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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.142 by root, Sun Apr 13 20:21:50 2008 UTC vs.
Revision 1.198 by root, Wed Oct 7 22:18:51 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <cmath> 24#include <cmath>
25 25
53 * subtype 5: arch or race 53 * subtype 5: arch or race
54 * subtype 7: all three 54 * subtype 7: all three
55 */ 55 */
56 if (op->subtype) 56 if (op->subtype)
57 { 57 {
58 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
61 } 61 }
62 else 62 else
63 { 63 {
64 arch_flag = 1; 64 arch_flag = 1;
65 name_flag = 1; 65 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
93 */ 93 */
94static int 94static int
95apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
96{ 96{
97 dynbuf_text buf; 97 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 98
99 if (!pl || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
100 return 0; 100 return 0;
101 101
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
113 { 113 {
114 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
115 { 115 {
116 identify (marked); 116 identify (marked);
117 117
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 119 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 121
122 return !money; 122 return !money;
123 } 123 }
124 } 124 }
125 125
129 { 129 {
130 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
131 { 131 {
132 identify (id); 132 identify (id);
133 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 136 buf << "The item has a story:\r" << id->msg << "\n\n";
137 137
138 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
140 break; 140 break;
141 } 141 }
160 * matching item. 160 * matching item.
161 **/ 161 **/
162void 162void
163handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
164{ 164{
165 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 167}
186 168
187/** 169/**
188 * Handles applying a potion. 170 * Handles applying a potion.
189 */ 171 */
217 199
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 201 {
220 op->drain_stat (); 202 op->drain_stat ();
221 op->update_stats (); 203 op->update_stats ();
222 decrease_ob (tmp); 204 tmp->decrease ();
223 return 1; 205 return 1;
224 } 206 }
225 207
226 if (!(at = archetype::find (ARCH_DEPLETION))) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 209 {
228 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 211 return 0;
230 } 212 }
213
231 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
232 215
233 if (depl) 216 if (depl)
234 { 217 {
235 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 223 op->update_stats ();
241 } 224 }
242 else 225 else
243 op->statusmsg ("Your potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
244 227
245 decrease_ob (tmp); 228 tmp->decrease ();
246 return 1; 229 return 1;
247 } 230 }
248 231
249 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
318 } 301 }
319 else 302 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 304 }
322 305
323 decrease_ob (tmp); 306 tmp->decrease ();
324 return 1; 307 return 1;
325 } 308 }
326 309
327 310
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 315 */
333 if (tmp->inv) 316 if (tmp->inv)
334 { 317 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 319 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 320 op->failmsg ("Yech! Your lungs are on fire!");
340 321 create_exploding_ball_at (op, op->level);
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 322 }
349 else 323 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 325
352 decrease_ob (tmp); 326 tmp->decrease ();
353 327
354 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 330 op->update_stats ();
357 331
388 force->speed_left = -1; 362 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 363 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 366 change_abil (op, force);
393 decrease_ob (tmp); 367 tmp->decrease ();
394 return 1; 368 return 1;
395 } 369 }
396 370
397 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 372 if (op->type == PLAYER)
399 { /* only for players */ 373 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 378 else
403 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
404 380
405 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 388 * up all the stats.
413 */ 389 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 391 op->update_stats ();
416 decrease_ob (tmp); 392 tmp->decrease ();
417 return 1; 393 return 1;
418} 394}
419 395
420/**************************************************************************** 396/****************************************************************************
421 * Weapon improvement code follows 397 * Weapon improvement code follows
422 ****************************************************************************/ 398 ****************************************************************************/
423 399
424/** 400/**
401 * This function just checks whether who can handle equipping an item
402 * with item_power.
403 */
404
405bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
425 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
426 */ 418 */
427static int 419static int
428check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
429{ 421{
430 int count = 0; 422 int count = 0;
431 423
432 if (!item) 424 if (!item)
433 return 0; 425 return 0;
434 426
435 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 431 count += op->number_of ();
446 }
447 }
448 }
449 432
450 return count; 433 return count;
451} 434}
452 435
453/** 436/**
455 * op is typically the player, which is only 438 * op is typically the player, which is only
456 * really used to determine what space to look at. 439 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
458 */ 441 */
459static void 442static void
460eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 444{
462 object *prev; 445 object *prev;
463 446
464 prev = op; 447 prev = op;
465 op = op->below; 448 op = op->below;
466 449
467 while (op) 450 while (op)
468 { 451 {
469 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
470 { 453 {
471 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
472 { 455 {
473 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
474 return; 457 return;
475 } 458 }
476 else 459 else
477 { 460 {
478 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
479 nrof -= op->nrof; 462 nrof -= op->nrof;
480 } 463 }
481 464
482 op = prev; 465 op = prev;
483 } 466 }
486 op = op->below; 469 op = op->below;
487 } 470 }
488} 471}
489 472
490/** 473/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 476 */
545static int 477static int
546check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
568static int 500static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 502{
571 stat += sacrifice_count; 503 stat += sacrifice_count;
572 weapon->last_eat++; 504 weapon->last_eat++;
573 decrease_ob (improver); 505 improver->decrease ();
574 506
575 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
576 op->update_stats (); 508 op->update_stats ();
577 509
578 op->statusmsg (format ( 510 op->statusmsg (format (
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. "
629 "H<A weapon is considered magical if it changes regeneration, " 561 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 562 "speed or ac, or has other protections.>");
631 return 0; 563 return 0;
632 } 564 }
633 565
634 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
646 578
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 582 slot at once! */
651 decrease_ob (improver); 583 improver->decrease ();
652 weapon->last_eat = 0; 584 weapon->last_eat = 0;
653 return 1; 585 return 1;
654} 586}
655
656 587
657/** 588/**
658 * 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.
659 * This is the new improve weapon code. 590 * This is the new improve weapon code.
660 * 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.
673 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
675 606
676 if (weapon->level == 0) 607 if (weapon->level == 0)
677 { 608 {
678 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.>");
679 return 0; 612 return 0;
680 } 613 }
681 614
682 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
683 { 617 {
684 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 619 return 0;
686 } 620 }
687 621
688 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))
689 { 624 {
690 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 627 "really want to improve it.");
693 return 0; 628 return 0;
704 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
705 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));
706 weapon->last_eat++; 641 weapon->last_eat++;
707 642
708 weapon->item_power++; 643 weapon->item_power++;
709 decrease_ob (improver); 644 improver->decrease ();
710 return 1; 645 return 1;
711 } 646 }
712 647
713 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 649 {
718 weapon->weight = 1; 653 weapon->weight = 1;
719 654
720 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));
721 weapon->last_eat++; 656 weapon->last_eat++;
722 weapon->item_power++; 657 weapon->item_power++;
723 decrease_ob (improver); 658 improver->decrease ();
724 return 1; 659 return 1;
725 } 660 }
661
726 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 663 {
728 weapon->magic++; 664 weapon->magic++;
729 weapon->last_eat++; 665 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 667 improver->decrease ();
732 weapon->item_power++; 668 weapon->item_power++;
733 return 1; 669 return 1;
734 } 670 }
735 671
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
785 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 722 return 0;
787 } 723 }
788 724
789 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
790 if (!otmp) 727 if (!otmp)
791 { 728 {
792 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.>");
793 return 0; 730 return 0;
794 } 731 }
851 } 788 }
852 789
853 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
854 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
855 */ 792 */
856 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
857 tmp = get_split_ob (armour, armour->nrof - 1);
858 else
859 tmp = NULL;
860 794
861 armour->magic++; 795 armour->magic++;
862 796
863 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
864 { 798 {
901 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);
902 836
903 if (op->type == PLAYER) 837 if (op->type == PLAYER)
904 { 838 {
905 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
906 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
907 op->update_stats (); 842 op->update_stats ();
908 } 843 }
909 844
910 decrease_ob (improver); 845 improver->decrease ();
911 846
912 if (tmp) 847 if (tmp)
913 { 848 op->insert (tmp);
914 insert_ob_in_ob (tmp, op);
915 esrv_send_item (op, tmp);
916 }
917 849
918 return 1; 850 return 1;
919} 851}
920 852
921/* 853/*
925 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
926 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
927 * 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
928 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
929 */ 861 */
930static int 862int
931convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
932{ 864{
933 sint64 nr, price_in; 865 sint64 nr, price_in;
934 866
935 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
955 887
956 converter->play_sound (sound_find ("shop_buy")); 888 converter->play_sound (sound_find ("shop_buy"));
957 889
958 sint64 cost = (nr * need + item->value - 1) / item->value; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
959 891
960 decrease_ob_nr (item, cost); 892 item->decrease (cost);
961 893
962 price_in = cost * item->value; 894 price_in = cost * item->value;
963 } 895 }
964 else 896 else
965 { 897 {
971 converter->play_sound (sound_find ("convert_item")); 903 converter->play_sound (sound_find ("convert_item"));
972 904
973 if (need) 905 if (need)
974 { 906 {
975 nr = sint64 (item->nrof) / need; 907 nr = sint64 (item->nrof) / need;
976 decrease_ob_nr (item, nr * need); 908 item->decrease (nr * need);
977 price_in = nr * need * item->value; 909 price_in = nr * need * item->value;
978 } 910 }
979 else 911 else
980 { 912 {
981 price_in = item->value; 913 price_in = item->value;
993 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
994 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++)
995 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
996 ob_to_copy = ob; 928 ob_to_copy = ob;
997 929
998 item = object_create_clone (ob_to_copy); 930 item = ob_to_copy->deep_clone ();
999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
1000 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1001 } 933 }
1002 else 934 else
1003 { 935 {
1016 item->nrof = give; 948 item->nrof = give;
1017 949
1018 if (nr) 950 if (nr)
1019 item->nrof *= nr; 951 item->nrof *= nr;
1020 952
1021 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1022 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 }
1023 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1024 { 965 {
1025 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",
1026 &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);
1027 /** 968 /**
1028 * 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
1029 * hopefully had something in mind when doing this. 970 * hopefully had something in mind when doing this.
