stored in stats.sp. These are
1763 * legacy spellbooks 1769 * legacy spellbooks
1764 */ 1770 */
1765 if (tmp->slaying) 1771 if (tmp->slaying)
1766 { 1772 {
1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1773 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1774
1768 if (!spell) 1775 if (!spell)
1769 { 1776 {
1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1777 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1771 return; 1778 return;
1772 } 1779 }
1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1800 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!"); 1801 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1795 return; 1802 return;
1796 } 1803 }
1797 1804
1798 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1805 int learn_level = sqrtf (spell->level) * 1.5f;
1806 if (skop->level < learn_level)
1799 { 1807 {
1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1808 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1809 &tmp->skill, learn_level));
1801 return; 1810 return;
1802 } 1811 }
1803 1812
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1813 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805 1814
1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1808 identify (tmp); 1816 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 1817
1816 /* I removed the check for special_prayer_mark here - it didn't make 1818 /* 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 1819 * 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 1820 * if the player doesn't know the spell, doesn't make a lot of sense that
1819 * they would have a special prayer mark. 1821 * they would have a special prayer mark.
1854 * literacy rate very useful! -b.t. 1856 * literacy rate very useful! -b.t.
1855 */ 1857 */
1856 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1858 if (QUERY_FLAG (op, FLAG_CONFUSED))
1857 { 1859 {
1858 op->failmsg ("In your confused state you flub the wording of the text!"); 1860 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)); 1861 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1860 } 1862 }
1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1863 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]) 1864 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1863 { 1865 {
1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1866 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1872 { 1874 {
1873 op->contr->play_sound (sound_find ("fumble_spell")); 1875 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"); 1876 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 } 1877 }
1876 1878
1877 decrease_ob (tmp); 1879 tmp->decrease ();
1878} 1880}
1879 1881
1880/** 1882/**
1881 * Handles applying a spell scroll. 1883 * Handles applying a spell scroll.
1882 */ 1884 */
1921 identify (tmp); 1923 identify (tmp);
1922 1924
1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1925 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1924 1926
1925 cast_spell (op, tmp, dir, tmp->inv, NULL); 1927 cast_spell (op, tmp, dir, tmp->inv, NULL);
1926 decrease_ob (tmp); 1928 tmp->decrease ();
1927} 1929}
1928 1930
1929/** 1931/**
1930 * Applies a treasure object - by default, chest. op 1932 * Applies a treasure object - by default, chest. op
1931 * is the person doing the applying, tmp is the treasure 1933 * is the person doing the applying, tmp is the treasure
1943 object *treas = tmp->inv; 1945 object *treas = tmp->inv;
1944 1946
1945 if (!treas) 1947 if (!treas)
1946 { 1948 {
1947 op->statusmsg ("The chest was empty."); 1949 op->statusmsg ("The chest was empty.");
1948 decrease_ob (tmp); 1950 tmp->decrease ();
1949 return; 1951 return;
1950 } 1952 }
1951 1953
1952 while (tmp->inv) 1954 while (tmp->inv)
1953 { 1955 {
1969 if (op->destroyed () || tmp->destroyed ()) 1971 if (op->destroyed () || tmp->destroyed ())
1970 break; 1972 break;
1971 } 1973 }
1972 1974
1973 if (!tmp->destroyed () && !tmp->inv) 1975 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp); 1976 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} 1977}
2044 1978
2045/** 1979/**
2046 * A dragon is eating some flesh. If the flesh contains resistances, 1980 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * there is a chance for the dragon's skin to get improved. 1981 * there is a chance for the dragon's skin to get improved.
2050 * object *op the object (dragon player) eating the flesh 1984 * object *op the object (dragon player) eating the flesh
2051 * object *meal the flesh item, getting chewed in dragon's mouth 1985 * object *meal the flesh item, getting chewed in dragon's mouth
2052 * return: 1986 * return:
2053 * int 1 if eating successful, 0 if it doesn't work 1987 * int 1 if eating successful, 0 if it doesn't work
2054 */ 1988 */
2055int 1989static int
2056dragon_eat_flesh (object *op, object *meal) 1990dragon_eat_flesh (object *op, object *meal)
2057{ 1991{
2058 object *skin = NULL; /* pointer to dragon skin force */ 1992 object *skin = NULL; /* pointer to dragon skin force */
2059 object *abil = NULL; /* pointer to dragon ability force */ 1993 object *abil = NULL; /* pointer to dragon ability force */
2060 object *tmp = NULL; /* tmp. object */ 1994 object *tmp = NULL; /* tmp. object */
2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2000 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2067 int winners = 0; /* number of winners */ 2001 int winners = 0; /* number of winners */
2068 int i; /* index */ 2002 int i; /* index */
2069 2003
2070 /* let's make sure and doublecheck the parameters */ 2004 /* let's make sure and doublecheck the parameters */
2071 if (meal->type != FLESH || !is_dragon_pl (op)) 2005 if (meal->type != FLESH || !op->is_dragon ())
2072 return 0; 2006 return 0;
2073 2007
2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2008 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2075 from the player's inventory */ 2009 from the player's inventory */
2076 for (tmp = op->inv; tmp; tmp = tmp->below) 2010 for (tmp = op->inv; tmp; tmp = tmp->below)
2084 which is not to be considered a dragon -> bail out */ 2018 which is not to be considered a dragon -> bail out */
2085 if (skin == NULL || abil == NULL) 2019 if (skin == NULL || abil == NULL)
2086 return 0; 2020 return 0;
2087 2021
2088 /* now start by filling stomache and health, according to food-value */ 2022 /* now start by filling stomache and health, according to food-value */
2089 if ((999 - op->stats.food) < meal->stats.food) 2023 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2090 op->stats.hp += (999 - op->stats.food) / 50; 2024 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2091 else 2025 else
2092 op->stats.hp += meal->stats.food / 50; 2026 op->stats.hp += meal->stats.food / 50;
2093 2027
2094 if (op->stats.hp > op->stats.maxhp) 2028 min_it (op->stats.hp, op->stats.maxhp);
2095 op->stats.hp = op->stats.maxhp;
2096
2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2098 2030
2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2100 2032
2101 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2102 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2112 2044
2113 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2114 flesh is too rare */ 2046 flesh is too rare */
2115 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2116 2048
2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2118 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2119 2051
2120 if (chance >= 0.) 2052 if (chance >= 0.)
2121 chance += 1.; 2053 chance += 1.;
2122 else 2054 else
2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2124 2056
2125 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2127 2059
2128 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2129 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2130 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2131 2063
2132 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2064 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2133 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2134 { 2066 {
2135 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2136 winners++; 2068 winners++;
2137 } 2069 }
2138 2070
2166 op->statusmsg (buf); 2098 op->statusmsg (buf);
2167 2099
2168 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2169 i = -1; 2101 i = -1;
2170 if (winners > 0) 2102 if (winners > 0)
2171 i = atnr_winner[RANDOM () % winners]; 2103 i = atnr_winner [rndm (winners)];
2172 2104
2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 { 2106 {
2175 /* resistance increased! */ 2107 /* resistance increased! */
2176 skin->resist[i]++; 2108 skin->resist[i]++;
2201 2133
2202 return 1; 2134 return 1;
2203} 2135}
2204 2136
2205/** 2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 op->failmsg ("You feel full, but what a waste of food!");
2160 else
2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2162 }
2163
2164 tmp->play_sound (
2165 tmp->sound
2166 ? tmp->sound
2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2171
2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173 {
2174 const char *buf;
2175
2176 if (!op->is_dragon ())
2177 {
2178 /* eating message for normal players */
2179 if (tmp->type == DRINK)
2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181 else
2182 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183 }
2184 else
2185 /* eating message for dragon players */
2186 buf = format ("The %s tasted terrible!", &tmp->name);
2187
2188 op->statusmsg (buf);
2189
2190 capacity_remaining = MAX_FOOD - op->stats.food;
2191 op->stats.food += tmp->stats.food;
2192 if (capacity_remaining < tmp->stats.food)
2193 op->stats.hp += capacity_remaining / 50;
2194 else
2195 op->stats.hp += tmp->stats.food / 50;
2196
2197 min_it (op->stats.hp, op->stats.maxhp);
2198 min_it (op->stats.food, MAX_FOOD);
2199 }
2200
2201 /* special food hack -b.t. */
2202 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2203 eat_special_food (op, tmp);
2204 }
2205 }
2206
2207 handle_apply_yield (tmp);
2208 tmp->decrease ();
2209}
2210
2211/**
2206 * Handles applying an improve armor scroll. 2212 * Handles applying an improve armor scroll.
