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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.172 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.233 by root, Fri Apr 2 03:41:24 2010 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\r", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 if (shstr yield = tmp->kv (shstr_on_use_yield)) 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 168}
168 169
169/** 170/**
170 * Handles applying a potion. 171 * Handles applying a potion.
171 */ 172 */
172int 173int
173apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
174{ 175{
175 int got_one = 0, i; 176 int got_one = 0, i;
176 object *force = 0, *floor = 0; 177 object *force = 0;
177 178
178 floor = GET_MAP_OB (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
179 180
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 { 182 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183 184
203 op->update_stats (); 204 op->update_stats ();
204 tmp->decrease (); 205 tmp->decrease ();
205 return 1; 206 return 1;
206 } 207 }
207 208
208 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
209 { 210 {
210 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
211 return 0; 212 return 0;
212 } 213 }
213 214
230 } 231 }
231 232
232 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 { 235 {
235 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
236 { 237 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 { 239 {
239 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
240 { 241 {
275 } 276 }
276 } 277 }
277 } 278 }
278 279
279 /* Just makes checking easier */ 280 /* Just makes checking easier */
280 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
281 got_one = 1; 282 got_one = 1;
282 283
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 { 285 {
285 if (got_one) 286 if (got_one)
315 */ 316 */
316 if (tmp->inv) 317 if (tmp->inv)
317 { 318 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 320 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
323 322 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 323 }
332 else 324 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 326
335 tmp->decrease (); 327 tmp->decrease ();
378 } 370 }
379 371
380 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 373 if (op->type == PLAYER)
382 { /* only for players */ 374 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 379 else
386 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
387 381
388 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
403/**************************************************************************** 397/****************************************************************************
404 * Weapon improvement code follows 398 * Weapon improvement code follows
405 ****************************************************************************/ 399 ****************************************************************************/
406 400
407/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
408 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
409 */ 418 */
410static int 419static int
411check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
412{ 421{
413 int count = 0; 422 int count = 0;
414 423
415 if (!item) 424 if (!item)
416 return 0; 425 return 0;
417 426
418 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 431 count += op->number_of ();
429 }
430 }
431 }
432 432
433 return count; 433 return count;
434} 434}
435 435
436/** 436/**
438 * op is typically the player, which is only 438 * op is typically the player, which is only
439 * really used to determine what space to look at. 439 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
441 */ 441 */
442static void 442static void
443eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 444{
445 object *prev; 445 object *prev;
446 446
447 prev = op; 447 prev = op;
448 op = op->below; 448 op = op->below;
449 449
450 while (op) 450 while (op)
451 { 451 {
452 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
453 { 453 {
454 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
455 { 455 {
456 op->decrease (nrof); 456 op->decrease (nrof);
457 return; 457 return;
466 } 466 }
467 467
468 prev = op; 468 prev = op;
469 op = op->below; 469 op = op->below;
470 } 470 }
471}
472
473/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522} 471}
523 472
524/** 473/**
525 * 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.
526 * 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.
582 531
583/** 532/**
584 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
586 */ 535 */
587int 536static int
588prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
589{ 538{
590 int sacrifice_count, i; 539 int sacrifice_count, i;
591 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
592 541
645 * 594 *
646 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
647 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
648 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
649 */ 598 */
650int 599static int
651improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
652{ 601{
653 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
654 603
655 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
657 606
658 if (weapon->level == 0) 607 if (weapon->level == 0)
659 { 608 {
660 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.>");
661 return 0; 612 return 0;
662 } 613 }
663 614
664 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
665 { 617 {
666 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 619 return 0;
668 } 620 }
669 621
670 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))
671 { 624 {
672 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 627 "really want to improve it.");
675 return 0; 628 return 0;
753/** 706/**
754 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
756 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
757 */ 710 */
758int 711static int
759check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
760{ 713{
761 object *otmp; 714 object *otmp;
762 715
763 if (op->type != PLAYER) 716 if (op->type != PLAYER)
810 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
811 * the users level or 90) 764 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now. 766 * changing of physical area right now.
814 */ 767 */
815int 768static int
816improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
817{ 770{
818 object *tmp; 771 object *tmp;
819 772
820 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
904 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
906 * 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
907 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
908 */ 861 */
909static int 862int
910convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
911{ 864{
912 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
913 866
914 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
915 return 0; 868 return 0;
916 869
917 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
921 874
995 item->nrof = give; 948 item->nrof = give;
996 949
997 if (nr) 950 if (nr)
998 item->nrof *= nr; 951 item->nrof *= nr;
999 952
1000 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1001 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 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 965 {
1004 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",
1005 &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);
1006 /** 968 /**
1022 * Handle apply on containers. 984 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1025 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1026 */ 988 */
1027int 989static int
1028apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1029{ 991{
1030 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 993 return 0; /* This might change */
1032 994
1045 } 1007 }
1046 1008
1047 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1049 { 1011 {
1050 if (op->container == sack) 1012 if (op->container_ () == sack)
1051 { 1013 {
1052 // open on ground or inv, so close 1014 // open on ground or inv, so close
1053 op->close_container (); 1015 op->close_container ();
1054 return 1; 1016 return 1;
1055 } 1017 }
1098{ 1060{
1099 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 1063 return 0;
1102 1064
1103 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1104 { 1066 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1107 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1108 */ 1070 */
1117/* push_button (altar);*/ 1079/* push_button (altar);*/
1118 } 1080 }
1119 else 1081 else
1120 { 1082 {
1121 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1122 push_button (altar); 1084 push_button (altar, originator);
1123 } 1085 }
1124 1086
1125 return !sacrifice; 1087 return !sacrifice;
1126 } 1088 }
1127 else 1089 else
1144 1106
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 1108
1147 bool has_unpaid = false; 1109 bool has_unpaid = false;
1148 1110
1149 // 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
1150 // a quick and small change :( 1112 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1153 { 1115 {
1154 has_unpaid = true; 1116 has_unpaid = true;
1155 break; 1117 break;
1156 } 1118 }
1157 1119
1158 if (op->type != PLAYER) 1120 if (!op->is_player ())
1159 { 1121 {
1160 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1162 * the shop. 1124 * the shop.
1163 */ 1125 */
1167 1129
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 { 1131 {
1170 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);
1171 1133
1134 if (i >= 0)
1172 tmp->remove (); 1135 tmp->move (i);
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 } 1136 }
1182 } 1137 }
1183 1138
1184 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1196 if (i != -1) 1151 if (i != -1)
1197 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);
1198 1153
1199 return 0; 1154 return 0;
1200 } 1155 }
1156
1201 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1203 */ 1159 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 1161 }
1260 * Handles applying a sign. 1216 * Handles applying a sign.
1261 */ 1217 */
1262static void 1218static void
1263apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1264{ 1220{
1221 if (!op->is_player())
1222 return;
1223
1265 if (sign->has_dialogue ()) 1224 if (sign->has_dialogue ())
1266 { 1225 {
1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name)); 1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1268 return; 1227 return;
1269 } 1228 }
1270 1229
1271 if (!sign->msg) 1230 if (!sign->msg)
1272 { 1231 {
1273 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 "));
1274 return; 1236 return;
1275 } 1237 }
1276 1238
1277 if (sign->stats.food) 1239 if (sign->stats.food)
1278 { 1240 {
1279 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1280 { 1242 {
1281 if (!sign->move_on) 1243 if (!sign->move_on)
1282 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1283 1245
1284 return; 1246 return;
1285 } 1247 }
1286 1248
1287 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1305 if (sign->sound) 1267 if (sign->sound)
1306 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1307 else if (autoapply) 1269 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1309 1271
1310 if (ns->can_msg)
1311 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1312 else
1313 {
1314 readable_message_type *msgType = get_readable_message_type (sign);
1315 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1316 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1317 }
1318 } 1273 }
1319} 1274}
1320 1275
1321static void 1276static void
1322move_apply_hole (object *trap, object *victim) 1277move_apply_hole (object *trap, object *victim)
1369 return; 1324 return;
1370 1325
1371 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1372 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1373 */ 1328 */
1374 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1375 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1376 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1377 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1378 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1379 */ 1334 */
1386 1341
1387 recursion_depth++; 1342 recursion_depth++;
1388 if (trap->head) 1343 if (trap->head)
1389 trap = trap->head; 1344 trap = trap->head;
1390 1345
1391 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)))
1392 goto leave;
1393
1394 switch (trap->type) 1347 switch (trap->type)
1395 { 1348 {
1396 case PLAYERMOVER: 1349 case PLAYERMOVER:
1397 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410 && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1398 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1399 if (!trap->stats.maxsp) 1423 if (!trap->value)
1400 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1401 1426
1402 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1403 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1404 */ 1442 */
1405 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1406 1444
1407 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1408 * above with some objects have zero speed, and thus the player 1446 {
1409 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1410 */ 1456 }
1411 if (victim->speed_left < -50.f) 1457 break;
1412 victim->speed_left = -50.f;
1413 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1414 } 1458 }
1415 goto leave;
1416 1459
1417 case SPINNER: 1460 case CONVERTER:
1418 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1419 {
1420 victim->direction = absdir (victim->direction - trap->stats.sp);
1421 update_turn_face (victim);
1422 }
1423 goto leave;
1424
1425 case DIRECTOR:
1426 if (victim->direction && !should_director_abort (trap, victim))
1427 {
1428 victim->direction = trap->stats.sp;
1429 update_turn_face (victim);
1430 }
1431 goto leave;
1432
1433 case BUTTON:
1434 case PEDESTAL:
1435 update_button (trap);
1436 goto leave;
1437
1438 case ALTAR:
1439 /* sacrifice victim on trap */
1440 apply_altar (trap, victim, originator);
1441 goto leave;
1442
1443 case THROWN_OBJ:
1444 if (trap->inv == NULL)
1445 goto leave;
1446 /* fallthrough */
1447
1448 case ARROW:
1449 /* bad bug: monster throw a object, make a step forwards, step on object ,
1450 * trigger this here and get hit by own missile - and will be own enemy.