1030 */ 971 */
1031 } 972 }
1032 973
1033 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
1034 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);
1035 return 1; 980 return 1;
1036} 981}
1037 982
1038/** 983/**
1134/* push_button (altar);*/ 1079/* push_button (altar);*/
1135 } 1080 }
1136 else 1081 else
1137 { 1082 {
1138 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1139 push_button (altar); 1084 push_button (altar, originator);
1140 } 1085 }
1141 1086
1142 return !sacrifice; 1087 return !sacrifice;
1143 } 1088 }
1144 else 1089 else
1161 1106
1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1163 1108
1164 bool has_unpaid = false; 1109 bool has_unpaid = false;
1165 1110
1166 // 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
1167 // a quick and small change :( 1112 // a quick and small change :(
1168 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1169 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1170 { 1115 {
1171 has_unpaid = true; 1116 has_unpaid = true;
1172 break; 1117 break;
1173 } 1118 }
1174 1119
1175 if (op->type != PLAYER) 1120 if (!op->is_player ())
1176 { 1121 {
1177 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1178 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1179 * the shop. 1124 * the shop.
1180 */ 1125 */
1184 1129
1185 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1186 { 1131 {
1187 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);
1188 1133
1134 if (i >= 0)
1189 tmp->remove (); 1135 tmp->move (i);
1190
1191 if (i == -1)
1192 i = 0;
1193
1194 tmp->map = op->map;
1195 tmp->x = op->x + freearr_x[i];
1196 tmp->y = op->y + freearr_y[i];
1197 insert_ob_in_map (tmp, op->map, op, 0);
1198 } 1136 }
1199 } 1137 }
1200 1138
1201 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1202 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1213 if (i != -1) 1151 if (i != -1)
1214 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);
1215 1153
1216 return 0; 1154 return 0;
1217 } 1155 }
1156
1218 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1219 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1220 */ 1159 */
1221 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1222 } 1161 }
1277 * Handles applying a sign. 1216 * Handles applying a sign.
1278 */ 1217 */
1279static void 1218static void
1280apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1281{ 1220{
1282 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 }
1283 1229
1284 if (!sign->msg) 1230 if (!sign->msg)
1285 { 1231 {
1286 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 "));
1287 return; 1236 return;
1288 } 1237 }
1289 1238
1290 if (sign->stats.food) 1239 if (sign->stats.food)
1291 { 1240 {
1292 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1293 { 1242 {
1294 if (!sign->move_on) 1243 if (!sign->move_on)
1295 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1296 1245
1297 return; 1246 return;
1298 } 1247 }
1299 1248
1300 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1318 if (sign->sound) 1267 if (sign->sound)
1319 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1320 else if (autoapply) 1269 else if (autoapply)
1321 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1322 1271
1323 if (ns->can_msg)
1324 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1325 else
1326 {
1327 msgType = get_readable_message_type (sign);
1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 }
1331 } 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);
1332} 1306}
1333 1307
1334/** 1308/**
1335 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1336 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1367 1341
1368 recursion_depth++; 1342 recursion_depth++;
1369 if (trap->head) 1343 if (trap->head)
1370 trap = trap->head; 1344 trap = trap->head;
1371 1345
1372 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)))
1373 goto leave;
1374
1375 switch (trap->type) 1347 switch (trap->type)
1376 { 1348 {
1377 case PLAYERMOVER: 1349 case PLAYERMOVER:
1378 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 = -FABS (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 update_button (trap, originator);
1389 break;
1390
1391 case ALTAR:
1392 /* sacrifice victim on trap */
1393 apply_altar (trap, victim, originator);
1394 break;
1395
1396 case THROWN_OBJ:
1397 if (trap->inv == NULL)
1398 break;
1399 /* fallthrough */
1400
1401 case ARROW:
1402 /* bad bug: monster throw a object, make a step forwards, step on object ,
1403 * trigger this here and get hit by own missile - and will be own enemy.
1404 * Victim then is his own enemy and will start to kill herself (this is
1405 * removed) but we have not synced victim and his missile. To avoid senseless
1406 * action, we avoid hits here
1407 */
1408 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1409 hit_with_arrow (trap, victim);
1410 break;
1411
1412 case SPELL_EFFECT:
1413 apply_spell_effect (trap, victim);
1414 break;
1415
1416 case TRAPDOOR:
1379 { 1417 {
1418 int max, sound_was_played;
1419 object *ab, *ab_next;
1420
1380 if (!trap->stats.maxsp) 1421 if (!trap->value)
1381 trap->stats.maxsp = 2; 1422 {
1423 int tot;
1382 1424
1383 /* Is this correct? From the docs, it doesn't look like it 1425 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1384 * should be divided by trap->speed 1426 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1427 tot += ab->head_ ()->total_weight ();
1428
1429 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1430 break;
1431
1432 SET_ANIMATION (trap, trap->value);
1433 update_object (trap, UP_OBJ_FACE);
1434 }
1435
1436 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1437 {
1438 /* need to set this up, since if we do transfer the object,
1439 * ab->above would be bogus
1385 */ 1440 */
1386 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1441 ab_next = ab->above;
1387 1442
1388 /* Just put in some sanity check. I think there is a bug in the 1443 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1389 * above with some objects have zero speed, and thus the player 1444 {
1390 * getting permanently paralyzed. 1445 if (!sound_was_played)
1446 {
1447 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1448 sound_was_played = 1;
1449 }
1450
1451 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1452 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1453 }
1391 */ 1454 }
1392 if (victim->speed_left < -50.f) 1455 break;
1393 victim->speed_left = -50.f;
1394 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1395 } 1456 }
1396 goto leave;
1397 1457
1398 case SPINNER: 1458 case CONVERTER:
1399 if (victim->direction) 1459 if (convert_item (victim, trap) < 0)
1400 {
1401 victim->direction = absdir (victim->direction - trap->stats.sp);
1402 update_turn_face (victim);
1403 }
1404 goto leave;
1405
1406 case DIRECTOR:
1407 if (victim->direction && !should_director_abort (trap, victim))
1408 {
1409 victim->direction = trap->stats.sp;
1410 update_turn_face (victim);
1411 }
1412 goto leave;
1413
1414 case BUTTON:
1415 case PEDESTAL:
1416 update_button (trap);
1417 goto leave;
1418
1419 case ALTAR:
1420 /* sacrifice victim on trap */
1421 apply_altar (trap, victim, originator);
1422 goto leave;
1423
1424 case THROWN_OBJ:
1425 if (trap->inv == NULL)
1426 goto leave;
1427 /* fallthrough */
1428
1429 case ARROW:
1430 /* bad bug: monster throw a object, make a step forwards, step on object ,
1431 * trigger this here and get hit by own missile - and will be own enemy.