2207 * Does some sanity checks, then calls improve_armour. 2213 * Does some sanity checks, then calls improve_armour.
2208 */ 2214 */
2209static void 2215static void
2210apply_armour_improver (object *op, object *tmp) 2216apply_armour_improver (object *op, object *tmp)
2235 2241
2236 op->statusmsg ("Applying armour enchantment."); 2242 op->statusmsg ("Applying armour enchantment.");
2237 improve_armour (op, tmp, armor); 2243 improve_armour (op, tmp, armor);
2238} 2244}
2239 2245
2240extern void 2246void
2241apply_poison (object *op, object *tmp) 2247apply_poison (object *op, object *tmp)
2242{ 2248{
2249 // need to do it now when it is still on the map
2250 handle_apply_yield (tmp);
2251
2252 object *poison = tmp->split (1);
2253
2243 if (op->type == PLAYER) 2254 if (op->type == PLAYER)
2244 { 2255 {
2245 op->contr->play_sound (sound_find ("drink_poison")); 2256 op->contr->play_sound (sound_find ("drink_poison"));
2246 op->failmsg ("Yech! That tasted poisonous!"); 2257 op->failmsg ("Yech! That tasted poisonous!");
2247 strcpy (op->contr->killer, "poisonous booze"); 2258 op->contr->killer = poison;
2248 } 2259 }
2249 2260
2250 if (tmp->stats.hp > 0) 2261 if (poison->stats.hp > 0)
2251 { 2262 {
2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2263 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); 2264 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2254 } 2265 }
2255 2266
2256 op->stats.food -= op->stats.food / 4; 2267 op->stats.food -= op->stats.food / 4;
2257 handle_apply_yield (tmp); 2268 poison->destroy ();
2258 decrease_ob (tmp);
2259} 2269}
2260 2270
2261/** 2271/**
2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2272 * This function will try to apply a lighter and in case no lighter
2263 * A valid 2 way exit means: 2273 * is specified it will try to find a lighter in the players inventory,
2264 * -You can come back (there is another exit at the other side) 2274 * and inform him about this requirement.
2265 * -You are
2266 * ° the owner of the exit
2267 * ° or in the same party as the owner
2268 * 2275 *
2269 * Note: a owner in a 2 way exit is saved as the owner's name 2276 * who - the player
2270 * in the field exit->name cause the field exit->owner doesn't 2277 * op - the item we want to light
2271 * survive in the swapping (in fact the whole exit doesn't survive). 2278 * lighter - the lighter or 0 if a lighter has yet to be found
2272 */ 2279 */
2273int 2280static object *
2274is_legal_2ways_exit (object *op, object *exit) 2281auto_apply_lighter (object *who, object *op, object *lighter)
2275{ 2282{
2276 if (exit->stats.exp != 1) 2283 if (lighter == 0)
2277 return 1; /*This is not a 2 way, so it is legal */
2278
2279#if 0 //TODO
2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2281 return 0; /* This is a reset town portal */
2282#endif
2283
2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2285
2286 if (exitmap)
2287 { 2284 {
2288 exitmap->load_sync (); 2285 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2289
2290 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2291
2292 if (!tmp)
2293 return 0;
2294
2295 for (; tmp; tmp = tmp->above)
2296 { 2286 {
2297 if (tmp->type != EXIT) 2287 if (tmp->type == LIGHTER)
2298 continue; /*Not an exit */
2299
2300 if (!EXIT_PATH (tmp))
2301 continue; /*Not a valid exit */
2302
2303 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2304 continue; /*Not in the same place */
2305
2306 if (exit->map->path != EXIT_PATH (tmp))
2307 continue; /*Not in the same map */
2308
2309 /* From here we have found the exit is valid. However we do
2310 * here the check of the exit owner. It is important for the
2311 * town portals to prevent strangers from visiting your appartments
2312 */
2313 if (!exit->race)
2314 return 1; /*No owner, free for all! */
2315
2316 object *exit_owner = 0;
2317
2318 for_all_players (pp)
2319 { 2288 {
2320 if (!pp->ob) 2289 lighter = tmp;
2321 continue;
2322
2323 if (pp->ob->name != exit->race)
2324 continue;
2325
2326 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2327 break; 2290 break;
2328 } 2291 }
2292 }
2329 2293
2330 if (!exit_owner) 2294 if (!lighter)
2331 return 0; /* No more owner */ 2295 {
2332 2296 who->failmsg (format (
2333 if (exit_owner->contr == op->contr) 2297 "You can't light up the %s with your bare hands! "
2334 return 1; /*It is your exit */ 2298 "H<You need a lighter in your inventory, for example a flint and steel.>",
2335 2299 &op->name));
2336 if (exit_owner && /*There is a owner */
2337 (op->contr) && /*A player tries to pass */
2338 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2339 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2340 return 0; 2300 return 0;
2301 }
2302 }
2341 2303
2304 // last_eat == 0 means the lighter is not being used up!
2305 if (lighter->last_eat && lighter->stats.food)
2306 {
2307 /* lighter gets used up */
2308 lighter = lighter->split ();
2309 lighter->stats.food--;
2310 who->insert (lighter);
2311 }
2312 else if (lighter->last_eat)
2313 {
2314 /* no charges left in lighter */
2315 who->failmsg (format (
2316 "You attempt to light the %s with a used up %s.",
2317 &op->name, &lighter->name));
2318 return 0;
2319 }
2320
2321 return lighter;
2322}
2323
2324/**
2325 * Designed primarily to light torches/lanterns/etc.
2326 * Also burns up burnable material too. First object in the inventory is
2327 * the selected object to "burn". -b.t.
2328 */
2329static void
2330apply_lighter (object *who, object *lighter)
2331{
2332 object *item;
2333 int is_player_env = 0;
2334
2335 item = find_marked_object (who);
2336 if (item)
2337 {
2338 if (!auto_apply_lighter (who, item, lighter))
2339 return;
2340
2341 /* Perhaps we should split what we are trying to light on fire?
2342 * I can't see many times when you would want to light multiple
2343 * objects at once.
2344 */
2345
2346 save_throw_object (item, AT_FIRE, who);
2347
2348 if (item->destroyed ()
2349 || ((item->type == LAMP || item->type == TORCH)
2350 && item->glow_radius > 0))
2351 who->statusmsg (format (
2352 "You light the %s with the %s.",
2353 &item->name, &lighter->name));
2354 else
2355 who->failmsg (format (
2356 "You attempt to light the %s with the %s and fail.",
2357 &item->name, &lighter->name));
2358 }
2359 else
2360 who->failmsg ("You need to mark a lightable object.");
2361}
2362
2363/**
2364 * This function generates a cursed effect for cursed lamps and torches.
2365 */
2366static void
2367player_apply_lamp_cursed_effect (object *who, object *op)
2368{
2369 if (op->level)
2370 {
2371 who->failmsg (format (
2372 "The %s was cursed, it explodes in a big fireball!",
2373 &op->name));
2374 create_exploding_ball_at (who, op->level);
2375 }
2376 else
2377 {
2378 who->failmsg (format (
2379 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2380 &op->name));
2381 }
2382
2383 op->destroy ();
2384}
2385
2386/**
2387 * Apply for players and lamps
2388 *
2389 * who - the player
2390 * op - the lamp
2391 */
2392static void
2393player_apply_lamp (object *who, object *op)
2394{
2395 bool switch_on = op->glow_radius ? false : true;
2396
2397 if (switch_on)
2398 {
2399 object *lighter = 0;
2400
2401 if (op->flag [FLAG_IS_LIGHTABLE]
2402 && !(lighter = auto_apply_lighter (who, op, 0)))
2403 return;
2404
2405 if (op->stats.food < 1)
2406 {
2407 if (op->type == LAMP)
2408 who->failmsg (format (
2409 "The %s is out of fuel! "
2410 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2411 &op->name));
2412 else
2413 who->failmsg (format (
2414 "The %s is burnt out! "
2415 "H<Torches and similar items burn out and become worthless.>",
2416 &op->name));
2342 return 1; 2417 return;
2418 }
2419
2420 if (op->flag [FLAG_CURSED])
2343 } 2421 {
2422 player_apply_lamp_cursed_effect (who, op);
2423 return;
2424 }
2425
2426 if (lighter)
2427 who->statusmsg (format (
2428 "You light up the %s with the %s.", &op->name, &lighter->name));
2429 else
2430 who->statusmsg (format ("You light up the %s.", &op->name));
2431 }
2432 else
2344 } 2433 {
2434 if (op->flag [FLAG_CURSED])
2435 {
2436 player_apply_lamp_cursed_effect (who, op);
2437 return;
2438 }
2345 2439
2440 if (op->type == TORCH)
2441 {
2442 if (!op->flag [FLAG_IS_LIGHTABLE])
2443 {
2444 who->statusmsg (format (
2445 "You put out the %s. "
2446 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2447 &op->name, &op->name));
2448 }
2449 else
2450 who->statusmsg (format (
2451 "You put out the %s."