1451 * Victim then is his own enemy and will start to kill herself (this is
1452 * removed) but we have not synced victim and his missile. To avoid senseless
1453 * action, we avoid hits here
1454 */
1455 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1456 hit_with_arrow (trap, victim);
1457 goto leave;
1458
1459 case SPELL_EFFECT:
1460 apply_spell_effect (trap, victim);
1461 goto leave;
1462
1463 case TRAPDOOR:
1464 {
1465 int max, sound_was_played;
1466 object *ab, *ab_next;
1467
1468 if (!trap->value)
1469 { 1462 {
1470 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1471 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1472 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1473 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1474 tot += ab->head_ ()->total_weight ();
1475
1476 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1477 goto leave;
1478
1479 SET_ANIMATION (trap, trap->value);
1480 update_object (trap, UP_OBJ_FACE);
1481 } 1465 }
1482 1466
1483 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1484 { 1489 {
1485 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1486 * ab->above would be bogus 1491 * players output.
1487 */ 1492 */
1488 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1489 1495
1490 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1491 { 1497 victim->enter_exit (trap);
1492 if (!sound_was_played)
1493 {
1494 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1495 sound_was_played = 1;
1496 }
1497
1498 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1499 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1500 }
1501 } 1498 }
1502 goto leave; 1499 break;
1503 }
1504 1500
1505 case CONVERTER:
1506 if (convert_item (victim, trap) < 0)
1507 {
1508 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1509 archetype::get (shstr_burnout)->insert_at (trap, trap);
1510 }
1511
1512 goto leave;
1513
1514 case TRIGGER_BUTTON:
1515 case TRIGGER_PEDESTAL:
1516 case TRIGGER_ALTAR:
1517 check_trigger (trap, victim);
1518 goto leave;
1519
1520 case DEEP_SWAMP:
1521 walk_on_deep_swamp (trap, victim);
1522 goto leave;
1523
1524 case CHECK_INV:
1525 check_inv (victim, trap);
1526 goto leave;
1527
1528 case HOLE:
1529 move_apply_hole (trap, victim);
1530 goto leave;
1531
1532 case EXIT:
1533 if (victim->type == PLAYER && EXIT_PATH (trap))
1534 {
1535 /* Basically, don't show exits leading to random maps the
1536 * players output.
1537 */
1538 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1539 victim->statusmsg (trap->msg, NDI_NAVY);
1540
1541 trap->play_sound (trap->sound);
1542 victim->enter_exit (trap);
1543 }
1544 goto leave;
1545
1546 case ENCOUNTER: 1501 case ENCOUNTER:
1547 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1548 goto leave; 1503 break;
1549 1504
1550 case SHOP_MAT: 1505 case SHOP_MAT:
1551 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1552 goto leave; 1507 break;
1553 1508
1554 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1555 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1556 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1557 goto leave; 1512 break;
1558 1513
1559 case SIGN: 1514 case SIGN:
1560 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1561 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1562 1517
1563 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1564 goto leave; 1519 break;
1565 1520
1566 case CONTAINER: 1521 case CONTAINER:
1567 apply_container (victim, trap); 1522 apply_container (victim, trap);
1568 goto leave; 1523 break;
1569 1524
1570 case RUNE: 1525 case RUNE:
1571 case TRAP: 1526 case TRAP:
1572 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1573 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1574 goto leave; 1529 break;
1575 1530
1576 default: 1531 default:
1577 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1578 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1579 goto leave; 1534 break;
1580 } 1535 }
1581 1536
1582leave:
1583 recursion_depth--; 1537 recursion_depth--;
1584} 1538}
1585 1539
1586/** 1540/**
1587 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1598 return; 1552 return;
1599 } 1553 }
1600 1554
1601 if (!tmp->msg) 1555 if (!tmp->msg)
1602 { 1556 {
1603 op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1604 return; 1558 return;
1605 } 1559 }
1606 1560
1607 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1608 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1622 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1623 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1624 return; 1578 return;
1625 } 1579 }
1626 1580
1581 // we currently don't use the message types for anything.
1627 readable_message_type *msgType = get_readable_message_type (tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1628 1585
1629 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1630 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1631 if (ns->can_msg)
1632 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1633 else
1634 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1635 msgType->message_type, msgType->message_subtype,
1636 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1637 long_desc (tmp, op), &tmp->msg);
1638 1589
1639 /* gain xp from reading */ 1590 /* gain xp from reading */
1640 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1641 { /* only if not read before */ 1592 { /* only if not read before */
1642 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1650 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1651 } 1602 }
1652 1603
1653 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1654 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1605 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1606 }
1607}
1608
1609/**
1610 * op made some mistake with a scroll, this takes care of punishment.
1611 * scroll_failure()- hacked directly from spell_failure
1612 */
1613static void
1614scroll_failure (object *op, int failure, int power)
1615{
1616 if (abs (failure / 4) > power)
1617 power = abs (failure / 4); /* set minimum effect */
1618
1619 if (failure <= -1 && failure > -15)
1620 { /* wonder */
1621 object *tmp;
1622
1623 op->failmsg ("Your spell warps!");
1624 tmp = get_archetype (SPELL_WONDER);
1625 cast_wonder (op, op, 0, tmp);
1626 tmp->destroy ();
1627 }
1628 else if (failure <= -15 && failure > -35)
1629 { /* drain mana */
1630 op->failmsg ("Your mana is drained!");
1631 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632 if (op->stats.sp < 0)
1633 op->stats.sp = 0;
1634 }
1635 else if (settings.spell_failure_effects == TRUE)
1636 {
1637 if (failure <= -35 && failure > -60)
1638 { /* confusion */
1639 op->failmsg ("The magic recoils on you!");
1640 confuse_player (op, op, power);
1641 }
1642 else if (failure <= -60 && failure > -70)
1643 { /* paralysis */
1644 op->failmsg ("The magic recoils and paralyzes you!");
1645 paralyze_player (op, op, power);
1646 }
1647 else if (failure <= -70 && failure > -80)
1648 { /* blind */
1649 op->failmsg ("The magic recoils on you!");
1650 blind_player (op, op, power);
1651 }
1652 else if (failure <= -80)
1653 { /* blast the immediate area */
1654 object *tmp = get_archetype (LOOSE_MANA);
1655 cast_magic_storm (op, tmp, power);
1656 op->failmsg ("You unleash uncontrolled mana!");
1657 tmp->destroy ();
1658 }
1655 } 1659 }
1656} 1660}
1657 1661
1658/** 1662/**
1659 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1739 return; 1743 return;
1740 } 1744 }
1741 1745
1742 op->failmsg (format ("You lose knowledge of %s.", spell)); 1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1743 player_unready_range_ob (op->contr, spob);
1744 esrv_remove_spell (op->contr, spob); 1747 esrv_remove_spell (op->contr, spob);
1745 spob->destroy (); 1748 spob->destroy ();
1746} 1749}
1747 1750
1748/** 1751/**
1765 * instead of having their spell stored in stats.sp. These are 1768 * instead of having their spell stored in stats.sp. These are
1766 * legacy spellbooks 1769 * legacy spellbooks
1767 */ 1770 */
1768 if (tmp->slaying) 1771 if (tmp->slaying)
1769 { 1772 {
1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1773 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1774
1771 if (!spell) 1775 if (!spell)
1772 { 1776 {
1773 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1777 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1774 return; 1778 return;
1775 } 1779 }
1796 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1800 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1801 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1798 return; 1802 return;
1799 } 1803 }
1800 1804
1801 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1805 int learn_level = sqrtf (spell->level) * 1.5f;
1806 if (skop->level < learn_level)
1802 { 1807 {
1803 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1808 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1809 &tmp->skill, learn_level));
1804 return; 1810 return;
1805 } 1811 }
1806 1812
1807 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1813 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1808 1814
1850 * literacy rate very useful! -b.t. 1856 * literacy rate very useful! -b.t.
1851 */ 1857 */
1852 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1858 if (QUERY_FLAG (op, FLAG_CONFUSED))
1853 { 1859 {
1854 op->failmsg ("In your confused state you flub the wording of the text!"); 1860 op->failmsg ("In your confused state you flub the wording of the text!");
1855 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1861 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1856 } 1862 }
1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1863 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1858 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1864 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1859 { 1865 {
1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1866 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1966 break; 1972 break;
1967 } 1973 }
1968 1974
1969 if (!tmp->destroyed () && !tmp->inv) 1975 if (!tmp->destroyed () && !tmp->inv)
1970 tmp->decrease (true); 1976 tmp->decrease (true);
1971}
1972
1973/**
1974 * op eats food.
1975 * If player, takes care of messages and dragon special food.
1976 */
1977static void
1978apply_food (object *op, object *tmp)
1979{
1980 int capacity_remaining;
1981
1982 if (op->type != PLAYER)
1983 op->stats.hp = op->stats.maxhp;
1984 else
1985 {
1986 /* check if this is a dragon (player), eating some flesh */
1987 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1988 ;
1989 else
1990 {
1991 /* usual case - no dragon meal: */
1992 if (op->stats.food + tmp->stats.food > 999)
1993 {
1994 if (tmp->type == FOOD || tmp->type == FLESH)
1995 op->failmsg ("You feel full, but what a waste of food!");
1996 else
1997 op->statusmsg ("Most of the drink goes down your face not your throat!");
1998 }
1999
2000 tmp->play_sound (
2001 tmp->sound
2002 ? tmp->sound
2003 : tmp->type == DRINK
2004 ? sound_find ("eat_drink")
2005 : sound_find ("eat_food")
2006 );
2007
2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2009 {
2010 const char *buf;
2011
2012 if (!is_dragon_pl (op))
2013 {
2014 /* eating message for normal players */
2015 if (tmp->type == DRINK)
2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2017 else
2018 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2019 }
2020 else
2021 /* eating message for dragon players */
2022 buf = format ("The %s tasted terrible!", &tmp->name);
2023
2024 op->statusmsg (buf);
2025
2026 capacity_remaining = 999 - op->stats.food;
2027 op->stats.food += tmp->stats.food;
2028 if (capacity_remaining < tmp->stats.food)
2029 op->stats.hp += capacity_remaining / 50;
2030 else
2031 op->stats.hp += tmp->stats.food / 50;
2032
2033 if (op->stats.hp > op->stats.maxhp)
2034 op->stats.hp = op->stats.maxhp;
2035 if (op->stats.food > 999)
2036 op->stats.food = 999;
2037 }
2038
2039 /* special food hack -b.t. */
2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2041 eat_special_food (op, tmp);
2042 }
2043 }
2044
2045 handle_apply_yield (tmp);
2046 tmp->decrease ();
2047} 1977}
2048 1978
2049/** 1979/**
2050 * A dragon is eating some flesh. If the flesh contains resistances, 1980 * A dragon is eating some flesh. If the flesh contains resistances,
2051 * there is a chance for the dragon's skin to get improved. 1981 * there is a chance for the dragon's skin to get improved.