1432 * Victim then is his own enemy and will start to kill herself (this is
1433 * removed) but we have not synced victim and his missile. To avoid senseless
1434 * action, we avoid hits here
1435 */
1436 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1437 hit_with_arrow (trap, victim);
1438 goto leave;
1439
1440 case SPELL_EFFECT:
1441 apply_spell_effect (trap, victim);
1442 goto leave;
1443
1444 case TRAPDOOR:
1445 {
1446 int max, sound_was_played;
1447 object *ab, *ab_next;
1448
1449 if (!trap->value)
1450 { 1460 {
1451 int tot; 1461 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1452 1462 archetype::get (shstr_burnout)->insert_at (trap, trap);
1453 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1456
1457 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1458 goto leave;
1459
1460 SET_ANIMATION (trap, trap->value);
1461 update_object (trap, UP_OBJ_FACE);
1462 } 1463 }
1463 1464
1464 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1465 break;
1466
1467 case TRIGGER_BUTTON:
1468 case TRIGGER_PEDESTAL:
1469 case TRIGGER_ALTAR:
1470 check_trigger (trap, victim);
1471 break;
1472
1473 case DEEP_SWAMP:
1474 walk_on_deep_swamp (trap, victim);
1475 break;
1476
1477 case CHECK_INV:
1478 check_inv (victim, trap);
1479 break;
1480
1481 case HOLE:
1482 move_apply_hole (trap, victim);
1483 break;
1484
1485 case EXIT:
1486 if (victim->type == PLAYER && EXIT_PATH (trap))
1465 { 1487 {
1466 /* need to set this up, since if we do transfer the object, 1488 /* Basically, don't show exits leading to random maps the
1467 * ab->above would be bogus 1489 * players output.
1468 */ 1490 */
1469 ab_next = ab->above; 1491 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1492 victim->statusmsg (trap->msg, NDI_NAVY);
1470 1493
1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1494 trap->play_sound (trap->sound);
1472 { 1495 victim->enter_exit (trap);
1473 if (!sound_was_played)
1474 {
1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1476 sound_was_played = 1;
1477 }
1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1480 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1481 }
1482 } 1496 }
1483 goto leave; 1497 break;
1484 }
1485 1498
1486 case CONVERTER:
1487 if (convert_item (victim, trap) < 0)
1488 {
1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1490 get_archetype ("burnout")->insert_at (trap, trap);
1491 }
1492
1493 goto leave;
1494
1495 case TRIGGER_BUTTON:
1496 case TRIGGER_PEDESTAL:
1497 case TRIGGER_ALTAR:
1498 check_trigger (trap, victim);
1499 goto leave;
1500
1501 case DEEP_SWAMP:
1502 walk_on_deep_swamp (trap, victim);
1503 goto leave;
1504
1505 case CHECK_INV:
1506 check_inv (victim, trap);
1507 goto leave;
1508
1509 case HOLE:
1510 /* Hole not open? */
1511 if (trap->stats.wc > 0)
1512 goto leave;
1513
1514 /* Is this a multipart monster and not the head? If so, return.
1515 * Processing will happen if the head runs into the pit
1516 */
1517 if (victim->head)
1518 goto leave;
1519
1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1523 goto leave;
1524
1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1528 /* Basically, don't show exits leading to random maps the
1529 * players output.
1530 */
1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1537 goto leave;
1538
1539 case ENCOUNTER: 1499 case ENCOUNTER:
1540 /* may be some leftovers on this */ 1500 /* may be some leftovers on this */
1541 goto leave; 1501 break;
1542 1502
1543 case SHOP_MAT: 1503 case SHOP_MAT:
1544 apply_shop_mat (trap, victim); 1504 apply_shop_mat (trap, victim);
1545 goto leave; 1505 break;
1546 1506
1547 /* Drop a certain amount of gold, and have one item identified */ 1507 /* Drop a certain amount of gold, and have one item identified */
1548 case IDENTIFY_ALTAR: 1508 case IDENTIFY_ALTAR:
1549 apply_id_altar (victim, trap, originator); 1509 apply_id_altar (victim, trap, originator);
1550 goto leave; 1510 break;
1551 1511
1552 case SIGN: 1512 case SIGN:
1553 if (victim->type != PLAYER && trap->stats.food > 0) 1513 if (victim->type != PLAYER && trap->stats.food > 0)
1554 goto leave; /* monsters musn't apply magic_mouths with counters */ 1514 break; /* monsters musn't apply magic_mouths with counters */
1555 1515
1556 apply_sign (victim, trap, 1); 1516 apply_sign (victim, trap, 1);
1557 goto leave; 1517 break;
1558 1518
1559 case CONTAINER: 1519 case CONTAINER:
1560 apply_container (victim, trap); 1520 apply_container (victim, trap);
1561 goto leave; 1521 break;
1562 1522
1563 case RUNE: 1523 case RUNE:
1564 case TRAP: 1524 case TRAP:
1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1525 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 spring_trap (trap, victim); 1526 spring_trap (trap, victim);
1567 goto leave; 1527 break;
1568 1528
1569 default: 1529 default:
1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1530 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1531 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 goto leave; 1532 break;
1573 } 1533 }
1574 1534
1575leave:
1576 recursion_depth--; 1535 recursion_depth--;
1577} 1536}
1578 1537
1579/** 1538/**
1580 * Handles reading a regular (ie not containing a spell) book. 1539 * Handles reading a regular (ie not containing a spell) book.
1619 1578
1620 readable_message_type *msgType = get_readable_message_type (tmp); 1579 readable_message_type *msgType = get_readable_message_type (tmp);
1621 1580
1622 if (player *pl = op->contr) 1581 if (player *pl = op->contr)
1623 if (client *ns = pl->ns) 1582 if (client *ns = pl->ns)
1624 if (ns->can_msg)
1625 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1583 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1626 else
1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1628 msgType->message_type, msgType->message_subtype,
1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630 long_desc (tmp, op), &tmp->msg);
1631 1584
1632 /* gain xp from reading */ 1585 /* gain xp from reading */
1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1586 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634 { /* only if not read before */ 1587 { /* only if not read before */
1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1588 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1590 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 { 1591 {
1639 /*exp_gain *= 2; because they just identified it too */ 1592 /*exp_gain *= 2; because they just identified it too */
1640 SET_FLAG (tmp, FLAG_IDENTIFIED); 1593 SET_FLAG (tmp, FLAG_IDENTIFIED);
1641 1594
1642 /* If in a container, update how it looks */ 1595 if (object *pl = tmp->visible_to ())
1643 if (tmp->env)
1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1596 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1645 else
1646 op->contr->ns->floorbox_update ();
1647 } 1597 }
1648 1598
1649 change_exp (op, exp_gain, skill_ob->skill, 0); 1599 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1600 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1651 } 1601 }
1664 op->play_sound (sound_find ("generic_fail")); 1614 op->play_sound (sound_find ("generic_fail"));
1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1615 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 break; 1616 break;
1667 1617
1668 case 1: 1618 case 1:
1669 decrease_ob (tmp); 1619 tmp->decrease ();
1670 op->play_sound (sound_find ("skill_learn")); 1620 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1621 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break; 1622 break;
1673 1623
1674 default: 1624 default:
1675 decrease_ob (tmp); 1625 tmp->decrease ();
1676 op->play_sound (sound_find ("generic_fail")); 1626 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1627 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 break; 1628 break;
1679 } 1629 }
1680} 1630}
1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1742 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1743 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 return; 1744 return;
1795 } 1745 }
1796 1746
1797 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1747 int learn_level = sqrtf (spell->level) * 1.5f;
1748 if (skop->level < learn_level)
1798 { 1749 {
1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1750 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1751 &tmp->skill, learn_level));
1800 return; 1752 return;
1801 } 1753 }
1802 1754
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1755 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804 1756
1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1757 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 {
1807 identify (tmp); 1758 identify (tmp);
1808
1809 if (tmp->env)
1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1811 else
1812 op->contr->ns->floorbox_update ();
1813 }
1814 1759
1815 /* I removed the check for special_prayer_mark here - it didn't make 1760 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and 1761 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that 1762 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark. 1763 * they would have a special prayer mark.
1871 { 1816 {
1872 op->contr->play_sound (sound_find ("fumble_spell")); 1817 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1818 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 } 1819 }
1875 1820
1876 decrease_ob (tmp); 1821 tmp->decrease ();
1877} 1822}
1878 1823
1879/** 1824/**
1880 * Handles applying a spell scroll. 1825 * Handles applying a spell scroll.