2452 "H<Torches wear out if you put them out.>",
2453 &op->name));
2454 }
2455 else
2456 who->statusmsg (format ("You turn off the %s.", &op->name));
2457 }
2458
2459 apply_lamp (op, switch_on);
2460}
2461
2462void get_animation_from_arch (object *op, arch_ptr a)
2463{
2464 op->animation_id = a->animation_id;
2465 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2466 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2467 op->anim_speed = a->anim_speed;
2468 op->last_anim = 0;
2469 op->state = 0;
2470 op->face = a->face;
2471
2472 if (NUM_ANIMATIONS(op) > 1)
2473 {
2474 SET_ANIMATION(op, 0);
2475 animate_object (op, op->direction);
2476 }
2477 else
2478 update_object (op, UP_OBJ_FACE);
2479}
2480
2481/**
2482 * Apply for LAMPs and TORCHes.
2483 *
2484 * op - the lamp
2485 * switch_on - a flag which says whether the lamp should be switched on or off
2486 */
2487void apply_lamp (object *op, bool switch_on)
2488{
2489 op->set_glow_radius (switch_on ? op->range : 0);
2490 op->set_speed (switch_on ? op->arch->speed : 0);
2491
2492 // torches wear out if you put them out
2493 if (op->type == TORCH && !switch_on)
2494 {
2495 if (op->flag [FLAG_IS_LIGHTABLE])
2496 {
2497 op->stats.food -= (double) op->arch->stats.food / 15;
2498 if (op->stats.food < 0)
2499 op->stats.food = 0;
2500 }
2501 else
2502 op->stats.food = 0;
2503 }
2504
2505 // lamps and torched get worthless when used up
2506 if (op->stats.food <= 0)
2507 op->value = 0;
2508
2509 // FIXME: This is a hack to make the more sane torches and lamps
2510 // still animated ;-/
2511 if (op->other_arch)
2512 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2513
2514 if (object *pl = op->visible_to ())
2515 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2516}
2517
2518/**
2519 * This handles items of type 'transformer'.
2520 * Basically those items, used with a marked item, transform both items into something
2521 * else.
2522 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2523 * Change information is contained in the 'slaying' field of the marked item.
2524 * The format is as follow: transformer:[number ]yield[;transformer:...].
2525 * This way an item can be transformed in many things, and/or many objects.
2526 * The 'slaying' field for transformer is used as verb for the action.
2527 */
2528static void
2529apply_item_transformer (object *pl, object *transformer)
2530{
2531 object *marked;
2532 object *new_item;
2533 const char *find;
2534 char *separator;
2535 int yield;
2536 char got[MAX_BUF];
2537 int len;
2538
2539 if (!pl || !transformer)
2346 return 0; 2540 return;
2541
2542 marked = find_marked_object (pl);
2543
2544 if (!marked)
2545 {
2546 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2547 return;
2548 }
2549
2550 if (!marked->slaying)
2551 {
2552 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2553 return;
2554 }
2555
2556 /* check whether they are compatible or not */
2557 find = strstr (&marked->slaying, transformer->arch->archname);
2558 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2559 {
2560 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2561 return;
2562 }
2563
2564 find += strlen (transformer->arch->archname) + 1;
2565 /* Item can be used, now find how many and what it yields */
2566 if (isdigit (*(find)))
2567 {
2568 yield = atoi (find);
2569 if (yield < 1)
2570 {
2571 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2572 yield = 1;
2573 }
2574 }
2575 else
2576 yield = 1;
2577
2578 while (isdigit (*find))
2579 find++;
2580
2581 while (*find == ' ')
2582 find++;
2583
2584 memset (got, 0, MAX_BUF);
2585
2586 if ((separator = (char *) strchr (find, ';')))
2587 len = separator - find;
2588 else
2589 len = strlen (find);
2590
2591 min_it (len, MAX_BUF - 1);
2592
2593 strcpy (got, find);
2594 got[len] = '\0';
2595
2596 /* Now create new item, remove used ones when required. */
2597 new_item = get_archetype (got);
2598 if (!new_item)
2599 {
2600 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2601 return;
2602 }
2603
2604 new_item->nrof = yield;
2605
2606 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2607
2608 pl->insert (new_item);
2609 /* Eat up one item */
2610 marked->decrease ();
2611
2612 /* Eat one transformer if needed */
2613 if (transformer->stats.food)
2614 if (--transformer->stats.food == 0)
2615 transformer->decrease ();
2347} 2616}
2348 2617
2349/** 2618/**
2350 * Main apply handler. 2619 * Main apply handler.
2351 * 2620 *
2354 * Return value: 2623 * Return value:
2355 * 0: player or monster can't apply objects of that type 2624 * 0: player or monster can't apply objects of that type
2356 * 1: has been applied, or there was an error applying the object 2625 * 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 2626 * 2: objects of that type can't be applied if not in inventory
2358 * 2627 *
2359 * op is the object that is causing object to be applied, tmp is the object 2628 * who is the object that is causing object to be applied, op is the object
2360 * being applied. 2629 * being applied.