2054 * object *op the object (dragon player) eating the flesh 1984 * object *op the object (dragon player) eating the flesh
2055 * object *meal the flesh item, getting chewed in dragon's mouth 1985 * object *meal the flesh item, getting chewed in dragon's mouth
2056 * return: 1986 * return:
2057 * int 1 if eating successful, 0 if it doesn't work 1987 * int 1 if eating successful, 0 if it doesn't work
2058 */ 1988 */
2059int 1989static int
2060dragon_eat_flesh (object *op, object *meal) 1990dragon_eat_flesh (object *op, object *meal)
2061{ 1991{
2062 object *skin = NULL; /* pointer to dragon skin force */ 1992 object *skin = NULL; /* pointer to dragon skin force */
2063 object *abil = NULL; /* pointer to dragon ability force */ 1993 object *abil = NULL; /* pointer to dragon ability force */
2064 object *tmp = NULL; /* tmp. object */ 1994 object *tmp = NULL; /* tmp. object */
2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2000 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2071 int winners = 0; /* number of winners */ 2001 int winners = 0; /* number of winners */
2072 int i; /* index */ 2002 int i; /* index */
2073 2003
2074 /* let's make sure and doublecheck the parameters */ 2004 /* let's make sure and doublecheck the parameters */
2075 if (meal->type != FLESH || !is_dragon_pl (op)) 2005 if (meal->type != FLESH || !op->is_dragon ())
2076 return 0; 2006 return 0;
2077 2007
2078 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2008 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2079 from the player's inventory */ 2009 from the player's inventory */
2080 for (tmp = op->inv; tmp; tmp = tmp->below) 2010 for (tmp = op->inv; tmp; tmp = tmp->below)
2088 which is not to be considered a dragon -> bail out */ 2018 which is not to be considered a dragon -> bail out */
2089 if (skin == NULL || abil == NULL) 2019 if (skin == NULL || abil == NULL)
2090 return 0; 2020 return 0;
2091 2021
2092 /* now start by filling stomache and health, according to food-value */ 2022 /* now start by filling stomache and health, according to food-value */
2093 if ((999 - op->stats.food) < meal->stats.food) 2023 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2094 op->stats.hp += (999 - op->stats.food) / 50; 2024 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2095 else 2025 else
2096 op->stats.hp += meal->stats.food / 50; 2026 op->stats.hp += meal->stats.food / 50;
2097 2027
2098 if (op->stats.hp > op->stats.maxhp) 2028 min_it (op->stats.hp, op->stats.maxhp);
2099 op->stats.hp = op->stats.maxhp;
2100
2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2102 2030
2103 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2104 2032
2105 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2106 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2116 2044
2117 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2118 flesh is too rare */ 2046 flesh is too rare */
2119 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2120 2048
2121 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2122 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2123 2051
2124 if (chance >= 0.) 2052 if (chance >= 0.)
2125 chance += 1.; 2053 chance += 1.;
2126 else 2054 else
2127 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2128 2056
2129 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2130 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2131 2059
2132 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2133 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2134 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2135 2063
2136 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2064 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2137 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2138 { 2066 {
2139 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2140 winners++; 2068 winners++;
2141 } 2069 }
2142 2070
2170 op->statusmsg (buf); 2098 op->statusmsg (buf);
2171 2099
2172 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2173 i = -1; 2101 i = -1;
2174 if (winners > 0) 2102 if (winners > 0)
2175 i = atnr_winner[RANDOM () % winners]; 2103 i = atnr_winner [rndm (winners)];
2176 2104
2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178 { 2106 {
2179 /* resistance increased! */ 2107 /* resistance increased! */
2180 skin->resist[i]++; 2108 skin->resist[i]++;
2205 2133
2206 return 1; 2134 return 1;
2207} 2135}
2208 2136
2209/** 2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 op->failmsg ("You feel full, but what a waste of food!");
2160 else
2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2162 }
2163
2164 tmp->play_sound (
2165 tmp->sound
2166 ? tmp->sound
2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2171
2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173 {
2174 const char *buf;
2175
2176 if (!op->is_dragon ())
2177 {
2178 /* eating message for normal players */
2179 if (tmp->type == DRINK)
2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181 else
2182 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183 }
2184 else
2185 /* eating message for dragon players */
2186 buf = format ("The %s tasted terrible!", &tmp->name);
2187
2188 op->statusmsg (buf);
2189
2190 capacity_remaining = MAX_FOOD - op->stats.food;
2191 op->stats.food += tmp->stats.food;
2192 if (capacity_remaining < tmp->stats.food)
2193 op->stats.hp += capacity_remaining / 50;
2194 else
2195 op->stats.hp += tmp->stats.food / 50;
2196
2197 min_it (op->stats.hp, op->stats.maxhp);
2198 min_it (op->stats.food, MAX_FOOD);
2199 }
2200
2201 /* special food hack -b.t. */
2202 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2203 eat_special_food (op, tmp);
2204 }
2205 }
2206
2207 handle_apply_yield (tmp);
2208 tmp->decrease ();
2209}
2210
2211/**
2210 * Handles applying an improve armor scroll. 2212 * Handles applying an improve armor scroll.
2211 * Does some sanity checks, then calls improve_armour. 2213 * Does some sanity checks, then calls improve_armour.
2212 */ 2214 */
2213static void 2215static void
2214apply_armour_improver (object *op, object *tmp) 2216apply_armour_improver (object *op, object *tmp)
2265 op->stats.food -= op->stats.food / 4; 2267 op->stats.food -= op->stats.food / 4;
2266 poison->destroy (); 2268 poison->destroy ();
2267} 2269}
2268 2270
2269/** 2271/**
2270 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2272 * This function will try to apply a lighter and in case no lighter
2271 * A valid 2 way exit means: 2273 * is specified it will try to find a lighter in the players inventory,
2272 * -You can come back (there is another exit at the other side) 2274 * and inform him about this requirement.
2273 * -You are
2274 * ° the owner of the exit
2275 * ° or in the same party as the owner
2276 * 2275 *
2277 * Note: a owner in a 2 way exit is saved as the owner's name 2276 * who - the player
2278 * in the field exit->name cause the field exit->owner doesn't 2277 * op - the item we want to light
2279 * survive in the swapping (in fact the whole exit doesn't survive). 2278 * lighter - the lighter or 0 if a lighter has yet to be found
2280 */ 2279 */
2281int 2280static object *
2282is_legal_2ways_exit (object *op, object *exit) 2281auto_apply_lighter (object *who, object *op, object *lighter)
2283{ 2282{
2284 if (exit->stats.exp != 1) 2283 if (lighter == 0)
2285 return 1; /*This is not a 2 way, so it is legal */
2286
2287#if 0 //TODO
2288 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2289 return 0; /* This is a reset town portal */
2290#endif
2291
2292 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2293
2294 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2295
2296 if (exitmap)
2297 { 2284 {
2298 exitmap->load_sync (); 2285 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2299
2300 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2301
2302 if (!tmp)
2303 return 0;
2304
2305 for (; tmp; tmp = tmp->above)
2306 { 2286 {
2307 if (tmp->type != EXIT) 2287 if (tmp->type == LIGHTER)
2308 continue; /*Not an exit */
2309
2310 if (!EXIT_PATH (tmp))
2311 continue; /*Not a valid exit */
2312
2313 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2314 continue; /*Not in the same place */
2315
2316 if (exit->map->path != EXIT_PATH (tmp))
2317 continue; /*Not in the same map */
2318
2319 /* From here we have found the exit is valid. However we do
2320 * here the check of the exit owner. It is important for the
2321 * town portals to prevent strangers from visiting your appartments
2322 */
2323 if (!exit->race)
2324 return 1; /*No owner, free for all! */
2325
2326 object *exit_owner = 0;
2327
2328 for_all_players (pp)
2329 { 2288 {
2330 if (!pp->ob) 2289 lighter = tmp;
2331 continue;
2332
2333 if (pp->ob->name != exit->race)
2334 continue;
2335
2336 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2337 break; 2290 break;
2338 } 2291 }
2292 }
2339 2293
2340 if (!exit_owner) 2294 if (!lighter)
2341 return 0; /* No more owner */ 2295 {
2342 2296 who->failmsg (format (
2343 if (exit_owner->contr == op->contr) 2297 "You can't light up the %s with your bare hands! "
2344 return 1; /*It is your exit */ 2298 "H<You need a lighter in your inventory, for example a flint and steel.>",
2345 2299 &op->name));
2346 if (exit_owner && /*There is a owner */
2347 (op->contr) && /*A player tries to pass */
2348 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2349 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2350 return 0; 2300 return 0;
2301 }
2302 }
2351 2303
2304 // last_eat == 0 means the lighter is not being used up!
2305 if (lighter->last_eat && lighter->stats.food)
2306 {
2307 /* lighter gets used up */
2308 lighter = lighter->split ();
2309 lighter->stats.food--;
2310 who->insert (lighter);
2311 }
2312 else if (lighter->last_eat)
2313 {
2314 /* no charges left in lighter */
2315 who->failmsg (format (
2316 "You attempt to light the %s with a used up %s.",
2317 &op->name, &lighter->name));
2318 return 0;
2319 }
2320
2321 return lighter;
2322}
2323
2324/**
2325 * Designed primarily to light torches/lanterns/etc.
2326 * Also burns up burnable material too. First object in the inventory is
2327 * the selected object to "burn". -b.t.
2328 */
2329static void
2330apply_lighter (object *who, object *lighter)
2331{
2332 object *item;
2333 int is_player_env = 0;
2334
2335 item = find_marked_object (who);
2336 if (item)
2337 {
2338 if (!auto_apply_lighter (who, item, lighter))
2339 return;
2340
2341 /* Perhaps we should split what we are trying to light on fire?