1881 */ 1826 */
1920 identify (tmp); 1865 identify (tmp);
1921 1866
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1867 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923 1868
1924 cast_spell (op, tmp, dir, tmp->inv, NULL); 1869 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 decrease_ob (tmp); 1870 tmp->decrease ();
1926} 1871}
1927 1872
1928/** 1873/**
1929 * Applies a treasure object - by default, chest. op 1874 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure 1875 * is the person doing the applying, tmp is the treasure
1942 object *treas = tmp->inv; 1887 object *treas = tmp->inv;
1943 1888
1944 if (!treas) 1889 if (!treas)
1945 { 1890 {
1946 op->statusmsg ("The chest was empty."); 1891 op->statusmsg ("The chest was empty.");
1947 decrease_ob (tmp); 1892 tmp->decrease ();
1948 return; 1893 return;
1949 } 1894 }
1950 1895
1951 while (tmp->inv) 1896 while (tmp->inv)
1952 { 1897 {
1968 if (op->destroyed () || tmp->destroyed ()) 1913 if (op->destroyed () || tmp->destroyed ())
1969 break; 1914 break;
1970 } 1915 }
1971 1916
1972 if (!tmp->destroyed () && !tmp->inv) 1917 if (!tmp->destroyed () && !tmp->inv)
1973 decrease_ob (tmp); 1918 tmp->decrease (true);
1974} 1919}
1975 1920
1976/** 1921/**
1977 * op eats food. 1922 * op eats food.
1978 * If player, takes care of messages and dragon special food. 1923 * If player, takes care of messages and dragon special food.
2044 eat_special_food (op, tmp); 1989 eat_special_food (op, tmp);
2045 } 1990 }
2046 } 1991 }
2047 1992
2048 handle_apply_yield (tmp); 1993 handle_apply_yield (tmp);
2049 decrease_ob (tmp); 1994 tmp->decrease ();
2050} 1995}
2051 1996
2052/** 1997/**
2053 * A dragon is eating some flesh. If the flesh contains resistances, 1998 * A dragon is eating some flesh. If the flesh contains resistances,
2054 * there is a chance for the dragon's skin to get improved. 1999 * there is a chance for the dragon's skin to get improved.
2173 op->statusmsg (buf); 2118 op->statusmsg (buf);
2174 2119
2175 /* now choose a winner if we have any */ 2120 /* now choose a winner if we have any */
2176 i = -1; 2121 i = -1;
2177 if (winners > 0) 2122 if (winners > 0)
2178 i = atnr_winner[RANDOM () % winners]; 2123 i = atnr_winner [rndm (winners)];
2179 2124
2180 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2125 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2181 { 2126 {
2182 /* resistance increased! */ 2127 /* resistance increased! */
2183 skin->resist[i]++; 2128 skin->resist[i]++;
2242 2187
2243 op->statusmsg ("Applying armour enchantment."); 2188 op->statusmsg ("Applying armour enchantment.");
2244 improve_armour (op, tmp, armor); 2189 improve_armour (op, tmp, armor);
2245} 2190}
2246 2191
2247extern void 2192void
2248apply_poison (object *op, object *tmp) 2193apply_poison (object *op, object *tmp)
2249{ 2194{
2195 // need to do it now when it is still on the map
2196 handle_apply_yield (tmp);
2197
2198 object *poison = tmp->split (1);
2199
2250 if (op->type == PLAYER) 2200 if (op->type == PLAYER)
2251 { 2201 {
2252 op->contr->play_sound (sound_find ("drink_poison")); 2202 op->contr->play_sound (sound_find ("drink_poison"));
2253 op->failmsg ("Yech! That tasted poisonous!"); 2203 op->failmsg ("Yech! That tasted poisonous!");
2254 strcpy (op->contr->killer, "poisonous booze"); 2204 op->contr->killer = poison;
2255 } 2205 }
2256 2206
2257 if (tmp->stats.hp > 0) 2207 if (poison->stats.hp > 0)
2258 { 2208 {
2259 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2209 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2210 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2261 } 2211 }
2262 2212
2263 op->stats.food -= op->stats.food / 4; 2213 op->stats.food -= op->stats.food / 4;
2264 handle_apply_yield (tmp); 2214 poison->destroy ();
2265 decrease_ob (tmp);
2266} 2215}
2267 2216
2268/** 2217/**
2269 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2218 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2270 * A valid 2 way exit means: 2219 * A valid 2 way exit means:
2354 2303
2355 return 0; 2304 return 0;
2356} 2305}
2357 2306
2358/** 2307/**
2308 * This function will try to apply a lighter and in case no lighter
2309 * is specified it will try to find a lighter in the players inventory,
2310 * and inform him about this requirement.
2311 *
2312 * who - the player
2313 * op - the item we want to light
2314 * lighter - the lighter or 0 if a lighter has yet to be found
2315 */
2316static object *
2317auto_apply_lighter (object *who, object *op, object *lighter)
2318{
2319 if (lighter == 0)
2320 {
2321 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2322 {
2323 if (tmp->type == LIGHTER)
2324 {
2325 lighter = tmp;
2326 break;
2327 }
2328 }
2329
2330 if (!lighter)
2331 {
2332 who->failmsg (format (
2333 "You can't light up the %s with your bare hands! "
2334 "H<You need a lighter in your inventory, for example a flint and steel.>",
2335 &op->name));
2336 return 0;
2337 }
2338 }
2339
2340 // last_eat == 0 means the lighter is not being used up!
2341 if (lighter->last_eat && lighter->stats.food)
2342 {
2343 /* lighter gets used up */
2344 lighter = lighter->split ();
2345 lighter->stats.food--;
2346 who->insert (lighter);
2347 }
2348 else if (lighter->last_eat)
2349 {
2350 /* no charges left in lighter */
2351 who->failmsg (format (
2352 "You attempt to light the %s with a used up %s.",
2353 &op->name, &lighter->name));
2354 return 0;
2355 }
2356
2357 return lighter;
2358}
2359
2360/**
2361 * Designed primarily to light torches/lanterns/etc.
2362 * Also burns up burnable material too. First object in the inventory is
2363 * the selected object to "burn". -b.t.
2364 */
2365void
2366apply_lighter (object *who, object *lighter)
2367{
2368 object *item;
2369 int is_player_env = 0;
2370
2371 item = find_marked_object (who);
2372 if (item)
2373 {
2374 if (!auto_apply_lighter (who, item, lighter))
2375 return;
2376
2377 /* Perhaps we should split what we are trying to light on fire?
2378 * I can't see many times when you would want to light multiple
2379 * objects at once.
2380 */
2381
2382 save_throw_object (item, AT_FIRE, who);
2383
2384 if (item->destroyed ()
2385 || ((item->type == LAMP || item->type == TORCH)
2386 && item->glow_radius > 0))
2387 who->statusmsg (format (
2388 "You light the %s with the %s.",
2389 &item->name, &lighter->name));
2390 else
2391 who->failmsg (format (
2392 "You attempt to light the %s with the %s and fail.",
2393 &item->name, &lighter->name));
2394 }
2395 else
2396 who->failmsg ("You need to mark a lightable object.");
2397}
2398
2399/**
2400 * This function generates a cursed effect for cursed lamps and torches.
2401 */
2402void player_apply_lamp_cursed_effect (object *who, object *op)
2403{
2404 if (op->level)
2405 {
2406 who->failmsg (format (
2407 "The %s was cursed, it explodes in a big fireball!",
2408 &op->name));
2409 create_exploding_ball_at (who, op->level);
2410 }
2411 else
2412 {
2413 who->failmsg (format (
2414 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2415 &op->name));
2416 }
2417
2418 op->destroy ();
2419}
2420
2421/**
2422 * Apply for players and lamps
2423 *
2424 * who - the player
2425 * op - the lamp
2426 */
2427void player_apply_lamp (object *who, object *op)
2428{
2429 bool switch_on = op->glow_radius ? false : true;
2430
2431 if (switch_on)
2432 {
2433 object *lighter = 0;
2434
2435 if (op->flag [FLAG_IS_LIGHTABLE]
2436 && !(lighter = auto_apply_lighter (who, op, 0)))
2437 return;
2438
2439 if (op->stats.food < 1)
2440 {
2441 if (op->type == LAMP)
2442 who->failmsg (format (
2443 "The %s is out of fuel! "
2444 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2445 &op->name));
2446 else
2447 who->failmsg (format (
2448 "The %s is burnt out! "
2449 "H<Torches and similar items burn out and become worthless.>",
2450 &op->name));
2451 return;
2452 }
2453
2454 if (op->flag [FLAG_CURSED])
2455 {
2456 player_apply_lamp_cursed_effect (who, op);
2457 return;
2458 }
2459
2460 if (lighter)
2461 who->statusmsg (format (
2462 "You light up the %s with the %s.", &op->name, &lighter->name));
2463 else
2464 who->statusmsg (format ("You light up the %s.", &op->name));
2465 }
2466 else
2467 {
2468 if (op->flag [FLAG_CURSED])
2469 {
2470 player_apply_lamp_cursed_effect (who, op);
2471 return;
2472 }
2473
2474 if (op->type == TORCH)
2475 {
2476 if (!op->flag [FLAG_IS_LIGHTABLE])
2477 {
2478 who->statusmsg (format (
2479 "You put out the %s. "
2480 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2481 &op->name, &op->name));
2482 }
2483 else
2484 who->statusmsg (format (
2485 "You put out the %s."