2361 * 2630 *
2362 * aflag is special (always apply/unapply) flags. Nothing is done with 2631 * aflag is special (always apply/unapply) flags. Nothing is done with
2363 * them in this function - they are passed to apply_special 2632 * them in this function - they are passed to apply_special
2364 */ 2633 */
2365int 2634int
2366manual_apply (object *op, object *tmp, int aflag) 2635manual_apply (object *who, object *op, int aflag)
2367{ 2636{
2368 if (tmp->head) 2637 op = op->head_ ();
2369 tmp = tmp->head;
2370 2638
2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2639 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2372 { 2640 {
2373 if (op->type == PLAYER) 2641 if (who->type == PLAYER)
2374 { 2642 {
2643 examine (who, op);
2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2644 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2376 return 1; 2645 return 1;
2377 } 2646 }
2378 else 2647 else
2379 return 0; /* monsters just skip unpaid items */ 2648 return 0; /* monsters just skip unpaid items */
2380 } 2649 }
2381 2650
2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2651 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2383 return RESULT_INT (0); 2652 return RESULT_INT (0);
2384 2653
2385 switch (tmp->type) 2654 switch (op->type)
2386 { 2655 {
2387 case CF_HANDLE: 2656 case T_HANDLE:
2388 op->play_sound (sound_find ("turn_handle")); 2657 who->play_sound (sound_find ("turn_handle"));
2389 op->statusmsg ("You turn the handle."); 2658 who->statusmsg ("You turn the handle.");
2390 tmp->value = tmp->value ? 0 : 1; 2659 op->value = op->value ? 0 : 1;
2391 SET_ANIMATION (tmp, tmp->value); 2660 SET_ANIMATION (op, op->value);
2392 update_object (tmp, UP_OBJ_FACE); 2661 update_object (op, UP_OBJ_FACE);
2393 push_button (tmp); 2662 push_button (op, who);
2394 return 1; 2663 return 1;
2395 2664
2396 case TRIGGER: 2665 case TRIGGER:
2397 if (check_trigger (tmp, op)) 2666 if (check_trigger (op, who, who))
2398 { 2667 {
2399 op->statusmsg ("You turn the handle."); 2668 who->statusmsg ("You turn the handle.");
2400 op->play_sound (sound_find ("turn_handle")); 2669 who->play_sound (sound_find ("turn_handle"));
2401 } 2670 }
2402 else 2671 else
2403 op->failmsg ("The handle doesn't move."); 2672 who->failmsg ("The handle doesn't move.");
2404 2673
2405 return 1; 2674 return 1;
2406 2675
2407 case EXIT: 2676 case EXIT:
2408 if (op->type != PLAYER) 2677 if (who->type != PLAYER)
2409 return 0; 2678 return 0;
2410 2679
2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2680 if (!EXIT_PATH (op))
2412 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2681 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 2682 else
2414 { 2683 {
2415 /* Don't display messages for random maps. */ 2684 /* Don't display messages for random maps. */
2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2685 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2417 op->statusmsg (tmp->msg, NDI_NAVY); 2686 who->statusmsg (op->msg, NDI_NAVY);
2418 2687
2419 op->enter_exit (tmp); 2688 who->enter_exit (op);
2420 } 2689 }
2421 2690
2422 return 1; 2691 return 1;
2423 2692
2424 case INSCRIBABLE: 2693 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg); 2694 who->statusmsg (op->msg);
2426 // maybe show a spell menu to chose from or something like that 2695 // maybe show a spell menu to chose from or something like that
2427 return 1; 2696 return 1;
2428 2697
2429 case SIGN: 2698 case SIGN:
2430 apply_sign (op, tmp, 0); 2699 apply_sign (who, op, 0);
2431 return 1; 2700 return 1;
2432 2701
2433 case BOOK: 2702 case BOOK:
2434 if (op->type == PLAYER) 2703 if (who->type == PLAYER)
2435 { 2704 {
2436 apply_book (op, tmp); 2705 apply_book (who, op);
2437 return 1; 2706 return 1;
2438 } 2707 }
2439 else 2708 else
2440 return 0; 2709 return 0;
2441 2710
2442 case SKILLSCROLL: 2711 case SKILLSCROLL:
2443 if (op->type == PLAYER) 2712 if (who->type == PLAYER)
2444 { 2713 {
2445 apply_skillscroll (op, tmp); 2714 apply_skillscroll (who, op);
2446 return 1; 2715 return 1;
2447 } 2716 }
2448 else 2717 else
2449 return 0; 2718 return 0;
2450 2719
2451 case SPELLBOOK: 2720 case SPELLBOOK:
2452 if (op->type == PLAYER) 2721 if (who->type == PLAYER)
2453 { 2722 {
2454 apply_spellbook (op, tmp); 2723 apply_spellbook (who, op);
2455 return 1; 2724 return 1;
2456 } 2725 }
2457 else 2726 else
2458 return 0; 2727 return 0;
2459 2728
2460 case SCROLL: 2729 case SCROLL:
2461 apply_scroll (op, tmp, 0); 2730 apply_scroll (who, op, 0);
2462 return 1; 2731 return 1;
2463 2732
2464 case POTION: 2733 case POTION:
2465 apply_potion (op, tmp); 2734 apply_potion (who, op);
2466 return 1; 2735 return 1;
2467 2736
2468 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2737 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed? 2738 //TODO: remove, as it is unsed?
2470 case CLOSE_CON: 2739 case CLOSE_CON:
2471 apply_container (op, tmp->env); 2740 apply_container (who, op->env);
2472 return 1; 2741 return 1;
2473 2742
2474 case CONTAINER: 2743 case CONTAINER:
2475 apply_container (op, tmp); 2744 apply_container (who, op);
2476 return 1; 2745 return 1;
2477 2746
2478 case TREASURE: 2747 case TREASURE:
2479 if (op->type == PLAYER) 2748 if (who->type == PLAYER)
2480 { 2749 {
2481 apply_treasure (op, tmp); 2750 apply_treasure (who, op);
2482 return 1; 2751 return 1;
2483 } 2752 }
2484 else 2753 else
2485 return 0; 2754 return 0;
2755
2756 case LAMP:
2757 case TORCH:
2758 player_apply_lamp (who, op);
2759 return 1;
2486 2760
2487 case WEAPON: 2761 case WEAPON:
2488 case ARMOUR: 2762 case ARMOUR:
2489 case BOOTS: 2763 case BOOTS:
2490 case GLOVES: 2764 case GLOVES:
2497 case CLOAK: 2771 case CLOAK:
2498 case WAND: 2772 case WAND:
2499 case ROD: 2773 case ROD:
2500 case HORN: 2774 case HORN:
2501 case SKILL: 2775 case SKILL:
2776 case SPELL:
2502 case BOW: 2777 case BOW:
2503 case LAMP: 2778 case RANGED:
2504 case BUILDER: 2779 case BUILDER:
2505 case SKILL_TOOL: 2780 case SKILL_TOOL:
2506 if (tmp->env != op) 2781 if (op->env != who)
2507 return 2; /* not in inventory */ 2782 return 2; /* not in inventory */
2508 2783
2509 apply_special (op, tmp, aflag); 2784 apply_special (who, op, aflag);
2510 return 1; 2785 return 1;
2511 2786
2512 case DRINK: 2787 case DRINK:
2513 case FOOD: 2788 case FOOD:
2514 case FLESH: 2789 case FLESH:
2515 apply_food (op, tmp); 2790 apply_food (who, op);
2516 return 1; 2791 return 1;
2517 2792
2518 case POISON: 2793 case POISON:
2519 apply_poison (op, tmp); 2794 apply_poison (who, op);
2520 return 1; 2795 return 1;
2521 2796
2522 case SAVEBED: 2797 case SAVEBED:
2523 return 1; 2798 return 1;
2524 2799
2525 case ARMOUR_IMPROVER: 2800 case ARMOUR_IMPROVER:
2526 if (op->type == PLAYER) 2801 if (who->type == PLAYER)
2527 { 2802 {
2528 apply_armour_improver (op, tmp); 2803 apply_armour_improver (who, op);
2529 return 1; 2804 return 1;
2530 } 2805 }
2531 else 2806 else
2532 return 0; 2807 return 0;
2533 2808
2534 case WEAPON_IMPROVER: 2809 case WEAPON_IMPROVER:
2535 check_improve_weapon (op, tmp); 2810 check_improve_weapon (who, op);
2536 return 1; 2811 return 1;
2537 2812
2538 case CLOCK: 2813 case CLOCK:
2539 if (op->type == PLAYER) 2814 if (who->type == PLAYER)
2540 { 2815 {
2541 char buf[MAX_BUF]; 2816 char buf[MAX_BUF];
2542 timeofday_t tod; 2817 timeofday_t tod;
2543 2818
2544 get_tod (&tod); 2819 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock")); 2820 who->play_sound (sound_find ("sound_clock"));
2546 op->statusmsg (format ( 2821 who->statusmsg (format (
2547 "It is %d minute%s past %d o'clock %s", 2822 "It is %d minute%s past %d o'clock %s",
2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2823 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2824 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2550 )); 2825 ));
2551 return 1; 2826 return 1;
2552 } 2827 }
2553 else 2828 else
2554 return 0; 2829 return 0;
2555 2830
2556 case MENU: 2831 case MENU:
2557 if (op->type == PLAYER) 2832 if (who->type == PLAYER)
2558 { 2833 {
2559 shop_listing (tmp, op); 2834 shop_listing (op, who);
2560 return 1; 2835 return 1;
2561 } 2836 }
2562 else 2837 else
2563 return 0; 2838 return 0;
2564 2839
2565 case POWER_CRYSTAL: 2840 case POWER_CRYSTAL:
2566 apply_power_crystal (op, tmp); /* see egoitem.c */ 2841 apply_power_crystal (who, op); /* see egoitem.c */
2567 return 1; 2842 return 1;
2568 2843
2569 case LIGHTER: /* for lighting torches/lanterns/etc */ 2844 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) 2845 if (who->type == PLAYER)
2571 { 2846 {
2572 apply_lighter (op, tmp); 2847 apply_lighter (who, op);
2573 return 1; 2848 return 1;
2574 } 2849 }
2575 else 2850 else
2576 return 0; 2851 return 0;
2577 2852
2578 case ITEM_TRANSFORMER: 2853 case ITEM_TRANSFORMER:
2579 apply_item_transformer (op, tmp); 2854 apply_item_transformer (who, op);
2580 return 1; 2855 return 1;
2581 2856
2582 default: 2857 default:
2583 return 0; 2858 return 0;
2584 } 2859 }
2585} 2860}
2586
2587 2861
2588/* quiet suppresses the "don't know how to apply" and "you must get it first" 2862/* 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 2863 * messages as needed by player_apply_below(). But there can still be
2590 * "but you are floating high above the ground" messages. 2864 * "but you are floating high above the ground" messages.