2342 * I can't see many times when you would want to light multiple
2343 * objects at once.
2344 */
2345
2346 save_throw_object (item, AT_FIRE, who);
2347
2348 if (item->destroyed ()
2349 || ((item->type == LAMP || item->type == TORCH)
2350 && item->glow_radius > 0))
2351 who->statusmsg (format (
2352 "You light the %s with the %s.",
2353 &item->name, &lighter->name));
2354 else
2355 who->failmsg (format (
2356 "You attempt to light the %s with the %s and fail.",
2357 &item->name, &lighter->name));
2358 }
2359 else
2360 who->failmsg ("You need to mark a lightable object.");
2361}
2362
2363/**
2364 * This function generates a cursed effect for cursed lamps and torches.
2365 */
2366static void
2367player_apply_lamp_cursed_effect (object *who, object *op)
2368{
2369 if (op->level)
2370 {
2371 who->failmsg (format (
2372 "The %s was cursed, it explodes in a big fireball!",
2373 &op->name));
2374 create_exploding_ball_at (who, op->level);
2375 }
2376 else
2377 {
2378 who->failmsg (format (
2379 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2380 &op->name));
2381 }
2382
2383 op->destroy ();
2384}
2385
2386/**
2387 * Apply for players and lamps
2388 *
2389 * who - the player
2390 * op - the lamp
2391 */
2392static void
2393player_apply_lamp (object *who, object *op)
2394{
2395 bool switch_on = op->glow_radius ? false : true;
2396
2397 if (switch_on)
2398 {
2399 object *lighter = 0;
2400
2401 if (op->flag [FLAG_IS_LIGHTABLE]
2402 && !(lighter = auto_apply_lighter (who, op, 0)))
2403 return;
2404
2405 if (op->stats.food < 1)
2406 {
2407 if (op->type == LAMP)
2408 who->failmsg (format (
2409 "The %s is out of fuel! "
2410 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2411 &op->name));
2412 else
2413 who->failmsg (format (
2414 "The %s is burnt out! "
2415 "H<Torches and similar items burn out and become worthless.>",
2416 &op->name));
2352 return 1; 2417 return;
2418 }
2419
2420 if (op->flag [FLAG_CURSED])
2353 } 2421 {
2422 player_apply_lamp_cursed_effect (who, op);
2423 return;
2424 }
2425
2426 if (lighter)
2427 who->statusmsg (format (
2428 "You light up the %s with the %s.", &op->name, &lighter->name));
2429 else
2430 who->statusmsg (format ("You light up the %s.", &op->name));
2431 }
2432 else
2354 } 2433 {
2434 if (op->flag [FLAG_CURSED])
2435 {
2436 player_apply_lamp_cursed_effect (who, op);
2437 return;
2438 }
2355 2439
2440 if (op->type == TORCH)
2441 {
2442 if (!op->flag [FLAG_IS_LIGHTABLE])
2443 {
2444 who->statusmsg (format (
2445 "You put out the %s. "
2446 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2447 &op->name, &op->name));
2448 }
2449 else
2450 who->statusmsg (format (
2451 "You put out the %s."
2452 "H<Torches wear out if you put them out.>",
2453 &op->name));
2454 }
2455 else
2456 who->statusmsg (format ("You turn off the %s.", &op->name));
2457 }
2458
2459 apply_lamp (op, switch_on);
2460}
2461
2462void get_animation_from_arch (object *op, arch_ptr a)
2463{
2464 op->animation_id = a->animation_id;
2465 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2466 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2467 op->anim_speed = a->anim_speed;
2468 op->last_anim = 0;
2469 op->state = 0;
2470 op->face = a->face;
2471
2472 if (NUM_ANIMATIONS(op) > 1)
2473 {
2474 SET_ANIMATION(op, 0);
2475 animate_object (op, op->direction);
2476 }
2477 else
2478 update_object (op, UP_OBJ_FACE);
2479}
2480
2481/**
2482 * Apply for LAMPs and TORCHes.
2483 *
2484 * op - the lamp
2485 * switch_on - a flag which says whether the lamp should be switched on or off
2486 */
2487void apply_lamp (object *op, bool switch_on)
2488{
2489 op->set_glow_radius (switch_on ? op->range : 0);
2490 op->set_speed (switch_on ? op->arch->speed : 0);
2491
2492 // torches wear out if you put them out
2493 if (op->type == TORCH && !switch_on)
2494 {
2495 if (op->flag [FLAG_IS_LIGHTABLE])
2496 {
2497 op->stats.food -= (double) op->arch->stats.food / 15;
2498 if (op->stats.food < 0)
2499 op->stats.food = 0;
2500 }
2501 else
2502 op->stats.food = 0;
2503 }
2504
2505 // lamps and torched get worthless when used up
2506 if (op->stats.food <= 0)
2507 op->value = 0;
2508
2509 // FIXME: This is a hack to make the more sane torches and lamps
2510 // still animated ;-/
2511 if (op->other_arch)
2512 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2513
2514 if (object *pl = op->visible_to ())
2515 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2516}
2517
2518/**
2519 * This handles items of type 'transformer'.
2520 * Basically those items, used with a marked item, transform both items into something
2521 * else.
2522 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2523 * Change information is contained in the 'slaying' field of the marked item.
2524 * The format is as follow: transformer:[number ]yield[;transformer:...].
2525 * This way an item can be transformed in many things, and/or many objects.
2526 * The 'slaying' field for transformer is used as verb for the action.
2527 */
2528static void
2529apply_item_transformer (object *pl, object *transformer)
2530{
2531 object *marked;
2532 object *new_item;
2533 const char *find;
2534 char *separator;
2535 int yield;
2536 char got[MAX_BUF];
2537 int len;
2538
2539 if (!pl || !transformer)
2356 return 0; 2540 return;
2541
2542 marked = find_marked_object (pl);
2543
2544 if (!marked)
2545 {
2546 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2547 return;
2548 }
2549
2550 if (!marked->slaying)
2551 {
2552 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2553 return;
2554 }
2555
2556 /* check whether they are compatible or not */
2557 find = strstr (&marked->slaying, transformer->arch->archname);
2558 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2559 {
2560 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2561 return;
2562 }
2563
2564 find += strlen (transformer->arch->archname) + 1;
2565 /* Item can be used, now find how many and what it yields */
2566 if (isdigit (*(find)))
2567 {
2568 yield = atoi (find);
2569 if (yield < 1)
2570 {
2571 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2572 yield = 1;
2573 }
2574 }
2575 else
2576 yield = 1;
2577
2578 while (isdigit (*find))
2579 find++;
2580
2581 while (*find == ' ')
2582 find++;
2583
2584 memset (got, 0, MAX_BUF);
2585
2586 if ((separator = (char *) strchr (find, ';')))
2587 len = separator - find;
2588 else
2589 len = strlen (find);
2590
2591 min_it (len, MAX_BUF - 1);
2592
2593 strcpy (got, find);
2594 got[len] = '\0';
2595
2596 /* Now create new item, remove used ones when required. */
2597 new_item = get_archetype (got);
2598 if (!new_item)
2599 {
2600 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2601 return;
2602 }
2603
2604 new_item->nrof = yield;
2605
2606 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2607
2608 pl->insert (new_item);
2609 /* Eat up one item */
2610 marked->decrease ();
2611
2612 /* Eat one transformer if needed */
2613 if (transformer->stats.food)
2614 if (--transformer->stats.food == 0)
2615 transformer->decrease ();
2357} 2616}
2358 2617
2359/** 2618/**
2360 * Main apply handler. 2619 * Main apply handler.
2361 * 2620 *
2364 * Return value: 2623 * Return value:
2365 * 0: player or monster can't apply objects of that type 2624 * 0: player or monster can't apply objects of that type
2366 * 1: has been applied, or there was an error applying the object 2625 * 1: has been applied, or there was an error applying the object
2367 * 2: objects of that type can't be applied if not in inventory 2626 * 2: objects of that type can't be applied if not in inventory
2368 * 2627 *
2369 * op is the object that is causing object to be applied, tmp is the object 2628 * who is the object that is causing object to be applied, op is the object
2370 * being applied. 2629 * being applied.