2486 "H<Torches wear out if you put them out.>",
2487 &op->name));
2488 }
2489 else
2490 who->statusmsg (format ("You turn off the %s.", &op->name));
2491 }
2492
2493 apply_lamp (op, switch_on);
2494}
2495
2496void get_animation_from_arch (object *op, arch_ptr a)
2497{
2498 op->animation_id = a->animation_id;
2499 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2500 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2501 op->anim_speed = a->anim_speed;
2502 op->last_anim = 0;
2503 op->state = 0;
2504 op->face = a->face;
2505
2506 if (NUM_ANIMATIONS(op) > 1)
2507 {
2508 SET_ANIMATION(op, 0);
2509 animate_object (op, op->direction);
2510 }
2511 else
2512 update_object (op, UP_OBJ_FACE);
2513}
2514
2515/**
2516 * Apply for LAMPs and TORCHes.
2517 *
2518 * op - the lamp
2519 * switch_on - a flag which says whether the lamp should be switched on or off
2520 */
2521void apply_lamp (object *op, bool switch_on)
2522{
2523 op->set_glow_radius (switch_on ? op->range : 0);
2524 op->set_speed (switch_on ? op->arch->speed : 0);
2525
2526 // torches wear out if you put them out
2527 if (op->type == TORCH && !switch_on)
2528 {
2529 if (op->flag [FLAG_IS_LIGHTABLE])
2530 {
2531 op->stats.food -= (double) op->arch->stats.food / 15;
2532 if (op->stats.food < 0)
2533 op->stats.food = 0;
2534 }
2535 else
2536 op->stats.food = 0;
2537 }
2538
2539 // lamps and torched get worthless when used up
2540 if (op->stats.food <= 0)
2541 op->value = 0;
2542
2543 // FIXME: This is a hack to make the more sane torches and lamps
2544 // still animated ;-/
2545 if (op->other_arch)
2546 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2547
2548 if (object *pl = op->visible_to ())
2549 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2550}
2551
2552/**
2359 * Main apply handler. 2553 * Main apply handler.
2360 * 2554 *
2361 * Checks for unpaid items before applying. 2555 * Checks for unpaid items before applying.
2362 * 2556 *
2363 * Return value: 2557 * Return value:
2364 * 0: player or monster can't apply objects of that type 2558 * 0: player or monster can't apply objects of that type
2365 * 1: has been applied, or there was an error applying the object 2559 * 1: has been applied, or there was an error applying the object
2366 * 2: objects of that type can't be applied if not in inventory 2560 * 2: objects of that type can't be applied if not in inventory
2367 * 2561 *
2368 * op is the object that is causing object to be applied, tmp is the object 2562 * who is the object that is causing object to be applied, op is the object
2369 * being applied. 2563 * being applied.
2370 * 2564 *
2371 * aflag is special (always apply/unapply) flags. Nothing is done with 2565 * aflag is special (always apply/unapply) flags. Nothing is done with
2372 * them in this function - they are passed to apply_special 2566 * them in this function - they are passed to apply_special
2373 */ 2567 */
2374int 2568int
2375manual_apply (object *op, object *tmp, int aflag) 2569manual_apply (object *who, object *op, int aflag)
2376{ 2570{
2377 if (tmp->head) 2571 op = op->head_ ();
2378 tmp = tmp->head;
2379 2572
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2573 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2381 { 2574 {
2382 if (op->type == PLAYER) 2575 if (who->type == PLAYER)
2383 { 2576 {
2577 examine (who, op);
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2578 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2385 return 1; 2579 return 1;
2386 } 2580 }
2387 else 2581 else
2388 return 0; /* monsters just skip unpaid items */ 2582 return 0; /* monsters just skip unpaid items */
2389 } 2583 }
2390 2584
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2585 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2392 return RESULT_INT (0); 2586 return RESULT_INT (0);
2393 2587
2394 switch (tmp->type) 2588 switch (op->type)
2395 { 2589 {
2396 case CF_HANDLE: 2590 case CF_HANDLE:
2397 op->play_sound (sound_find ("turn_handle")); 2591 who->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle."); 2592 who->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1; 2593 op->value = op->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value); 2594 SET_ANIMATION (op, op->value);
2401 update_object (tmp, UP_OBJ_FACE); 2595 update_object (op, UP_OBJ_FACE);
2402 push_button (tmp); 2596 push_button (op, who);
2403 return 1; 2597 return 1;
2404 2598
2405 case TRIGGER: 2599 case TRIGGER:
2406 if (check_trigger (tmp, op)) 2600 if (check_trigger (op, who))
2407 { 2601 {
2408 op->statusmsg ("You turn the handle."); 2602 who->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle")); 2603 who->play_sound (sound_find ("turn_handle"));
2410 } 2604 }
2411 else 2605 else
2412 op->failmsg ("The handle doesn't move."); 2606 who->failmsg ("The handle doesn't move.");
2413 2607
2414 return 1; 2608 return 1;
2415 2609
2416 case EXIT: 2610 case EXIT:
2417 if (op->type != PLAYER) 2611 if (who->type != PLAYER)
2418 return 0; 2612 return 0;
2419 2613
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2614 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2615 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)));
2422 else 2616 else
2423 { 2617 {
2424 /* Don't display messages for random maps. */ 2618 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2619 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2426 op->statusmsg (tmp->msg, NDI_NAVY); 2620 who->statusmsg (op->msg, NDI_NAVY);
2427 2621
2428 op->enter_exit (tmp); 2622 who->enter_exit (op);
2429 } 2623 }
2430 2624
2431 return 1; 2625 return 1;
2432 2626
2433 case INSCRIBABLE: 2627 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg); 2628 who->statusmsg (op->msg);
2435 // maybe show a spell menu to chose from or something like that 2629 // maybe show a spell menu to chose from or something like that
2436 return 1; 2630 return 1;
2437 2631
2438 case SIGN: 2632 case SIGN:
2439 apply_sign (op, tmp, 0); 2633 apply_sign (who, op, 0);
2440 return 1; 2634 return 1;
2441 2635
2442 case BOOK: 2636 case BOOK:
2443 if (op->type == PLAYER) 2637 if (who->type == PLAYER)
2444 { 2638 {
2445 apply_book (op, tmp); 2639 apply_book (who, op);
2446 return 1; 2640 return 1;
2447 } 2641 }
2448 else 2642 else
2449 return 0; 2643 return 0;
2450 2644
2451 case SKILLSCROLL: 2645 case SKILLSCROLL:
2452 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2453 { 2647 {
2454 apply_skillscroll (op, tmp); 2648 apply_skillscroll (who, op);
2455 return 1; 2649 return 1;
2456 } 2650 }
2457 else 2651 else
2458 return 0; 2652 return 0;
2459 2653
2460 case SPELLBOOK: 2654 case SPELLBOOK:
2461 if (op->type == PLAYER) 2655 if (who->type == PLAYER)
2462 { 2656 {
2463 apply_spellbook (op, tmp); 2657 apply_spellbook (who, op);
2464 return 1; 2658 return 1;
2465 } 2659 }
2466 else 2660 else
2467 return 0; 2661 return 0;
2468 2662
2469 case SCROLL: 2663 case SCROLL:
2470 apply_scroll (op, tmp, 0); 2664 apply_scroll (who, op, 0);
2471 return 1; 2665 return 1;
2472 2666
2473 case POTION: 2667 case POTION:
2474 apply_potion (op, tmp); 2668 apply_potion (who, op);
2475 return 1; 2669 return 1;
2476 2670
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2671 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed? 2672 //TODO: remove, as it is unsed?