2591 * 2865 *
2592 * Same return value as apply() function. 2866 * Same return value as apply() function.
2593 */ 2867 */
2594int 2868int
2595player_apply (object *pl, object *op, int aflag, int quiet) 2869player_apply (object *pl, object *op, int aflag, int quiet)
2596{ 2870{
2597 int tmp;
2598
2599 if (op->env && (pl->move_type & MOVE_FLYING)) 2871 if (!op->env && (pl->move_type & MOVE_FLYING))
2600 { 2872 {
2601 /* player is flying and applying object not in inventory */ 2873 /* player is flying and applying object not in inventory */
2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2874 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2603 { 2875 {
2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2876 pl->failmsg ("But you are floating high above the ground! "
2877 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2878 "or waiting till the levitation effect wears off.>");
2605 return 0; 2879 return 0;
2606 } 2880 }
2607 } 2881 }
2608 2882
2609 pl->contr->last_used = op; 2883 pl->contr->last_used = op;
2610 2884
2611 tmp = manual_apply (pl, op, aflag); 2885 int tmp = manual_apply (pl, op, aflag);
2886
2612 if (!quiet) 2887 if (!quiet)
2613 { 2888 {
2614 if (tmp == 0) 2889 if (tmp == 0)
2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2890 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2616 else if (tmp == 2) 2891 else if (tmp == 2)
2617 op->failmsg ("You must get it first!\n"); 2892 pl->failmsg ("You must get it first!\n");
2618 } 2893 }
2619 2894
2620 return tmp; 2895 return tmp;
2621} 2896}
2622 2897
2636 * we don't use a corrupt pointer for the next object, so we get the 2911 * 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 2912 * 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 2913 * problem if player_apply() has a bug in that it uses the object but does
2639 * not return a proper value. 2914 * not return a proper value.
2640 */ 2915 */
2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2916 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2642 { 2917 {
2643 next = tmp->below; 2918 next = tmp->below;
2644 2919
2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2920 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2646 floors++; 2921 floors++;
2651 * person moving on it, also activate. Added code to make it 2926 * person moving on it, also activate. Added code to make it
2652 * so that at least one of players movement types be that which 2927 * so that at least one of players movement types be that which
2653 * the item needs. 2928 * the item needs.
2654 */ 2929 */
2655 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2930 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656 {
2657 if (player_apply (pl, tmp, 0, 1) == 1) 2931 if (player_apply (pl, tmp, 0, 1) == 1)
2658 return; 2932 return;
2659 } 2933
2660 if (floors >= 2) 2934 if (floors >= 2)
2661 return; /* process at most two floor objects */ 2935 return; /* process at most two floor objects */
2662 } 2936 }
2663} 2937}
2664 2938
2673{ 2947{
2674 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2948 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2949 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2676 return RESULT_INT (0); 2950 return RESULT_INT (0);
2677 2951
2678 CLEAR_FLAG (op, FLAG_APPLIED); 2952 if (who->current_weapon == op)
2953 who->current_weapon = 0;
2954
2955 op->flag [FLAG_APPLIED] = false;
2679 2956
2680 switch (op->type) 2957 switch (op->type)
2681 { 2958 {
2682 case SKILL_TOOL: 2959 case SKILL:
2960 if (player *pl = who->contr)
2961 if (op->invisible)
2962 pl->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2963 else
2964 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2965
2966 change_abil (who, op);
2967 who->flag [FLAG_READY_SKILL] = false;
2968 break;
2969
2970 case WEAPON:
2971 who->statusmsg (format ("You unwield %s.", query_name (op)));
2972 change_abil (who, op);
2973 who->flag [FLAG_READY_WEAPON] = false;
2974
2683 // unapplying a skill tool should also unapply the skill it governs 2975 // unapplying a weapon or skill tool should also unapply the skill it governs
2684 // but this is hard, as it shouldn't do so when the skill can 2976 // but this is hard, as it shouldn't do so when the skill can
2685 // be used for other reasons 2977 // be used for other reasons
2686 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2978 if (who->chosen_skill)
2687 if (tmp->skill == op->skill 2979 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2688 && tmp->type == SKILL
2689 && tmp->flag [FLAG_APPLIED]
2690 && !tmp->flag [FLAG_CAN_USE_SKILL])
2691 unapply_special (who, tmp, 0); 2980 unapply_special (who, op, 0);
2692 2981
2693 change_abil (who, op);
2694 break; 2982 break;
2695 2983
2984 case BOW:
2696 case WEAPON: 2985 case WAND:
2986 case ROD:
2987 case HORN:
2988 case RANGED:
2697 if (player *pl = who->contr) 2989 if (player *pl = who->contr)
2698 if (op == pl->combat_ob)
2699 {
2700 pl->combat_ob = 0;
2701 who->change_weapon (pl->ranged_ob);
2702 }
2703
2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2705
2706 change_abil (who, op);
2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2708 break;
2709
2710 case SKILL:
2711 if (who->contr)
2712 { 2990 {
2713 if (!op->invisible)
2714 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 change_abil (who, op);
2993 }
2994 else
2995 {
2996 who->change_skill (0);
2997
2998 if (op->type == BOW)
2999 op->flag [FLAG_READY_BOW ] = false;
2715 else 3000 else
2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 3001 op->flag [FLAG_READY_RANGE] = false;
2717 } 3002 }
2718 3003
2719 change_abil (who, op);
2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721 break; 3004 break;
2722 3005
2723 case ARMOUR: 3006 case ARMOUR:
2724 case HELMET: 3007 case HELMET:
2725 case SHIELD: 3008 case SHIELD:
2732 case CLOAK: 3015 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 3016 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 3017 change_abil (who, op);
2735 break; 3018 break;
2736 3019
2737 case LAMP: 3020 case SPELL:
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: 3021 case BUILDER:
2776 case WAND:
2777 case ROD:
2778 case HORN:
2779 if (player *pl = who->contr)
2780 {
2781 if (op == pl->ranged_ob)
2782 {
2783 pl->ranged_ob = 0;
2784 who->change_weapon (pl->combat_ob);
2785 }
2786
2787 who->statusmsg (format ("You unready %s.", query_name (op))); 3022 who->statusmsg (format ("You unready %s.", query_name (op)));
2788 }
2789 else
2790 {
2791 who->change_skill (0);
2792
2793 if (op->type == BOW)
2794 CLEAR_FLAG (who, FLAG_READY_BOW);
2795 else
2796 CLEAR_FLAG (who, FLAG_READY_RANGE);
2797 }
2798
2799 break; 3023 break;
2800 3024
2801 case BUILDER: 3025 //case SKILL_TOOL://TODO
2802 if (who->contr)
2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2804 break;
2805
2806 default: 3026 default:
2807 who->statusmsg (format ("You unapply %s.", query_name (op))); 3027 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 break; 3028 break;
2809 } 3029 }
2810 3030
3031 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3032 if (object *pl = op->visible_to ())
3033 esrv_send_item (pl, op);
3034
2811 who->update_stats (); 3035 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 3036
2829 return 0; 3037 return 0;
2830} 3038}
2831 3039
2832/** 3040/**
2870#define CANNOT_REMOVE_CURSED \ 3078#define CANNOT_REMOVE_CURSED \
2871 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3079 "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, " \ 3080 "Praying over an altar, scrolls of remove curse/damnation, " \
2873 "priests or even other players might help.>" 3081 "priests or even other players might help.>"
2874 3082
2875int 3083static int
2876unapply_for_ob (object *who, object *op, int aflags) 3084unapply_for_ob (object *who, object *op, int aflags)
2877{ 3085{
2878 if (op->is_range ()) 3086 if (op->is_range ())
2879 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3087 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3088 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3279 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3072 retval |= CAN_APPLY_RESTRICTION; 3280 retval |= CAN_APPLY_RESTRICTION;
3073 } 3281 }
3074 3282
3075 return retval; 3283 return retval;
3284}
3285
3286// saner interface, returns successful status
3287bool
3288object::apply (object *ob, int aflags)
3289{
3290 bool want_apply = aflags & AP_APPLY;
3291
3292 if (ob->flag [FLAG_APPLIED] == want_apply)
3293 return true;
3294
3295 manual_apply (this, ob, aflags);
3296
3297 return ob->flag [FLAG_APPLIED] == want_apply;
3076} 3298}
3077 3299
3078/** 3300/**
3079 * who is the object using the object. It can be a monster. 3301 * who is the object using the object. It can be a monster.