2371 * 2630 *
2372 * aflag is special (always apply/unapply) flags. Nothing is done with 2631 * aflag is special (always apply/unapply) flags. Nothing is done with
2373 * them in this function - they are passed to apply_special 2632 * them in this function - they are passed to apply_special
2374 */ 2633 */
2375int 2634int
2376manual_apply (object *op, object *tmp, int aflag) 2635manual_apply (object *who, object *op, int aflag)
2377{ 2636{
2378 tmp = tmp->head_ (); 2637 op = op->head_ ();
2379 2638
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2639 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2381 { 2640 {
2382 if (op->type == PLAYER) 2641 if (who->type == PLAYER)
2383 { 2642 {
2643 examine (who, op);
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2644 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2385 return 1; 2645 return 1;
2386 } 2646 }
2387 else 2647 else
2388 return 0; /* monsters just skip unpaid items */ 2648 return 0; /* monsters just skip unpaid items */
2389 } 2649 }
2390 2650
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2651 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2392 return RESULT_INT (0); 2652 return RESULT_INT (0);
2393 2653
2394 switch (tmp->type) 2654 switch (op->type)
2395 { 2655 {
2396 case CF_HANDLE: 2656 case T_HANDLE:
2397 op->play_sound (sound_find ("turn_handle")); 2657 who->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle."); 2658 who->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1; 2659 op->value = op->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value); 2660 SET_ANIMATION (op, op->value);
2401 update_object (tmp, UP_OBJ_FACE); 2661 update_object (op, UP_OBJ_FACE);
2402 push_button (tmp); 2662 push_button (op, who);
2403 return 1; 2663 return 1;
2404 2664
2405 case TRIGGER: 2665 case TRIGGER:
2406 if (check_trigger (tmp, op)) 2666 if (check_trigger (op, who, who))
2407 { 2667 {
2408 op->statusmsg ("You turn the handle."); 2668 who->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle")); 2669 who->play_sound (sound_find ("turn_handle"));
2410 } 2670 }
2411 else 2671 else
2412 op->failmsg ("The handle doesn't move."); 2672 who->failmsg ("The handle doesn't move.");
2413 2673
2414 return 1; 2674 return 1;
2415 2675
2416 case EXIT: 2676 case EXIT:
2417 if (op->type != PLAYER) 2677 if (who->type != PLAYER)
2418 return 0; 2678 return 0;
2419 2679
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2680 if (!EXIT_PATH (op))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2681 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2422 else 2682 else
2423 { 2683 {
2424 /* Don't display messages for random maps. */ 2684 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2685 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2426 op->statusmsg (tmp->msg, NDI_NAVY); 2686 who->statusmsg (op->msg, NDI_NAVY);
2427 2687
2428 op->enter_exit (tmp); 2688 who->enter_exit (op);
2429 } 2689 }
2430 2690
2431 return 1; 2691 return 1;
2432 2692
2433 case INSCRIBABLE: 2693 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg); 2694 who->statusmsg (op->msg);
2435 // maybe show a spell menu to chose from or something like that 2695 // maybe show a spell menu to chose from or something like that
2436 return 1; 2696 return 1;
2437 2697
2438 case SIGN: 2698 case SIGN:
2439 apply_sign (op, tmp, 0); 2699 apply_sign (who, op, 0);
2440 return 1; 2700 return 1;
2441 2701
2442 case BOOK: 2702 case BOOK:
2443 if (op->type == PLAYER) 2703 if (who->type == PLAYER)
2444 { 2704 {
2445 apply_book (op, tmp); 2705 apply_book (who, op);
2446 return 1; 2706 return 1;
2447 } 2707 }
2448 else 2708 else
2449 return 0; 2709 return 0;
2450 2710
2451 case SKILLSCROLL: 2711 case SKILLSCROLL:
2452 if (op->type == PLAYER) 2712 if (who->type == PLAYER)
2453 { 2713 {
2454 apply_skillscroll (op, tmp); 2714 apply_skillscroll (who, op);
2455 return 1; 2715 return 1;
2456 } 2716 }
2457 else 2717 else
2458 return 0; 2718 return 0;
2459 2719
2460 case SPELLBOOK: 2720 case SPELLBOOK:
2461 if (op->type == PLAYER) 2721 if (who->type == PLAYER)
2462 { 2722 {
2463 apply_spellbook (op, tmp); 2723 apply_spellbook (who, op);
2464 return 1; 2724 return 1;
2465 } 2725 }
2466 else 2726 else
2467 return 0; 2727 return 0;
2468 2728
2469 case SCROLL: 2729 case SCROLL:
2470 apply_scroll (op, tmp, 0); 2730 apply_scroll (who, op, 0);
2471 return 1; 2731 return 1;
2472 2732
2473 case POTION: 2733 case POTION:
2474 apply_potion (op, tmp); 2734 apply_potion (who, op);
2475 return 1; 2735 return 1;
2476 2736
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2737 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed? 2738 //TODO: remove, as it is unsed?
2479 case CLOSE_CON: 2739 case CLOSE_CON:
2480 apply_container (op, tmp->env); 2740 apply_container (who, op->env);
2481 return 1; 2741 return 1;
2482 2742
2483 case CONTAINER: 2743 case CONTAINER:
2484 apply_container (op, tmp); 2744 apply_container (who, op);
2485 return 1; 2745 return 1;
2486 2746
2487 case TREASURE: 2747 case TREASURE:
2488 if (op->type == PLAYER) 2748 if (who->type == PLAYER)
2489 { 2749 {
2490 apply_treasure (op, tmp); 2750 apply_treasure (who, op);
2491 return 1; 2751 return 1;
2492 } 2752 }
2493 else 2753 else
2494 return 0; 2754 return 0;
2755
2756 case LAMP:
2757 case TORCH:
2758 player_apply_lamp (who, op);
2759 return 1;
2495 2760
2496 case WEAPON: 2761 case WEAPON:
2497 case ARMOUR: 2762 case ARMOUR:
2498 case BOOTS: 2763 case BOOTS:
2499 case GLOVES: 2764 case GLOVES:
2506 case CLOAK: 2771 case CLOAK:
2507 case WAND: 2772 case WAND:
2508 case ROD: 2773 case ROD:
2509 case HORN: 2774 case HORN:
2510 case SKILL: 2775 case SKILL:
2776 case SPELL:
2511 case BOW: 2777 case BOW:
2512 case LAMP: 2778 case RANGED:
2513 case BUILDER: 2779 case BUILDER:
2514 case SKILL_TOOL: 2780 case SKILL_TOOL:
2515 if (tmp->env != op) 2781 if (op->env != who)
2516 return 2; /* not in inventory */ 2782 return 2; /* not in inventory */
2517 2783
2518 apply_special (op, tmp, aflag); 2784 apply_special (who, op, aflag);
2519 return 1; 2785 return 1;
2520 2786
2521 case DRINK: 2787 case DRINK:
2522 case FOOD: 2788 case FOOD:
2523 case FLESH: 2789 case FLESH:
2524 apply_food (op, tmp); 2790 apply_food (who, op);
2525 return 1; 2791 return 1;
2526 2792
2527 case POISON: 2793 case POISON:
2528 apply_poison (op, tmp); 2794 apply_poison (who, op);
2529 return 1; 2795 return 1;
2530 2796
2531 case SAVEBED: 2797 case SAVEBED:
2532 return 1; 2798 return 1;
2533 2799
2534 case ARMOUR_IMPROVER: 2800 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER) 2801 if (who->type == PLAYER)
2536 { 2802 {
2537 apply_armour_improver (op, tmp); 2803 apply_armour_improver (who, op);
2538 return 1; 2804 return 1;
2539 } 2805 }
2540 else 2806 else
2541 return 0; 2807 return 0;
2542 2808
2543 case WEAPON_IMPROVER: 2809 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp); 2810 check_improve_weapon (who, op);
2545 return 1; 2811 return 1;
2546 2812
2547 case CLOCK: 2813 case CLOCK:
2548 if (op->type == PLAYER) 2814 if (who->type == PLAYER)
2549 { 2815 {
2550 char buf[MAX_BUF]; 2816 char buf[MAX_BUF];
2551 timeofday_t tod; 2817 timeofday_t tod;
2552 2818
2553 get_tod (&tod); 2819 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock")); 2820 who->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format ( 2821 who->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s", 2822 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2823 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2824 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 )); 2825 ));
2560 return 1; 2826 return 1;
2561 } 2827 }
2562 else 2828 else
2563 return 0; 2829 return 0;
2564 2830
2565 case MENU: 2831 case MENU:
2566 if (op->type == PLAYER) 2832 if (who->type == PLAYER)
2567 { 2833 {
2568 shop_listing (tmp, op); 2834 shop_listing (op, who);
2569 return 1; 2835 return 1;
2570 } 2836 }
2571 else 2837 else
2572 return 0; 2838 return 0;
2573 2839
2574 case POWER_CRYSTAL: 2840 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */ 2841 apply_power_crystal (who, op); /* see egoitem.c */
2576 return 1; 2842 return 1;
2577 2843
2578 case LIGHTER: /* for lighting torches/lanterns/etc */ 2844 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER) 2845 if (who->type == PLAYER)
2580 { 2846 {
2581 apply_lighter (op, tmp); 2847 apply_lighter (who, op);
2582 return 1; 2848 return 1;
2583 } 2849 }
2584 else 2850 else
2585 return 0; 2851 return 0;
2586 2852
2587 case ITEM_TRANSFORMER: 2853 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp); 2854 apply_item_transformer (who, op);
2589 return 1; 2855 return 1;
2590 2856
2591 default: 2857 default:
2592 return 0; 2858 return 0;
2593 } 2859 }
2645 * we don't use a corrupt pointer for the next object, so we get the 2911 * we don't use a corrupt pointer for the next object, so we get the
2646 * next object in the stack before applying. This is can only be a 2912 * next object in the stack before applying. This is can only be a
2647 * problem if player_apply() has a bug in that it uses the object but does 2913 * problem if player_apply() has a bug in that it uses the object but does
2648 * not return a proper value. 2914 * not return a proper value.
2649 */ 2915 */
2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2916 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2651 { 2917 {
2652 next = tmp->below; 2918 next = tmp->below;
2653 2919
2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2920 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2655 floors++; 2921 floors++;
2660 * person moving on it, also activate. Added code to make it 2926 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which 2927 * so that at least one of players movement types be that which
2662 * the item needs. 2928 * the item needs.