2479 case CLOSE_CON: 2673 case CLOSE_CON:
2480 apply_container (op, tmp->env); 2674 apply_container (who, op->env);
2481 return 1; 2675 return 1;
2482 2676
2483 case CONTAINER: 2677 case CONTAINER:
2484 apply_container (op, tmp); 2678 apply_container (who, op);
2485 return 1; 2679 return 1;
2486 2680
2487 case TREASURE: 2681 case TREASURE:
2488 if (op->type == PLAYER) 2682 if (who->type == PLAYER)
2489 { 2683 {
2490 apply_treasure (op, tmp); 2684 apply_treasure (who, op);
2491 return 1; 2685 return 1;
2492 } 2686 }
2493 else 2687 else
2494 return 0; 2688 return 0;
2689
2690 case LAMP:
2691 case TORCH:
2692 player_apply_lamp (who, op);
2693 return 1;
2495 2694
2496 case WEAPON: 2695 case WEAPON:
2497 case ARMOUR: 2696 case ARMOUR:
2498 case BOOTS: 2697 case BOOTS:
2499 case GLOVES: 2698 case GLOVES:
2507 case WAND: 2706 case WAND:
2508 case ROD: 2707 case ROD:
2509 case HORN: 2708 case HORN:
2510 case SKILL: 2709 case SKILL:
2511 case BOW: 2710 case BOW:
2512 case LAMP:
2513 case BUILDER: 2711 case BUILDER:
2514 case SKILL_TOOL: 2712 case SKILL_TOOL:
2515 if (tmp->env != op) 2713 if (op->env != who)
2516 return 2; /* not in inventory */ 2714 return 2; /* not in inventory */
2517 2715
2518 apply_special (op, tmp, aflag); 2716 apply_special (who, op, aflag);
2519 return 1; 2717 return 1;
2520 2718
2521 case DRINK: 2719 case DRINK:
2522 case FOOD: 2720 case FOOD:
2523 case FLESH: 2721 case FLESH:
2524 apply_food (op, tmp); 2722 apply_food (who, op);
2525 return 1; 2723 return 1;
2526 2724
2527 case POISON: 2725 case POISON:
2528 apply_poison (op, tmp); 2726 apply_poison (who, op);
2529 return 1; 2727 return 1;
2530 2728
2531 case SAVEBED: 2729 case SAVEBED:
2532 return 1; 2730 return 1;
2533 2731
2534 case ARMOUR_IMPROVER: 2732 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2536 { 2734 {
2537 apply_armour_improver (op, tmp); 2735 apply_armour_improver (who, op);
2538 return 1; 2736 return 1;
2539 } 2737 }
2540 else 2738 else
2541 return 0; 2739 return 0;
2542 2740
2543 case WEAPON_IMPROVER: 2741 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp); 2742 check_improve_weapon (who, op);
2545 return 1; 2743 return 1;
2546 2744
2547 case CLOCK: 2745 case CLOCK:
2548 if (op->type == PLAYER) 2746 if (who->type == PLAYER)
2549 { 2747 {
2550 char buf[MAX_BUF]; 2748 char buf[MAX_BUF];
2551 timeofday_t tod; 2749 timeofday_t tod;
2552 2750
2553 get_tod (&tod); 2751 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock")); 2752 who->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format ( 2753 who->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s", 2754 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2755 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2756 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 )); 2757 ));
2560 return 1; 2758 return 1;
2561 } 2759 }
2562 else 2760 else
2563 return 0; 2761 return 0;
2564 2762
2565 case MENU: 2763 case MENU:
2566 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2567 { 2765 {
2568 shop_listing (tmp, op); 2766 shop_listing (op, who);
2569 return 1; 2767 return 1;
2570 } 2768 }
2571 else 2769 else
2572 return 0; 2770 return 0;
2573 2771
2574 case POWER_CRYSTAL: 2772 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */ 2773 apply_power_crystal (who, op); /* see egoitem.c */
2576 return 1; 2774 return 1;
2577 2775
2578 case LIGHTER: /* for lighting torches/lanterns/etc */ 2776 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER) 2777 if (who->type == PLAYER)
2580 { 2778 {
2581 apply_lighter (op, tmp); 2779 apply_lighter (who, op);
2582 return 1; 2780 return 1;
2583 } 2781 }
2584 else 2782 else
2585 return 0; 2783 return 0;
2586 2784
2587 case ITEM_TRANSFORMER: 2785 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp); 2786 apply_item_transformer (who, op);
2589 return 1; 2787 return 1;
2590 2788
2591 default: 2789 default:
2592 return 0; 2790 return 0;
2593 } 2791 }
2594} 2792}
2595
2596 2793
2597/* quiet suppresses the "don't know how to apply" and "you must get it first" 2794/* quiet suppresses the "don't know how to apply" and "you must get it first"
2598 * messages as needed by player_apply_below(). But there can still be 2795 * messages as needed by player_apply_below(). But there can still be
2599 * "but you are floating high above the ground" messages. 2796 * "but you are floating high above the ground" messages.
2600 * 2797 *
2601 * Same return value as apply() function. 2798 * Same return value as apply() function.
2602 */ 2799 */
2603int 2800int
2604player_apply (object *pl, object *op, int aflag, int quiet) 2801player_apply (object *pl, object *op, int aflag, int quiet)
2605{ 2802{
2606 int tmp;
2607
2608 if (op->env && (pl->move_type & MOVE_FLYING)) 2803 if (!op->env && (pl->move_type & MOVE_FLYING))
2609 { 2804 {
2610 /* player is flying and applying object not in inventory */ 2805 /* player is flying and applying object not in inventory */
2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2806 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2612 { 2807 {
2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2808 pl->failmsg ("But you are floating high above the ground! "
2809 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2810 "or waiting till the levitation effect wears off.>");
2614 return 0; 2811 return 0;
2615 } 2812 }
2616 } 2813 }
2617 2814
2618 pl->contr->last_used = op; 2815 pl->contr->last_used = op;
2619 2816
2620 tmp = manual_apply (pl, op, aflag); 2817 int tmp = manual_apply (pl, op, aflag);
2818
2621 if (!quiet) 2819 if (!quiet)
2622 { 2820 {
2623 if (tmp == 0) 2821 if (tmp == 0)
2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2822 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2625 else if (tmp == 2) 2823 else if (tmp == 2)
2660 * person moving on it, also activate. Added code to make it 2858 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which 2859 * so that at least one of players movement types be that which
2662 * the item needs. 2860 * the item needs.
2663 */ 2861 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2862 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1) 2863 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return; 2864 return;
2668 } 2865
2669 if (floors >= 2) 2866 if (floors >= 2)
2670 return; /* process at most two floor objects */ 2867 return; /* process at most two floor objects */
2671 } 2868 }
2672} 2869}
2673 2870
2717 break; 2914 break;
2718 2915
2719 case SKILL: 2916 case SKILL:
2720 if (who->contr) 2917 if (who->contr)
2721 { 2918 {
2919 if (IS_COMBAT_SKILL (op->subtype))
2920 who->change_weapon (who->contr->combat_ob = 0);
2921 else if (IS_RANGED_SKILL (op->subtype))
2922 who->change_weapon (who->contr->ranged_ob = 0);
2923
2722 if (!op->invisible) 2924 if (op->invisible)
2925 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2926 else
2723 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2927 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2724 else
2725 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2726 } 2928 }
2727 2929
2728 change_abil (who, op); 2930 change_abil (who, op);
2729 CLEAR_FLAG (who, FLAG_READY_SKILL); 2931 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730 break; 2932 break;
2741 case CLOAK: 2943 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op))); 2944 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op); 2945 change_abil (who, op);
2744 break; 2946 break;
2745 2947
2746 case LAMP:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 if (who->contr)
2763 esrv_del_item (who->contr, op->count);
2764
2765 op->destroy ();
2766 insert_ob_in_ob (tmp2, who);
2767 who->update_stats ();
2768
2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2770 {
2771 if (who->contr)
2772 {
2773 who->failmsg ("Oops, it feels deadly cold!");
2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2775 }
2776 }
2777
2778 if (who->contr)
2779 esrv_send_item (who, tmp2);
2780 }
2781
2782 return 1; /* otherwise, an attempt to drop causes problems */
2783
2784 case BOW: 2948 case BOW:
2785 case WAND: 2949 case WAND:
2786 case ROD: 2950 case ROD:
2787 case HORN: 2951 case HORN:
2788 if (player *pl = who->contr) 2952 if (player *pl = who->contr)
2815 default: 2979 default:
2816 who->statusmsg (format ("You unapply %s.", query_name (op))); 2980 who->statusmsg (format ("You unapply %s.", query_name (op)));
2817 break; 2981 break;
2818 } 2982 }
2819 2983
2984 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2985 if (object *pl = op->visible_to ())
2986 esrv_send_item (pl, op);
2987
2820 who->update_stats (); 2988 who->update_stats ();
2821
2822 if (!(aflags & AP_NO_MERGE))
2823 {
2824 object *tmp = merge_ob (op, 0);
2825
2826 if (who->contr)
2827 {
2828 if (tmp)
2829 { /* it was merged */
2830 esrv_del_item (who->contr, op->count);
2831 op = tmp;
2832 }
2833
2834 esrv_send_item (who, op);
2835 }
2836 }
2837 2989
2838 return 0; 2990 return 0;
2839} 2991}
2840 2992
2841/** 2993/**
3139 return 1; 3291 return 1;
3140 } 3292 }
3141 3293
3142 return unapply_special (who, op, aflags); 3294 return unapply_special (who, op, aflags);
3143 } 3295 }
3144
3145 if (basic_flag == AP_UNAPPLY) 3296 else if (basic_flag == AP_UNAPPLY)
3146 return 0; 3297 return 0;
3147 3298
3148 // if the item is combat/ranged, wield the relevant slot first 3299 // if the item is combat/ranged, wield the relevant slot first
3149 // to resolve conflicts. 3300 // to resolve conflicts.