3080 * op is the object they are using. op is an equipment type item, 3302 * op is the object they are using. op is an equipment type item,
3130 return 1; 3352 return 1;
3131 } 3353 }
3132 3354
3133 return unapply_special (who, op, aflags); 3355 return unapply_special (who, op, aflags);
3134 } 3356 }
3135
3136 if (basic_flag == AP_UNAPPLY) 3357 else if (basic_flag == AP_UNAPPLY)
3137 return 0; 3358 return 0;
3138
3139 // if the item is combat/ranged, wield the relevant slot first
3140 // to resolve conflicts.
3141 if (player *pl = who->contr)
3142 switch (op->slottype ())
3143 {
3144 case slot_combat: who->change_weapon (pl->combat_ob); break;
3145 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3146 }
3147 3359
3148 splay (op); 3360 splay (op);
3149 3361
3150 /* Can't just apply this object. Lets see what not and what to do */ 3362 /* Can't just apply this object. Lets see what not and what to do */
3151 if (int i = can_apply_object (who, op)) 3363 if (int i = can_apply_object (who, op))
3185 } 3397 }
3186 } 3398 }
3187 3399
3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3400 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3189 { 3401 {
3402 // try to ready attached skill first
3190 skop = find_skill_by_name (who, op->skill); 3403 skop = find_skill_by_name (who, op->skill);
3191 3404
3192 if (!skop) 3405 if (!skop)
3193 { 3406 {
3194 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 3407 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3195 return 1; 3408 return 1;
3196 } 3409 }
3197 else 3410 else if (!who->apply (skop, AP_APPLY | AP_HAVE_WEAPON))
3198 /* While experience will be credited properly, we want to change the
3199 * skill so that the dam and wc get updated
3200 */ 3411 {
3201 who->change_skill (skop); 3412 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3413 return 1;
3414 }
3202 } 3415 }
3203 3416
3204 if (who->type == PLAYER 3417 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 { 3418 {
3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3419 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 return 1; 3420 return 1;
3210 } 3421 }
3211 3422
3212 /* Ok. We are now at the state where we can apply the new object. 3423 /* 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_... 3424 * Note that we don't have the checks for can_use_...
3214 * below - that is already taken care of by can_apply_object. 3425 * below - that is already taken care of by can_apply_object.
3215 */ 3426 */
3216 if (op->nrof > 1) 3427
3217 tmp = get_split_ob (op, op->nrof - 1); 3428 // split away all the other items from the stack, so only one item is left
3218 else 3429 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3219 tmp = 0;
3220 3430
3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3431 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222 return RESULT_INT (0); 3432 return RESULT_INT (0);
3223 3433
3224 switch (op->type) 3434 switch (op->type)
3225 { 3435 {
3226 case WEAPON: 3436 case WEAPON:
3227 if (!check_weapon_power (who, op->last_eat)) 3437 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
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
3238 // i.e. "R" can use Ragnarok's sword.
3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3240 { 3438 {
3241 /* if the weapon does not have the name as the character, can't use it. */ 3439 /* 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) */ 3440 /* (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.>"); 3441 who->failmsg ("The weapon does not recognize you as its owner. "
3244 3442 "H<Its name indicates that it belongs to somebody else.>");
3245 if (tmp) 3443 if (tmp) who->insert (tmp);
3246 insert_ob_in_ob (tmp, who);
3247
3248 return 1; 3444 return 1;
3249 } 3445 }
3250 3446
3251 if (!skop) 3447 op->flag [FLAG_APPLIED] = true;
3448
3449 if (player *pl = who->contr)
3252 { 3450 {
3253 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3451 who->current_weapon = pl->combat_ob = op;
3254 return 1; 3452 who->statusmsg (format ("You wield %s.", query_name (op)));
3453 change_abil (who, op);
3255 } 3454 }
3256 3455 else
3257 SET_FLAG (op, FLAG_APPLIED);
3258 who->change_skill (skop); 3456 who->change_skill (skop);
3259 3457
3260 if (who->contr) 3458 op->flag [FLAG_READY_WEAPON] = true;
3261 who->change_weapon (who->contr->combat_ob = op);
3262
3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3264
3265 SET_FLAG (who, FLAG_READY_WEAPON);
3266 change_abil (who, op);
3267 break; 3459 break;
3268 3460
3269 case ARMOUR: 3461 case ARMOUR:
3270 case HELMET: 3462 case HELMET:
3271 case SHIELD: 3463 case SHIELD:
3279 SET_FLAG (op, FLAG_APPLIED); 3471 SET_FLAG (op, FLAG_APPLIED);
3280 who->statusmsg (format ("You wear %s.", query_name (op))); 3472 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 change_abil (who, op); 3473 change_abil (who, op);
3282 break; 3474 break;
3283 3475
3476 case SKILL_TOOL:
3477 // applying a skill tool does not ready the skill
3478 // if something needs the skill, it has to ready it itself
3479 //TODO: unapplying should unapply the skill, though
3480 SET_FLAG (op, FLAG_APPLIED);
3481 break;
3482
3284 case LAMP: 3483 case SKILL:
3285 if (op->stats.food < 1) 3484 if (skill_flags [op->subtype] & SF_NEED_ITEM && !(aflags & AP_HAVE_WEAPON))
3286 { 3485 {
3287 who->failmsg (format ( 3486 who->failmsg (format (
3288 "Your %s is out of fuel! " 3487 "You feel as if you wanted to do something funny, but you can't remember what. "
3289 "H<Lamps and similar items need fuel. They cannot be refilled.>", 3488 "H<The skill %s needs an item to function, it cannot be used on its own.>",
3290 &op->name 3489 &op->skill
3291 )); 3490 ));
3491 if (tmp) who->insert (tmp);
3292 return 1; 3492 return 1;
3293 } 3493 }
3294 3494
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
3334 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill
3336 SET_FLAG (op, FLAG_APPLIED);
3337
3338 if (!(aflags & AP_NO_READY))
3339 {
3340 skop = find_skill_by_name (who, op->skill);
3341 if (!skop->flag [FLAG_APPLIED])
3342 apply_special (who, skop, AP_APPLY);
3343 }
3344 break;
3345
3346 case SKILL:
3347 if (player *pl = who->contr) 3495 if (player *pl = who->contr)
3348 { 3496 {
3349 if (IS_COMBAT_SKILL (op->subtype))
3350 {
3351 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3497 if (skill_flags [op->subtype] & SF_COMBAT)
3352 {
3353 for (object *item = who->inv; item; item = item->below)
3354 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3355 {
3356 if (item->skill == op->skill)
3357 {
3358 who->change_weapon (pl->combat_ob = item);
3359 goto found_weapon;
3360 }
3361 }
3362
3363 who->failmsg (format (
3364 "You need to apply a '%s' melee weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a melee weapon, to function.>",
3366 &op->skill
3367 ));
3368 return 1;
3369
3370 found_weapon:;
3371 }
3372 else
3373 who->change_weapon (pl->combat_ob = op); 3498 who->current_weapon = pl->combat_ob = op;
3374 } 3499
3375 else if (IS_RANGED_SKILL (op->subtype))
3376 {
3377 if (skill_flags [op->subtype] & SF_NEED_BOW) 3500 if (skill_flags [op->subtype] & SF_RANGED)
3378 {
3379 for (object *item = who->inv; item; item = item->below)
3380 if (item->type == BOW && item->flag [FLAG_APPLIED])
3381 {
3382 //TODO: bows should/must all have skill missile weapon right now
3383 who->change_weapon (pl->ranged_ob = item);
3384 goto found_bow;
3385 }
3386
3387 who->failmsg (
3388 "You need to apply a missile weapon before readying this skill. "
3389 "H<Some skills need an item, in this case a missile weapon, to function.>"
3390 );
3391 return 1;
3392
3393 found_bow:;
3394 }
3395 else
3396 who->change_weapon (pl->ranged_ob = op); 3501 who->current_weapon = pl->ranged_ob = op;
3397 }
3398 3502
3399 if (!op->invisible) 3503 if (op->invisible)
3400 { 3504 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3401 who->statusmsg (format (
3402 "You ready %s."