2663 */ 2929 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2930 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1) 2931 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return; 2932 return;
2668 } 2933
2669 if (floors >= 2) 2934 if (floors >= 2)
2670 return; /* process at most two floor objects */ 2935 return; /* process at most two floor objects */
2671 } 2936 }
2672} 2937}
2673 2938
2682{ 2947{
2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2948 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2949 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2685 return RESULT_INT (0); 2950 return RESULT_INT (0);
2686 2951
2687 CLEAR_FLAG (op, FLAG_APPLIED); 2952 if (who->current_weapon == op)
2953 who->current_weapon = 0;
2954
2955 op->flag [FLAG_APPLIED] = false;
2688 2956
2689 switch (op->type) 2957 switch (op->type)
2690 { 2958 {
2691 case SKILL_TOOL: 2959 case SKILL:
2960 if (player *pl = who->contr)
2961 if (op->invisible)
2962 pl->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2963 else
2964 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2965
2966 change_abil (who, op);
2967 who->flag [FLAG_READY_SKILL] = false;
2968 break;
2969
2970 case WEAPON:
2971 who->statusmsg (format ("You unwield %s.", query_name (op)));
2972 change_abil (who, op);
2973 who->flag [FLAG_READY_WEAPON] = false;
2974
2692 // unapplying a skill tool should also unapply the skill it governs 2975 // unapplying a weapon or skill tool should also unapply the skill it governs
2693 // but this is hard, as it shouldn't do so when the skill can 2976 // but this is hard, as it shouldn't do so when the skill can
2694 // be used for other reasons 2977 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2978 if (who->chosen_skill)
2696 if (tmp->skill == op->skill 2979 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2697 && tmp->type == SKILL
2698 && tmp->flag [FLAG_APPLIED]
2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2700 unapply_special (who, tmp, 0); 2980 unapply_special (who, op, 0);
2701 2981
2702 change_abil (who, op);
2703 break; 2982 break;
2704 2983
2984 case BOW:
2705 case WEAPON: 2985 case WAND:
2986 case ROD:
2987 case HORN:
2988 case RANGED:
2706 if (player *pl = who->contr) 2989 if (player *pl = who->contr)
2707 if (op == pl->combat_ob)
2708 {
2709 pl->combat_ob = 0;
2710 who->change_weapon (pl->ranged_ob);
2711 }
2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2715 change_abil (who, op);
2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2717 break;
2718
2719 case SKILL:
2720 if (who->contr)
2721 { 2990 {
2722 if (IS_COMBAT_SKILL (op->subtype)) 2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2723 who->change_weapon (who->contr->combat_ob = 0); 2992 change_abil (who, op);
2724 else if (IS_RANGED_SKILL (op->subtype)) 2993 }
2725 who->change_weapon (who->contr->ranged_ob = 0); 2994 else
2995 {
2996 who->change_skill (0);
2726 2997
2727 if (op->invisible) 2998 if (op->type == BOW)
2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2999 op->flag [FLAG_READY_BOW ] = false;
2729 else 3000 else
2730 who->statusmsg (format ("You stop using the %s.", query_name (op))); 3001 op->flag [FLAG_READY_RANGE] = false;
2731 } 3002 }
2732 3003
2733 change_abil (who, op);
2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2735 break; 3004 break;
2736 3005
2737 case ARMOUR: 3006 case ARMOUR:
2738 case HELMET: 3007 case HELMET:
2739 case SHIELD: 3008 case SHIELD:
2746 case CLOAK: 3015 case CLOAK:
2747 who->statusmsg (format ("You unwear %s.", query_name (op))); 3016 who->statusmsg (format ("You unwear %s.", query_name (op)));
2748 change_abil (who, op); 3017 change_abil (who, op);
2749 break; 3018 break;
2750 3019
2751 case LAMP: 3020 case SPELL:
2752 {
2753 who->statusmsg (format ("You turn off your %s.", &op->name));
2754
2755 object *tmp2 = arch_to_object (op->other_arch);
2756 tmp2->x = op->x;
2757 tmp2->y = op->y;
2758 tmp2->map = op->map;
2759 tmp2->below = op->below;
2760 tmp2->above = op->above;
2761 tmp2->stats.food = op->stats.food;
2762 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2763
2764 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2765 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2766
2767 op->destroy ();
2768 who->insert (tmp2);
2769 who->update_stats ();
2770
2771 if (who->contr)
2772 {
2773 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2774 {
2775 who->failmsg ("Oops, it feels deadly cold!");
2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2777 }
2778 }
2779 }
2780
2781 return 1; /* otherwise, an attempt to drop causes problems */
2782
2783 case BOW: 3021 case BUILDER:
2784 case WAND:
2785 case ROD:
2786 case HORN:
2787 if (player *pl = who->contr)
2788 {
2789 if (op == pl->ranged_ob)
2790 {
2791 pl->ranged_ob = 0;
2792 who->change_weapon (pl->combat_ob);
2793 }
2794
2795 who->statusmsg (format ("You unready %s.", query_name (op))); 3022 who->statusmsg (format ("You unready %s.", query_name (op)));
2796 }
2797 else
2798 {
2799 who->change_skill (0);
2800
2801 if (op->type == BOW)
2802 CLEAR_FLAG (who, FLAG_READY_BOW);
2803 else
2804 CLEAR_FLAG (who, FLAG_READY_RANGE);
2805 }
2806
2807 break; 3023 break;
2808 3024
2809 case BUILDER: 3025 //case SKILL_TOOL://TODO
2810 if (who->contr)
2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2812 break;
2813
2814 default: 3026 default:
2815 who->statusmsg (format ("You unapply %s.", query_name (op))); 3027 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 break; 3028 break;
2817 } 3029 }
2818 3030
2866#define CANNOT_REMOVE_CURSED \ 3078#define CANNOT_REMOVE_CURSED \
2867 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3079 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2868 "Praying over an altar, scrolls of remove curse/damnation, " \ 3080 "Praying over an altar, scrolls of remove curse/damnation, " \
2869 "priests or even other players might help.>" 3081 "priests or even other players might help.>"
2870 3082
2871int 3083static int
2872unapply_for_ob (object *who, object *op, int aflags) 3084unapply_for_ob (object *who, object *op, int aflags)
2873{ 3085{
2874 if (op->is_range ()) 3086 if (op->is_range ())
2875 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3087 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2876 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3088 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3067 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3279 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3068 retval |= CAN_APPLY_RESTRICTION; 3280 retval |= CAN_APPLY_RESTRICTION;
3069 } 3281 }
3070 3282
3071 return retval; 3283 return retval;
3284}
3285
3286// saner interface, returns successful status
3287bool
3288object::apply (object *ob, int aflags)
3289{
3290 bool want_apply = aflags & AP_APPLY;
3291
3292 if (ob->flag [FLAG_APPLIED] == want_apply)
3293 return true;
3294
3295 manual_apply (this, ob, aflags);
3296
3297 return ob->flag [FLAG_APPLIED] == want_apply;
3072} 3298}
3073 3299
3074/** 3300/**
3075 * who is the object using the object. It can be a monster. 3301 * who is the object using the object. It can be a monster.
3076 * op is the object they are using. op is an equipment type item, 3302 * op is the object they are using. op is an equipment type item,
3129 return unapply_special (who, op, aflags); 3355 return unapply_special (who, op, aflags);
3130 } 3356 }
3131 else if (basic_flag == AP_UNAPPLY) 3357 else if (basic_flag == AP_UNAPPLY)
3132 return 0; 3358 return 0;
3133 3359
3134 // if the item is combat/ranged, wield the relevant slot first
3135 // to resolve conflicts.
3136 if (player *pl = who->contr)
3137 switch (op->slottype ())
3138 {
3139 case slot_combat: who->change_weapon (pl->combat_ob); break;
3140 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3141 }
3142
3143 splay (op); 3360 splay (op);
3144 3361
3145 /* Can't just apply this object. Lets see what not and what to do */ 3362 /* Can't just apply this object. Lets see what not and what to do */
3146 if (int i = can_apply_object (who, op)) 3363 if (int i = can_apply_object (who, op))
3147 { 3364 {
3180 } 3397 }
3181 } 3398 }
3182 3399
3183 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3400 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3184 { 3401 {
3402 // try to ready attached skill first
3185 skop = find_skill_by_name (who, op->skill); 3403 skop = find_skill_by_name (who, op->skill);
3186 3404
3187 if (!skop) 3405 if (!skop)
3188 { 3406 {
3189 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 3407 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3190 return 1; 3408 return 1;
3191 } 3409 }
3192 else 3410 else if (!who->apply (skop, AP_APPLY | AP_HAVE_WEAPON))
3193 /* While experience will be credited properly, we want to change the
3194 * skill so that the dam and wc get updated
3195 */ 3411 {
3196 who->change_skill (skop); 3412 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3413 return 1;
3414 }
3197 } 3415 }
3198 3416
3199 if (who->type == PLAYER 3417 if (!check_item_power (who, op->item_power))
3200 && op->item_power
3201 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3202 { 3418 {
3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3419 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3204 return 1; 3420 return 1;
3205 } 3421 }
3206 3422
3207 /* Ok. We are now at the state where we can apply the new object. 3423 /* Ok. We are now at the state where we can apply the new object.
3208 * Note that we don't have the checks for can_use_... 3424 * Note that we don't have the checks for can_use_...
3209 * below - that is already taken care of by can_apply_object. 3425 * below - that is already taken care of by can_apply_object.
3210 */ 3426 */
3427
3428 // split away all the other items from the stack, so only one item is left
3211 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3429 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3212 3430
3213 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3431 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3214 return RESULT_INT (0); 3432 return RESULT_INT (0);
3215 3433
3216 switch (op->type) 3434 switch (op->type)
3217 { 3435 {
3218 case WEAPON: 3436 case WEAPON:
3219 if (!check_weapon_power (who, op->last_eat)) 3437 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3220 {
3221 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3222
3223 if (tmp)
3224 insert_ob_in_ob (tmp, who);
3225
3226 return 1;
3227 }
3228
3229 //TODO: this obviously fails for players using a shorter prefix
3230 // i.e. "R" can use Ragnarok's sword.