3150 if (player *pl = who->contr) 3301 if (player *pl = who->contr)
3208 * skill so that the dam and wc get updated 3359 * skill so that the dam and wc get updated
3209 */ 3360 */
3210 who->change_skill (skop); 3361 who->change_skill (skop);
3211 } 3362 }
3212 3363
3213 if (who->type == PLAYER 3364 if (!check_item_power (who, op->item_power))
3214 && op->item_power
3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3216 { 3365 {
3217 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3366 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3218 return 1; 3367 return 1;
3219 } 3368 }
3220 3369
3221 /* Ok. We are now at the state where we can apply the new object. 3370 /* Ok. We are now at the state where we can apply the new object.
3222 * Note that we don't have the checks for can_use_... 3371 * Note that we don't have the checks for can_use_...
3223 * below - that is already taken care of by can_apply_object. 3372 * below - that is already taken care of by can_apply_object.
3224 */ 3373 */
3225 if (op->nrof > 1) 3374 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3226 tmp = get_split_ob (op, op->nrof - 1);
3227 else
3228 tmp = 0;
3229 3375
3230 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3376 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3231 return RESULT_INT (0); 3377 return RESULT_INT (0);
3232 3378
3233 switch (op->type) 3379 switch (op->type)
3234 { 3380 {
3235 case WEAPON: 3381 case WEAPON:
3236 if (!check_weapon_power (who, op->last_eat))
3237 {
3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3239
3240 if (tmp)
3241 insert_ob_in_ob (tmp, who);
3242
3243 return 1;
3244 }
3245
3246 //TODO: this obviously fails for players using a shorter prefix 3382 //TODO: this obviously fails for players using a shorter prefix
3247 // i.e. "R" can use Ragnarok's sword. 3383 // i.e. "R" can use Ragnarok's sword.
3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3384 if (op->level && !op->name.starts_with (who->name))
3249 { 3385 {
3250 /* if the weapon does not have the name as the character, can't use it. */ 3386 /* if the weapon does not have the name as the character, can't use it. */
3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3387 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3388 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3253 3389
3287 case AMULET: 3423 case AMULET:
3288 SET_FLAG (op, FLAG_APPLIED); 3424 SET_FLAG (op, FLAG_APPLIED);
3289 who->statusmsg (format ("You wear %s.", query_name (op))); 3425 who->statusmsg (format ("You wear %s.", query_name (op)));
3290 change_abil (who, op); 3426 change_abil (who, op);
3291 break; 3427 break;
3292
3293 case LAMP:
3294 if (op->stats.food < 1)
3295 {
3296 who->failmsg (format (
3297 "Your %s is out of fuel! "
3298 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3299 &op->name
3300 ));
3301 return 1;
3302 }
3303
3304 who->statusmsg (format ("You turn on your %s.", &op->name));
3305
3306 tmp2 = arch_to_object (op->other_arch);
3307 tmp2->stats.food = op->stats.food;
3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3313 insert_ob_in_ob (tmp2, who);
3314
3315 /* Remove the old lantern */
3316 if (who->type == PLAYER)
3317 esrv_del_item (who->contr, op->count);
3318
3319 op->destroy ();
3320
3321 /* insert the portion that was split off */
3322 if (tmp)
3323 {
3324 insert_ob_in_ob (tmp, who);
3325 if (who->type == PLAYER)
3326 esrv_send_item (who, tmp);
3327 }
3328
3329 who->update_stats ();
3330
3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3332 if (who->type == PLAYER)
3333 {
3334 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3336 }
3337
3338 if (who->type == PLAYER)
3339 esrv_send_item (who, tmp2);
3340
3341 return 0;
3342 3428
3343 case SKILL_TOOL: 3429 case SKILL_TOOL:
3344 // applying a skill tool also readies the skill 3430 // applying a skill tool also readies the skill
3345 SET_FLAG (op, FLAG_APPLIED); 3431 SET_FLAG (op, FLAG_APPLIED);
3346 3432
3426 } 3512 }
3427 3513
3428 break; 3514 break;
3429 3515
3430 case BOW: 3516 case BOW:
3431 if (!check_weapon_power (who, op->last_eat)) 3517 if (op->level && !op->name.starts_with (who->name))
3432 {
3433 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3434
3435 if (tmp)
3436 insert_ob_in_ob (tmp, who);
3437
3438 return 1;
3439 }
3440
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3518 {
3443 who->failmsg ("The weapon does not recognize you as its owner. " 3519 who->failmsg ("The weapon does not recognize you as its owner. "
3444 "H<Its name indicates that it belongs to somebody else.>"); 3520 "H<Its name indicates that it belongs to somebody else.>");
3445 if (tmp) 3521 if (tmp)
3446 insert_ob_in_ob (tmp, who); 3522 insert_ob_in_ob (tmp, who);
3504 } 3580 }
3505 3581
3506 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3507 3583
3508 if (tmp) 3584 if (tmp)
3509 tmp = insert_ob_in_ob (tmp, who); 3585 who->insert (tmp);
3510 3586
3511 who->update_stats (); 3587 who->update_stats ();
3512 3588
3513 /* We exclude spell casting objects. The fire code will set the 3589 /* We exclude spell casting objects. The fire code will set the
3514 * been applied flag when they are used - until that point, 3590 * been applied flag when they are used - until that point,
3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3596 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3521 if (who->type == PLAYER) 3597 if (who->type == PLAYER)
3522 { 3598 {
3523 who->failmsg ( 3599 who->failmsg (
3524 "Oops, it feels deadly cold! " 3600 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3601 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3526 ); 3602 );
3527 SET_FLAG (op, FLAG_KNOWN_CURSED); 3603 SET_FLAG (op, FLAG_KNOWN_CURSED);
3528 } 3604 }
3529 3605
3530 if (who->type == PLAYER) 3606 if (object *pl = op->visible_to ())
3531 {
3532 /* if multiple objects were applied, update both slots */
3533 if (tmp)
3534 esrv_send_item (who, tmp);
3535
3536 esrv_send_item (who, op); 3607 esrv_send_item (pl, op);
3537 }
3538 3608
3539 return 0; 3609 return 0;
3540} 3610}
3541 3611
3542int 3612int
3556int 3626int
3557auto_apply (object *op) 3627auto_apply (object *op)
3558{ 3628{
3559 object *tmp = NULL, *tmp2; 3629 object *tmp = NULL, *tmp2;
3560 int i; 3630 int i;
3631
3632 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3561 3633
3562 switch (op->type) 3634 switch (op->type)
3563 { 3635 {
3564 case SHOP_FLOOR: 3636 case SHOP_FLOOR:
3565 if (!op->has_random_items ()) 3637 if (!op->has_random_items ())
3567 3639
3568 do 3640 do
3569 { 3641 {
3570 i = 10; /* let's give it 10 tries */ 3642 i = 10; /* let's give it 10 tries */
3571 while ((tmp = generate_treasure (op->randomitems, 3643 while ((tmp = generate_treasure (op->randomitems,
3572 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3644 op->stats.exp
3645 ? (int) op->stats.exp
3646 : max (op->map->difficulty, 5)))
3647 == NULL && --i);
3648
3573 if (tmp == NULL) 3649 if (tmp == NULL)
3574 return 0; 3650 return 0;
3651
3575 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3652 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3576 { 3653 {
3577 tmp->destroy (); 3654 tmp->destroy ();
3578 tmp = NULL; 3655 tmp = NULL;
3579 } 3656 }
3582 3659
3583 tmp->x = op->x; 3660 tmp->x = op->x;
3584 tmp->y = op->y; 3661 tmp->y = op->y;
3585 SET_FLAG (tmp, FLAG_UNPAID); 3662 SET_FLAG (tmp, FLAG_UNPAID);
3586 insert_ob_in_map (tmp, op->map, NULL, 0); 3663 insert_ob_in_map (tmp, op->map, NULL, 0);
3587 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3588 identify (tmp); 3664 identify (tmp);
3589 break; 3665 break;
3590 3666
3591 case TREASURE: 3667 case TREASURE:
3592 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3668 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3599 /* If we generated an object and put it in this object inventory, 3675 /* If we generated an object and put it in this object inventory,
3600 * move it to the parent object as the current object is about 3676 * move it to the parent object as the current object is about
3601 * to disappear. An example of this item is the random_* stuff 3677 * to disappear. An example of this item is the random_* stuff
3602 * that is put inside other objects. 3678 * that is put inside other objects.