3403 "You can now use the skill: %s.",
3404 query_name (op),
3405 &op->skill
3406 ));
3407 }
3408 else 3505 else
3409 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 3506 who->statusmsg (format (
3507 "You ready %s."
3508 "You can now use the skill: %s.",
3509 query_name (op),
3510 &op->skill
3511 ));
3410 } 3512 }
3411 else 3513
3412 {
3413 SET_FLAG (op, FLAG_APPLIED);
3414 change_abil (who, op);
3415 who->chosen_skill = op;
3416 SET_FLAG (who, FLAG_READY_SKILL); 3514 SET_FLAG (who, FLAG_READY_SKILL);
3417 } 3515 SET_FLAG (op, FLAG_APPLIED);
3418 3516 change_abil (who, op);
3419 break; 3517 break;
3420 3518
3421 case BOW: 3519 case BOW:
3422 if (!check_weapon_power (who, op->last_eat)) 3520 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3423 {
3424 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3425
3426 if (tmp)
3427 insert_ob_in_ob (tmp, who);
3428
3429 return 1;
3430 }
3431
3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3433 { 3521 {
3434 who->failmsg ("The weapon does not recognize you as its owner. " 3522 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>"); 3523 "H<Its name indicates that it belongs to somebody else.>");
3436 if (tmp) 3524 if (tmp) who->insert (tmp);
3437 insert_ob_in_ob (tmp, who);
3438
3439 return 1; 3525 return 1;
3440 } 3526 }
3527
3528 if (player *pl = who->contr)
3529 {
3530 op->flag [FLAG_APPLIED] = true;
3531 who->current_weapon = pl->ranged_ob = op;
3532 who->statusmsg (format ("You wield the %s.", query_name (op)));
3533 change_abil (who, op);
3534 }
3535 break;
3536
3537 case RANGED:
3538 if (player *pl = who->contr)
3539 {
3540 op->flag [FLAG_APPLIED] = true;
3541 who->current_weapon = pl->ranged_ob = op;
3542 who->statusmsg (format ("You applied the %s.", query_name (op)));
3543 }
3544 break;
3545
3546 case SPELL:
3547 if (player *pl = who->contr)
3548 {
3549 op->flag [FLAG_APPLIED] = true;
3550 who->current_weapon = pl->ranged_ob = op;
3551 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3552 }
3553 break;
3441 3554
3442 /*FALLTHROUGH*/ 3555 /*FALLTHROUGH*/
3443 case WAND: 3556 case WAND:
3444 case ROD: 3557 case ROD:
3445 case HORN: 3558 case HORN:
3446 /* check for skill, alter player status */ 3559 /* check for skill, alter player status */
3447 3560
3448 if (!skop) 3561 if (!skop)
3449 { 3562 {
3450 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3563 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3564 if (tmp) who->insert (tmp);
3451 return 1; 3565 return 1;
3452 } 3566 }
3453 3567
3454 SET_FLAG (op, FLAG_APPLIED); 3568 op->flag [FLAG_APPLIED] = true;
3455 who->change_skill (skop);
3456 3569
3457 if (who->contr) 3570 if (player *pl = who->contr)
3458 { 3571 {
3459 who->contr->ranged_ob = op;
3460
3461 who->statusmsg (format ("You ready %s.", query_name (op))); 3572 who->statusmsg (format ("You ready %s.", query_name (op)));
3573 who->current_weapon = pl->ranged_ob = op;
3462 3574
3463 if (op->type == BOW) 3575 if (op->type == BOW)
3464 {
3465 who->current_weapon = op;
3466 change_abil (who, op);
3467 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 3576 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3468 } 3577
3578 change_abil (who, op);
3469 } 3579 }
3470 else 3580 else
3471 { 3581 {
3582 who->change_skill (skop);
3583
3472 if (op->type == BOW) 3584 if (op->type == BOW)
3473 SET_FLAG (who, FLAG_READY_BOW); 3585 op->flag [FLAG_READY_BOW ] = true;
3474 else 3586 else
3475 SET_FLAG (who, FLAG_READY_RANGE); 3587 op->flag [FLAG_READY_RANGE] = true;
3476 } 3588 }
3477 3589
3478 break; 3590 break;
3479 3591
3480 case BUILDER: 3592 case BUILDER:
3481 if (who->type == PLAYER) 3593 if (player *pl = who->contr)
3482 { 3594 {
3483 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3595 who->current_weapon = pl->ranged_ob = op;
3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3485 unapply_special (who, who->contr->ranged_ob, 0);
3486
3487 who->statusmsg (format ("You ready your %s.", query_name (op))); 3596 who->statusmsg (format ("You ready your %s.", query_name (op)));
3488 3597 //TODO: change_abil?
3489 who->contr->ranged_ob = op;
3490 } 3598 }
3491 break; 3599 break;
3492 3600
3493 default: 3601 default:
3494 who->statusmsg (format ("You apply %s.", query_name (op))); 3602 who->statusmsg (format ("You apply %s.", query_name (op)));
3495 } 3603 }
3496 3604
3497 SET_FLAG (op, FLAG_APPLIED); 3605 SET_FLAG (op, FLAG_APPLIED);
3498 3606
3499 if (tmp) 3607 if (tmp) who->insert (tmp);
3500 tmp = insert_ob_in_ob (tmp, who);
3501 3608
3502 who->update_stats (); 3609 who->update_stats ();
3503 3610
3504 /* We exclude spell casting objects. The fire code will set the 3611 /* We exclude spell casting objects. The fire code will set the
3505 * been applied flag when they are used - until that point, 3612 * been applied flag when they are used - until that point,
3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3512 if (who->type == PLAYER) 3619 if (who->type == PLAYER)
3513 { 3620 {
3514 who->failmsg ( 3621 who->failmsg (
3515 "Oops, it feels deadly cold! " 3622 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3623 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3517 ); 3624 );
3518 SET_FLAG (op, FLAG_KNOWN_CURSED); 3625 SET_FLAG (op, FLAG_KNOWN_CURSED);
3519 } 3626 }
3520 3627
3521 if (who->type == PLAYER) 3628 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); 3629 esrv_send_item (pl, op);
3528 }
3529 3630
3530 return 0; 3631 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} 3632}
3541 3633
3542/** 3634/**
3543 * Map was just loaded, handle op's initialisation. 3635 * Map was just loaded, handle op's initialisation.
3544 * 3636 *
3547int 3639int
3548auto_apply (object *op) 3640auto_apply (object *op)
3549{ 3641{
3550 object *tmp = NULL, *tmp2; 3642 object *tmp = NULL, *tmp2;
3551 int i; 3643 int i;
3644
3645 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3552 3646
3553 switch (op->type) 3647 switch (op->type)
3554 { 3648 {
3555 case SHOP_FLOOR: 3649 case SHOP_FLOOR:
3556 if (!op->has_random_items ()) 3650 if (!op->has_random_items ())
3558 3652
3559 do 3653 do
3560 { 3654 {
3561 i = 10; /* let's give it 10 tries */ 3655 i = 10; /* let's give it 10 tries */
3562 while ((tmp = generate_treasure (op->randomitems, 3656 while ((tmp = generate_treasure (op->randomitems,
3563 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3657 op->stats.exp
3658 ? (int) op->stats.exp
3659 : max (op->map->difficulty, 5)))
3660 == NULL && --i);
3661
3564 if (tmp == NULL) 3662 if (tmp == NULL)
3565 return 0; 3663 return 0;
3664
3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3665 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3567 { 3666 {
3568 tmp->destroy (); 3667 tmp->destroy ();
3569 tmp = NULL; 3668 tmp = NULL;
3570 } 3669 }
3573 3672
3574 tmp->x = op->x; 3673 tmp->x = op->x;
3575 tmp->y = op->y; 3674 tmp->y = op->y;
3576 SET_FLAG (tmp, FLAG_UNPAID); 3675 SET_FLAG (tmp, FLAG_UNPAID);
3577 insert_ob_in_map (tmp, op->map, NULL, 0); 3676 insert_ob_in_map (tmp, op->map, NULL, 0);
3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3579 identify (tmp); 3677 identify (tmp);
3580 break; 3678 break;
3581 3679
3582 case TREASURE: 3680 case TREASURE:
3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3681 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3590 /* If we generated an object and put it in this object inventory, 3688 /* 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 3689 * move it to the parent object as the current object is about
3592 * to disappear. An example of this item is the random_* stuff 3690 * to disappear. An example of this item is the random_* stuff
3593 * that is put inside other objects. 3691 * that is put inside other objects.