3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3232 { 3438 {
3233 /* if the weapon does not have the name as the character, can't use it. */ 3439 /* if the weapon does not have the name as the character, can't use it. */
3234 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3235 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3441 who->failmsg ("The weapon does not recognize you as its owner. "
3236 3442 "H<Its name indicates that it belongs to somebody else.>");
3237 if (tmp) 3443 if (tmp) who->insert (tmp);
3238 insert_ob_in_ob (tmp, who);
3239
3240 return 1; 3444 return 1;
3241 } 3445 }
3242 3446
3243 if (!skop) 3447 op->flag [FLAG_APPLIED] = true;
3448
3449 if (player *pl = who->contr)
3244 { 3450 {
3245 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3451 who->current_weapon = pl->combat_ob = op;
3246 return 1; 3452 who->statusmsg (format ("You wield %s.", query_name (op)));
3453 change_abil (who, op);
3247 } 3454 }
3248 3455 else
3249 SET_FLAG (op, FLAG_APPLIED);
3250 who->change_skill (skop); 3456 who->change_skill (skop);
3251 3457
3252 if (who->contr) 3458 op->flag [FLAG_READY_WEAPON] = true;
3253 who->change_weapon (who->contr->combat_ob = op);
3254
3255 who->statusmsg (format ("You wield %s.", query_name (op)));
3256
3257 SET_FLAG (who, FLAG_READY_WEAPON);
3258 change_abil (who, op);
3259 break; 3459 break;
3260 3460
3261 case ARMOUR: 3461 case ARMOUR:
3262 case HELMET: 3462 case HELMET:
3263 case SHIELD: 3463 case SHIELD:
3271 SET_FLAG (op, FLAG_APPLIED); 3471 SET_FLAG (op, FLAG_APPLIED);
3272 who->statusmsg (format ("You wear %s.", query_name (op))); 3472 who->statusmsg (format ("You wear %s.", query_name (op)));
3273 change_abil (who, op); 3473 change_abil (who, op);
3274 break; 3474 break;
3275 3475
3476 case SKILL_TOOL:
3477 // applying a skill tool does not ready the skill
3478 // if something needs the skill, it has to ready it itself
3479 //TODO: unapplying should unapply the skill, though
3480 SET_FLAG (op, FLAG_APPLIED);
3481 break;
3482
3276 case LAMP: 3483 case SKILL:
3277 if (op->stats.food < 1) 3484 if (skill_flags [op->subtype] & SF_NEED_ITEM && !(aflags & AP_HAVE_WEAPON))
3278 { 3485 {
3279 who->failmsg (format ( 3486 who->failmsg (format (
3280 "Your %s is out of fuel! " 3487 "You feel as if you wanted to do something funny, but you can't remember what. "
3281 "H<Lamps and similar items need fuel. They cannot be refilled.>", 3488 "H<The skill %s needs an item to function, it cannot be used on its own.>",
3282 &op->name 3489 &op->skill
3283 )); 3490 ));
3491 if (tmp) who->insert (tmp);
3284 return 1; 3492 return 1;
3285 } 3493 }
3286 3494
3287 who->statusmsg (format ("You turn on your %s.", &op->name));
3288
3289 tmp2 = arch_to_object (op->other_arch);
3290 tmp2->stats.food = op->stats.food;
3291 SET_FLAG (tmp2, FLAG_APPLIED);
3292
3293 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3294 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3295
3296 who->insert (tmp2);
3297
3298 /* Remove the old lantern */
3299 op->destroy ();
3300
3301 /* insert the portion that was split off */
3302 if (tmp)
3303 who->insert (tmp);
3304
3305 who->update_stats ();
3306
3307 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3308 if (who->type == PLAYER)
3309 {
3310 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3311 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3312 }
3313
3314 return 0;
3315
3316 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED);
3319
3320 if (!(aflags & AP_NO_READY))
3321 {
3322 skop = find_skill_by_name (who, op->skill);
3323 if (!skop->flag [FLAG_APPLIED])
3324 apply_special (who, skop, AP_APPLY);
3325 }
3326 break;
3327
3328 case SKILL:
3329 if (player *pl = who->contr) 3495 if (player *pl = who->contr)
3330 { 3496 {
3331 if (IS_COMBAT_SKILL (op->subtype))
3332 {
3333 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3497 if (skill_flags [op->subtype] & SF_COMBAT)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3337 {
3338 if (item->skill == op->skill)
3339 {
3340 who->change_weapon (pl->combat_ob = item);
3341 goto found_weapon;
3342 }
3343 }
3344
3345 who->failmsg (format (
3346 "You need to apply a '%s' melee weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a melee weapon, to function.>",
3348 &op->skill
3349 ));
3350 return 1;
3351
3352 found_weapon:;
3353 }
3354 else
3355 who->change_weapon (pl->combat_ob = op); 3498 who->current_weapon = pl->combat_ob = op;
3356 } 3499
3357 else if (IS_RANGED_SKILL (op->subtype))
3358 {
3359 if (skill_flags [op->subtype] & SF_NEED_BOW) 3500 if (skill_flags [op->subtype] & SF_RANGED)
3360 {
3361 for (object *item = who->inv; item; item = item->below)
3362 if (item->type == BOW && item->flag [FLAG_APPLIED])
3363 {
3364 //TODO: bows should/must all have skill missile weapon right now
3365 who->change_weapon (pl->ranged_ob = item);
3366 goto found_bow;
3367 }
3368
3369 who->failmsg (
3370 "You need to apply a missile weapon before readying this skill. "
3371 "H<Some skills need an item, in this case a missile weapon, to function.>"
3372 );
3373 return 1;
3374
3375 found_bow:;
3376 }
3377 else
3378 who->change_weapon (pl->ranged_ob = op); 3501 who->current_weapon = pl->ranged_ob = op;
3379 }
3380 3502
3381 if (!op->invisible) 3503 if (op->invisible)
3382 { 3504 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3383 who->statusmsg (format (
3384 "You ready %s."
3385 "You can now use the skill: %s.",
3386 query_name (op),
3387 &op->skill
3388 ));
3389 }
3390 else 3505 else
3391 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 3506 who->statusmsg (format (
3507 "You ready %s."
3508 "You can now use the skill: %s.",
3509 query_name (op),
3510 &op->skill
3511 ));
3392 } 3512 }
3393 else 3513
3394 {
3395 SET_FLAG (op, FLAG_APPLIED);
3396 change_abil (who, op);
3397 who->chosen_skill = op;
3398 SET_FLAG (who, FLAG_READY_SKILL); 3514 SET_FLAG (who, FLAG_READY_SKILL);
3399 } 3515 SET_FLAG (op, FLAG_APPLIED);
3400 3516 change_abil (who, op);
3401 break; 3517 break;
3402 3518
3403 case BOW: 3519 case BOW:
3404 if (!check_weapon_power (who, op->last_eat)) 3520 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3405 {
3406 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3407
3408 if (tmp)
3409 insert_ob_in_ob (tmp, who);
3410
3411 return 1;
3412 }
3413
3414 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3415 { 3521 {
3416 who->failmsg ("The weapon does not recognize you as its owner. " 3522 who->failmsg ("The weapon does not recognize you as its owner. "
3417 "H<Its name indicates that it belongs to somebody else.>"); 3523 "H<Its name indicates that it belongs to somebody else.>");
3418 if (tmp) 3524 if (tmp) who->insert (tmp);
3419 insert_ob_in_ob (tmp, who);
3420
3421 return 1; 3525 return 1;
3422 } 3526 }
3527
3528 if (player *pl = who->contr)
3529 {
3530 op->flag [FLAG_APPLIED] = true;
3531 who->current_weapon = pl->ranged_ob = op;
3532 who->statusmsg (format ("You wield the %s.", query_name (op)));
3533 change_abil (who, op);
3534 }
3535 break;
3536
3537 case RANGED:
3538 if (player *pl = who->contr)
3539 {
3540 op->flag [FLAG_APPLIED] = true;
3541 who->current_weapon = pl->ranged_ob = op;
3542 who->statusmsg (format ("You applied the %s.", query_name (op)));
3543 }
3544 break;
3545
3546 case SPELL:
3547 if (player *pl = who->contr)
3548 {
3549 op->flag [FLAG_APPLIED] = true;
3550 who->current_weapon = pl->ranged_ob = op;
3551 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3552 }
3553 break;
3423 3554
3424 /*FALLTHROUGH*/ 3555 /*FALLTHROUGH*/
3425 case WAND: 3556 case WAND:
3426 case ROD: 3557 case ROD:
3427 case HORN: 3558 case HORN:
3428 /* check for skill, alter player status */ 3559 /* check for skill, alter player status */
3429 3560
3430 if (!skop) 3561 if (!skop)
3431 { 3562 {
3432 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3563 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3564 if (tmp) who->insert (tmp);
3433 return 1; 3565 return 1;
3434 } 3566 }
3435 3567
3436 SET_FLAG (op, FLAG_APPLIED); 3568 op->flag [FLAG_APPLIED] = true;
3437 who->change_skill (skop);
3438 3569
3439 if (who->contr) 3570 if (player *pl = who->contr)
3440 { 3571 {
3441 who->contr->ranged_ob = op;
3442
3443 who->statusmsg (format ("You ready %s.", query_name (op))); 3572 who->statusmsg (format ("You ready %s.", query_name (op)));
3573 who->current_weapon = pl->ranged_ob = op;
3444 3574
3445 if (op->type == BOW) 3575 if (op->type == BOW)
3446 {
3447 who->current_weapon = op;
3448 change_abil (who, op);
3449 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 3576 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3450 } 3577
3578 change_abil (who, op);
3451 } 3579 }
3452 else 3580 else
3453 { 3581 {
3582 who->change_skill (skop);
3583
3454 if (op->type == BOW) 3584 if (op->type == BOW)
3455 SET_FLAG (who, FLAG_READY_BOW); 3585 op->flag [FLAG_READY_BOW ] = true;
3456 else 3586 else
3457 SET_FLAG (who, FLAG_READY_RANGE); 3587 op->flag [FLAG_READY_RANGE] = true;
3458 } 3588 }
3459 3589
3460 break; 3590 break;
3461 3591
3462 case BUILDER: 3592 case BUILDER:
3463 if (who->type == PLAYER) 3593 if (player *pl = who->contr)
3464 { 3594 {
3465 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3595 who->current_weapon = pl->ranged_ob = op;
3466 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3467 unapply_special (who, who->contr->ranged_ob, 0);
3468
3469 who->statusmsg (format ("You ready your %s.", query_name (op))); 3596 who->statusmsg (format ("You ready your %s.", query_name (op)));
3470 3597 //TODO: change_abil?
3471 who->contr->ranged_ob = op;
3472 } 3598 }
3473 break; 3599 break;
3474 3600
3475 default: 3601 default:
3476 who->statusmsg (format ("You apply %s.", query_name (op))); 3602 who->statusmsg (format ("You apply %s.", query_name (op)));
3477 } 3603 }
3478 3604
3479 SET_FLAG (op, FLAG_APPLIED); 3605 SET_FLAG (op, FLAG_APPLIED);
3480 3606
3481 if (tmp)
3482 who->insert (tmp); 3607 if (tmp) who->insert (tmp);
3483 3608
3484 who->update_stats (); 3609 who->update_stats ();
3485 3610
3486 /* We exclude spell casting objects. The fire code will set the 3611 /* We exclude spell casting objects. The fire code will set the
3487 * been applied flag when they are used - until that point, 3612 * been applied flag when they are used - until that point,
3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3494 if (who->type == PLAYER) 3619 if (who->type == PLAYER)
3495 { 3620 {
3496 who->failmsg ( 3621 who->failmsg (
3497 "Oops, it feels deadly cold! " 3622 "Oops, it feels deadly cold! "
3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3623 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3499 ); 3624 );
3500 SET_FLAG (op, FLAG_KNOWN_CURSED); 3625 SET_FLAG (op, FLAG_KNOWN_CURSED);
3501 } 3626 }
3502 3627
3503 if (object *pl = op->visible_to ()) 3628 if (object *pl = op->visible_to ())
3504 esrv_send_item (pl, op); 3629 esrv_send_item (pl, op);
3505 3630
3506 return 0; 3631 return 0;
3507}
3508
3509int
3510monster_apply_special (object *who, object *op, int aflags)
3511{
3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3513 return 1;
3514
3515 return apply_special (who, op, aflags);
3516} 3632}
3517 3633
3518/** 3634/**
3519 * Map was just loaded, handle op's initialisation. 3635 * Map was just loaded, handle op's initialisation.