3603 */ 3679 */
3604 for (tmp = op->inv; tmp; tmp = tmp2)
3605 {
3606 tmp2 = tmp->below;
3607 tmp->remove ();
3608
3609 if (op->env) 3680 if (op->env)
3610 insert_ob_in_ob (tmp, op->env); 3681 while (op->inv)
3611 else 3682 op->env->insert (op->inv);
3612 tmp->destroy ();
3613 }
3614 3683
3615 op->destroy (); 3684 op->destroy ();
3616 break; 3685 break;
3617 } 3686 }
3618 return tmp ? 1 : 0; 3687
3688 return !!tmp;
3619} 3689}
3620 3690
3621/** 3691/**
3622 * fix_auto_apply goes through the entire map every time a map 3692 * fix_auto_apply goes through the entire map every time a map
3623 * is loaded or swapped in and performs special actions for 3693 * is loaded or swapped in and performs special actions for
3637 3707
3638 if (tmp->inv) 3708 if (tmp->inv)
3639 { 3709 {
3640 object *invtmp, *invnext; 3710 object *invtmp, *invnext;
3641 3711
3642 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3712 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3643 { 3713 {
3644 invnext = invtmp->below; 3714 invnext = invtmp->below;
3645 3715
3646 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3716 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3647 auto_apply (invtmp); 3717 auto_apply (invtmp);
3648 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3718 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3649 { 3719 {
3650 while ((invtmp->stats.hp--) > 0) 3720 while (invtmp->stats.hp-- > 0)
3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3721 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3652 3722
3653 invtmp->randomitems = NULL; 3723 invtmp->randomitems = NULL;
3654 } 3724 }
3655 else if (invtmp && invtmp->arch 3725 else if (invtmp && invtmp->arch
3767 /* check for hp, sp change */ 3837 /* check for hp, sp change */
3768 if (food->stats.hp != 0) 3838 if (food->stats.hp != 0)
3769 { 3839 {
3770 if (QUERY_FLAG (food, FLAG_CURSED)) 3840 if (QUERY_FLAG (food, FLAG_CURSED))
3771 { 3841 {
3772 assign (who->contr->killer, food->name); 3842 who->contr->killer = food;
3773 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3843 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3774 who->failmsg ("Eck!...that was poisonous!"); 3844 who->failmsg ("Eck!...that was poisonous!");
3775 } 3845 }
3776 else 3846 else
3777 { 3847 {
3781 who->failmsg ("Eck!...that was poisonous!"); 3851 who->failmsg ("Eck!...that was poisonous!");
3782 3852
3783 who->stats.hp += food->stats.hp; 3853 who->stats.hp += food->stats.hp;
3784 } 3854 }
3785 } 3855 }
3856
3786 if (food->stats.sp != 0) 3857 if (food->stats.sp != 0)
3787 { 3858 {
3788 if (QUERY_FLAG (food, FLAG_CURSED)) 3859 if (QUERY_FLAG (food, FLAG_CURSED))
3789 { 3860 {
3790 who->failmsg ("You are drained of mana!"); 3861 who->failmsg ("You are drained of mana!");
3801 } 3872 }
3802 3873
3803 who->update_stats (); 3874 who->update_stats ();
3804} 3875}
3805 3876
3806/**
3807 * Designed primarily to light torches/lanterns/etc.
3808 * Also burns up burnable material too. First object in the inventory is
3809 * the selected object to "burn". -b.t.
3810 */
3811void
3812apply_lighter (object *who, object *lighter)
3813{
3814 object *item;
3815 int is_player_env = 0;
3816
3817 item = find_marked_object (who);
3818 if (item)
3819 {
3820 if (lighter->last_eat && lighter->stats.food)
3821 { /* lighter gets used up */
3822 /* Split multiple lighters if they're being used up. Otherwise *
3823 * one charge from each would be used up. --DAMN */
3824 if (lighter->nrof > 1)
3825 {
3826 object *oneLighter = lighter->clone ();
3827
3828 lighter->nrof -= 1;
3829 oneLighter->nrof = 1;
3830 oneLighter->stats.food--;
3831 esrv_send_item (who, lighter);
3832 oneLighter = insert_ob_in_ob (oneLighter, who);
3833 esrv_send_item (who, oneLighter);
3834 }
3835 else
3836 lighter->stats.food--;
3837 }
3838 else if (lighter->last_eat)
3839 {
3840 /* no charges left in lighter */
3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3842 return;
3843 }
3844
3845 /* Perhaps we should split what we are trying to light on fire?
3846 * I can't see many times when you would want to light multiple
3847 * objects at once.
3848 */
3849
3850 if (who == item->in_player ())
3851 is_player_env = 1;
3852
3853 save_throw_object (item, AT_FIRE, who);
3854
3855 if (item->destroyed ())
3856 {
3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3858 /* Need to update the player so that the players glow radius
3859 * gets changed.
3860 */
3861 if (is_player_env)
3862 who->update_stats ();
3863 }
3864 else
3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3866 }
3867 else
3868 who->failmsg ("You need to mark a lightable object.");
3869}
3870 3877
3871/** 3878/**
3872 * op made some mistake with a scroll, this takes care of punishment. 3879 * op made some mistake with a scroll, this takes care of punishment.
3873 * scroll_failure()- hacked directly from spell_failure 3880 * scroll_failure()- hacked directly from spell_failure
3874 */ 3881 */
3974 } 3981 }
3975 3982
3976 /* insert the randomitems from the change's treasurelist into 3983 /* insert the randomitems from the change's treasurelist into
3977 * the player ref: player.c 3984 * the player ref: player.c
3978 */ 3985 */
3979 if (change->randomitems != NULL) 3986 if (change->randomitems)
3980 give_initial_items (pl, change->randomitems); 3987 give_initial_items (pl, change->randomitems);
3981 3988
3982 /* set up the face, for some races. */ 3989 /* set up the face, for some races. */
3983 3990
3984 /* first, look for the force object banning 3991 /* first, look for the force object banning
3985 * changing the face. Certain races never change face with class. 3992 * changing the face. Certain races never change face with class.
3986 */ 3993 */
3987 for (walk = pl->inv; walk != NULL; walk = walk->below) 3994 for (walk = pl->inv; walk; walk = walk->below)
3988 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3995 if (walk->name == shstr_NOCLASSFACECHANGE)
3989 flag_change_face = 0; 3996 flag_change_face = 0;
3990 3997
3991 if (flag_change_face) 3998 if (flag_change_face)
3992 { 3999 {
3993 pl->animation_id = GET_ANIM_ID (change);
3994 pl->face = change->face; 4000 pl->face = change->face;
3995 4001 pl->animation_id = change->animation_id;
3996 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4002 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3997 SET_FLAG (pl, FLAG_ANIMATE);
3998 else
3999 CLEAR_FLAG (pl, FLAG_ANIMATE);
4000 } 4003 }
4001 4004
4002 /* check the special case of can't use weapons */ 4005 /* check the special case of can't use weapons */
4003 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4006 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4004 if (!strcmp (change->name, "monk")) 4007 if (change->name == shstr_monk)
4005 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4008 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4006 4009
4007 break; 4010 break;
4008 } 4011 }
4009 } 4012 }
4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4049 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4047 return; 4050 return;
4048 } 4051 }
4049 4052
4050 /* check whether they are compatible or not */ 4053 /* check whether they are compatible or not */
4051 find = strstr (marked->slaying, transformer->arch->archname); 4054 find = strstr (&marked->slaying, transformer->arch->archname);
4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4055 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4053 { 4056 {
4054 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4057 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4055 return; 4058 return;
4056 } 4059 }
4098 4101
4099 new_item->nrof = yield; 4102 new_item->nrof = yield;
4100 4103
4101 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); 4104 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102 4105
4103 insert_ob_in_ob (new_item, pl); 4106 pl->insert (new_item);
4104 esrv_send_inventory (pl, pl);
4105 /* Eat up one item */ 4107 /* Eat up one item */
4106 decrease_ob_nr (marked, 1); 4108 marked->decrease ();
4107 4109
4108 /* Eat one transformer if needed */ 4110 /* Eat one transformer if needed */
4109 if (transformer->stats.food) 4111 if (transformer->stats.food)
4110 if (--transformer->stats.food == 0) 4112 if (--transformer->stats.food == 0)
4111 decrease_ob_nr (transformer, 1); 4113 transformer->decrease ();
4112} 4114}
4113 4115

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