3594 */ 3692 */
3595 for (tmp = op->inv; tmp; tmp = tmp2)
3596 {
3597 tmp2 = tmp->below;
3598 tmp->remove ();
3599
3600 if (op->env) 3693 if (op->env)
3601 insert_ob_in_ob (tmp, op->env); 3694 while (op->inv)
3602 else 3695 op->env->insert (op->inv);
3603 tmp->destroy ();
3604 }
3605 3696
3606 op->destroy (); 3697 op->destroy ();
3607 break; 3698 break;
3608 } 3699 }
3609 return tmp ? 1 : 0; 3700
3701 return !!tmp;
3610} 3702}
3611 3703
3612/** 3704/**
3613 * fix_auto_apply goes through the entire map every time a map 3705 * fix_auto_apply goes through the entire map every time a map
3614 * is loaded or swapped in and performs special actions for 3706 * is loaded or swapped in and performs special actions for
3628 3720
3629 if (tmp->inv) 3721 if (tmp->inv)
3630 { 3722 {
3631 object *invtmp, *invnext; 3723 object *invtmp, *invnext;
3632 3724
3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3725 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3634 { 3726 {
3635 invnext = invtmp->below; 3727 invnext = invtmp->below;
3636 3728
3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3729 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3638 auto_apply (invtmp); 3730 auto_apply (invtmp);
3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3731 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 { 3732 {
3641 while ((invtmp->stats.hp--) > 0) 3733 while (invtmp->stats.hp-- > 0)
3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3734 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3643 3735
3644 invtmp->randomitems = NULL; 3736 invtmp->randomitems = NULL;
3645 } 3737 }
3646 else if (invtmp && invtmp->arch 3738 else if (invtmp && invtmp->arch
3651 * treasure again for this object 3743 * treasure again for this object
3652 */ 3744 */
3653 invtmp->randomitems = NULL; 3745 invtmp->randomitems = NULL;
3654 } 3746 }
3655 } 3747 }
3748
3656 /* This is really temporary - the code at the bottom will 3749 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3750 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3751 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3752 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3753 * MSW 2004-05-13
3664 * Ryo 2004-08-16 3757 * Ryo 2004-08-16
3665 */ 3758 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3759 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) 3760 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3668 tmp->randomitems = NULL; 3761 tmp->randomitems = NULL;
3669
3670 } 3762 }
3671 3763
3672 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3764 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3673 auto_apply (tmp); 3765 auto_apply (tmp);
3674 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3766 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3707 } 3799 }
3708 3800
3709 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3801 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3802 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3803 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3712 check_trigger (tmp, tmp->above); 3804 check_trigger (tmp, tmp->above, tmp->above);
3713} 3805}
3714 3806
3715/** 3807/**
3716 * Handles player eating food that temporarily changes status (resistances, stats). 3808 * Handles player eating food that temporarily changes status (resistances, stats).
3717 * This used to call cast_change_attr(), but 3809 * This used to call cast_change_attr(), but
3722eat_special_food (object *who, object *food) 3814eat_special_food (object *who, object *food)
3723{ 3815{
3724 object *force; 3816 object *force;
3725 int i, did_one = 0; 3817 int i, did_one = 0;
3726 3818
3727 force = get_archetype (FORCE_NAME); 3819 char buf[64];
3820 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3821 shstr key (buf);
3728 3822
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 */ 3823 /* bigger morsel of food = longer effect time */
3750 force->duration = food->stats.food / 5; 3824 int duration = TIME2TICK (food->stats.food);
3751 SET_FLAG (force, FLAG_APPLIED); 3825
3752 change_abil (who, force); 3826 if (force = who->force_find (key))
3753 insert_ob_in_ob (force, who); 3827 {
3828 if (duration > fabs (force->speed_left / force->speed))
3829 {
3830 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));
3831 force->force_set_timer (duration);
3832 }
3833 else
3834 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3835
3836 return;
3754 } 3837 }
3755 else 3838 else
3839 {
3840 force = who->force_add (key, duration);
3841 force->name = key;
3842
3843 /* check if the food affects a stat */
3844 for (i = 0; i < NUM_STATS; i++)
3845 if (sint8 k = food->stats.stat (i))
3846 {
3847 force->stats.stat (i) = k;
3848 did_one = 1;
3849 }
3850
3851 /* check if we can protect the eater */
3852 for (i = 0; i < NROFATTACKS; i++)
3853 {
3854 if (food->resist[i] > 0)
3855 {
3856 force->resist[i] = food->resist[i];
3857 did_one = 1;
3858 }
3859 }
3860
3861 if (did_one)
3862 {
3863 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));
3864
3865 /* make the force take effect and report effects to user */
3866 change_abil (who, force);
3867 }
3868 else
3756 force->destroy (); 3869 force->destroy ();
3870 }
3757 3871
3758 /* check for hp, sp change */ 3872 /* check for hp, sp change */
3759 if (food->stats.hp != 0) 3873 if (food->stats.hp != 0)
3760 { 3874 {
3761 if (QUERY_FLAG (food, FLAG_CURSED)) 3875 if (QUERY_FLAG (food, FLAG_CURSED))
3762 { 3876 {
3763 assign (who->contr->killer, food->name); 3877 who->contr->killer = food;
3764 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3878 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3765 who->failmsg ("Eck!...that was poisonous!"); 3879 who->failmsg ("Eck!...that was poisonous!");
3766 } 3880 }
3767 else 3881 else
3768 { 3882 {
3772 who->failmsg ("Eck!...that was poisonous!"); 3886 who->failmsg ("Eck!...that was poisonous!");
3773 3887
3774 who->stats.hp += food->stats.hp; 3888 who->stats.hp += food->stats.hp;
3775 } 3889 }
3776 } 3890 }
3891
3777 if (food->stats.sp != 0) 3892 if (food->stats.sp != 0)
3778 { 3893 {
3779 if (QUERY_FLAG (food, FLAG_CURSED)) 3894 if (QUERY_FLAG (food, FLAG_CURSED))
3780 { 3895 {
3781 who->failmsg ("You are drained of mana!"); 3896 who->failmsg ("You are drained of mana!");
3790 /* place limit on max sp from food? */ 3905 /* place limit on max sp from food? */
3791 } 3906 }
3792 } 3907 }
3793 3908
3794 who->update_stats (); 3909 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} 3910}
3914 3911
3915void 3912void
3916apply_changes_to_player (object *pl, object *change) 3913apply_changes_to_player (object *pl, object *change)
3917{ 3914{
3965 } 3962 }
3966 3963
3967 /* insert the randomitems from the change's treasurelist into 3964 /* insert the randomitems from the change's treasurelist into
3968 * the player ref: player.c 3965 * the player ref: player.c
3969 */ 3966 */
3970 if (change->randomitems != NULL) 3967 if (change->randomitems)
3971 give_initial_items (pl, change->randomitems); 3968 give_initial_items (pl, change->randomitems);
3972 3969
3973 /* set up the face, for some races. */ 3970 /* set up the face, for some races. */
3974 3971
3975 /* first, look for the force object banning 3972 /* first, look for the force object banning
3976 * changing the face. Certain races never change face with class. 3973 * changing the face. Certain races never change face with class.
3977 */ 3974 */
3978 for (walk = pl->inv; walk != NULL; walk = walk->below) 3975 for (walk = pl->inv; walk; walk = walk->below)
3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3976 if (walk->name == shstr_NOCLASSFACECHANGE)
3980 flag_change_face = 0; 3977 flag_change_face = 0;
3981 3978
3982 if (flag_change_face) 3979 if (flag_change_face)
3983 { 3980 {
3984 pl->animation_id = GET_ANIM_ID (change);
3985 pl->face = change->face; 3981 pl->face = change->face;
3986 3982 pl->animation_id = change->animation_id;
3987 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3983 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3988 SET_FLAG (pl, FLAG_ANIMATE);
3989 else
3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3991 } 3984 }
3992 3985
3993 /* check the special case of can't use weapons */ 3986 /* check the special case of can't use weapons */
3994 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3987 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3995 if (!strcmp (change->name, "monk")) 3988 if (change->name == shstr_monk)
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 3989 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3997 3990
3998 break; 3991 break;
3999 } 3992 }
4000 } 3993 }
4001} 3994}
4002 3995
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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