3520 * 3636 *
3627 * treasure again for this object 3743 * treasure again for this object
3628 */ 3744 */
3629 invtmp->randomitems = NULL; 3745 invtmp->randomitems = NULL;
3630 } 3746 }
3631 } 3747 }
3748
3632 /* This is really temporary - the code at the bottom will 3749 /* This is really temporary - the code at the bottom will
3633 * also set randomitems to null. The problem is there are bunches 3750 * also set randomitems to null. The problem is there are bunches
3634 * of maps/players already out there with items that have spells 3751 * of maps/players already out there with items that have spells
3635 * which haven't had the randomitems set to null yet. 3752 * which haven't had the randomitems set to null yet.
3636 * MSW 2004-05-13 3753 * MSW 2004-05-13
3640 * Ryo 2004-08-16 3757 * Ryo 2004-08-16
3641 */ 3758 */
3642 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3759 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3643 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3760 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3644 tmp->randomitems = NULL; 3761 tmp->randomitems = NULL;
3645
3646 } 3762 }
3647 3763
3648 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3764 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3649 auto_apply (tmp); 3765 auto_apply (tmp);
3650 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3766 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3683 } 3799 }
3684 3800
3685 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3801 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3686 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3802 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3687 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3803 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3688 check_trigger (tmp, tmp->above); 3804 check_trigger (tmp, tmp->above, tmp->above);
3689} 3805}
3690 3806
3691/** 3807/**
3692 * Handles player eating food that temporarily changes status (resistances, stats). 3808 * Handles player eating food that temporarily changes status (resistances, stats).
3693 * This used to call cast_change_attr(), but 3809 * This used to call cast_change_attr(), but
3698eat_special_food (object *who, object *food) 3814eat_special_food (object *who, object *food)
3699{ 3815{
3700 object *force; 3816 object *force;
3701 int i, did_one = 0; 3817 int i, did_one = 0;
3702 3818
3703 force = get_archetype (FORCE_NAME); 3819 char buf[64];
3820 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3821 shstr key (buf);
3704 3822
3705 for (i = 0; i < NUM_STATS; i++)
3706 if (sint8 k = food->stats.stat (i))
3707 {
3708 force->stats.stat (i) = k;
3709 did_one = 1;
3710 }
3711
3712 /* check if we can protect the eater */
3713 for (i = 0; i < NROFATTACKS; i++)
3714 {
3715 if (food->resist[i] > 0)
3716 {
3717 force->resist[i] = food->resist[i] / 2;
3718 did_one = 1;
3719 }
3720 }
3721
3722 if (did_one)
3723 {
3724 force->set_speed (0.1);
3725 /* bigger morsel of food = longer effect time */ 3823 /* bigger morsel of food = longer effect time */
3726 force->duration = food->stats.food / 5; 3824 int duration = TIME2TICK (food->stats.food);
3727 SET_FLAG (force, FLAG_APPLIED); 3825
3728 change_abil (who, force); 3826 if (force = who->force_find (key))
3729 insert_ob_in_ob (force, who); 3827 {
3828 if (duration > fabs (force->speed_left / force->speed))
3829 {
3830 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3831 force->force_set_timer (duration);
3832 }
3833 else
3834 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3835
3836 return;
3730 } 3837 }
3731 else 3838 else
3839 {
3840 force = who->force_add (key, duration);
3841 force->name = key;
3842
3843 /* check if the food affects a stat */
3844 for (i = 0; i < NUM_STATS; i++)
3845 if (sint8 k = food->stats.stat (i))
3846 {
3847 force->stats.stat (i) = k;
3848 did_one = 1;
3849 }
3850
3851 /* check if we can protect the eater */
3852 for (i = 0; i < NROFATTACKS; i++)
3853 {
3854 if (food->resist[i] > 0)
3855 {
3856 force->resist[i] = food->resist[i];
3857 did_one = 1;
3858 }
3859 }
3860
3861 if (did_one)
3862 {
3863 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3864
3865 /* make the force take effect and report effects to user */
3866 change_abil (who, force);
3867 }
3868 else
3732 force->destroy (); 3869 force->destroy ();
3870 }
3733 3871
3734 /* check for hp, sp change */ 3872 /* check for hp, sp change */
3735 if (food->stats.hp != 0) 3873 if (food->stats.hp != 0)
3736 { 3874 {
3737 if (QUERY_FLAG (food, FLAG_CURSED)) 3875 if (QUERY_FLAG (food, FLAG_CURSED))
3767 /* place limit on max sp from food? */ 3905 /* place limit on max sp from food? */
3768 } 3906 }
3769 } 3907 }
3770 3908
3771 who->update_stats (); 3909 who->update_stats ();
3772}
3773
3774/**
3775 * Designed primarily to light torches/lanterns/etc.
3776 * Also burns up burnable material too. First object in the inventory is
3777 * the selected object to "burn". -b.t.
3778 */
3779void
3780apply_lighter (object *who, object *lighter)
3781{
3782 object *item;
3783 int is_player_env = 0;
3784
3785 item = find_marked_object (who);
3786 if (item)
3787 {
3788 if (lighter->last_eat && lighter->stats.food)
3789 { /* lighter gets used up */
3790 object *oneLighter = lighter->split ();
3791 oneLighter->stats.food--;
3792 who->insert (oneLighter);
3793 }
3794 else if (lighter->last_eat)
3795 {
3796 /* no charges left in lighter */
3797 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3798 return;
3799 }
3800
3801 /* Perhaps we should split what we are trying to light on fire?
3802 * I can't see many times when you would want to light multiple
3803 * objects at once.
3804 */
3805
3806 if (who == item->in_player ())
3807 is_player_env = 1;
3808
3809 save_throw_object (item, AT_FIRE, who);
3810
3811 if (item->destroyed ())
3812 {
3813 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3814 /* Need to update the player so that the players glow radius
3815 * gets changed.
3816 */
3817 if (is_player_env)
3818 who->update_stats ();
3819 }
3820 else
3821 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3822 }
3823 else
3824 who->failmsg ("You need to mark a lightable object.");
3825}
3826
3827/**
3828 * op made some mistake with a scroll, this takes care of punishment.
3829 * scroll_failure()- hacked directly from spell_failure
3830 */
3831void
3832scroll_failure (object *op, int failure, int power)
3833{
3834 if (abs (failure / 4) > power)
3835 power = abs (failure / 4); /* set minimum effect */
3836
3837 if (failure <= -1 && failure > -15)
3838 { /* wonder */
3839 object *tmp;
3840
3841 op->failmsg ("Your spell warps!");
3842 tmp = get_archetype (SPELL_WONDER);
3843 cast_wonder (op, op, 0, tmp);
3844 tmp->destroy ();
3845 }
3846 else if (failure <= -15 && failure > -35)
3847 { /* drain mana */
3848 op->failmsg ("Your mana is drained!");
3849 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3850 if (op->stats.sp < 0)
3851 op->stats.sp = 0;
3852 }
3853 else if (settings.spell_failure_effects == TRUE)
3854 {
3855 if (failure <= -35 && failure > -60)
3856 { /* confusion */
3857 op->failmsg ("The magic recoils on you!");
3858 confuse_player (op, op, power);
3859 }
3860 else if (failure <= -60 && failure > -70)
3861 { /* paralysis */
3862 op->failmsg ("The magic recoils and paralyzes you!");
3863 paralyze_player (op, op, power);
3864 }
3865 else if (failure <= -70 && failure > -80)
3866 { /* blind */
3867 op->failmsg ("The magic recoils on you!");
3868 blind_player (op, op, power);
3869 }
3870 else if (failure <= -80)
3871 { /* blast the immediate area */
3872 object *tmp = get_archetype (LOOSE_MANA);
3873 cast_magic_storm (op, tmp, power);
3874 op->failmsg ("You unleash uncontrolled mana!");
3875 tmp->destroy ();
3876 }
3877 }
3878} 3910}
3879 3911
3880void 3912void
3881apply_changes_to_player (object *pl, object *change) 3913apply_changes_to_player (object *pl, object *change)
3882{ 3914{
3930 } 3962 }
3931 3963
3932 /* insert the randomitems from the change's treasurelist into 3964 /* insert the randomitems from the change's treasurelist into
3933 * the player ref: player.c 3965 * the player ref: player.c
3934 */ 3966 */
3935 if (change->randomitems != NULL) 3967 if (change->randomitems)
3936 give_initial_items (pl, change->randomitems); 3968 give_initial_items (pl, change->randomitems);
3937 3969
3938 /* set up the face, for some races. */ 3970 /* set up the face, for some races. */
3939 3971
3940 /* first, look for the force object banning 3972 /* first, look for the force object banning
3941 * changing the face. Certain races never change face with class. 3973 * changing the face. Certain races never change face with class.
3942 */ 3974 */
3943 for (walk = pl->inv; walk != NULL; walk = walk->below) 3975 for (walk = pl->inv; walk; walk = walk->below)
3944 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3976 if (walk->name == shstr_NOCLASSFACECHANGE)
3945 flag_change_face = 0; 3977 flag_change_face = 0;
3946 3978
3947 if (flag_change_face) 3979 if (flag_change_face)
3948 { 3980 {
3949 pl->face = change->face; 3981 pl->face = change->face;
3951 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 3983 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3952 } 3984 }
3953 3985
3954 /* check the special case of can't use weapons */ 3986 /* check the special case of can't use weapons */
3955 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3987 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3956 if (!strcmp (change->name, "monk")) 3988 if (change->name == shstr_monk)
3957 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 3989 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3958 3990
3959 break; 3991 break;
3960 } 3992 }
3961 } 3993 }
3962} 3994}
3963 3995
3964/**
3965 * This handles items of type 'transformer'.
3966 * Basically those items, used with a marked item, transform both items into something
3967 * else.
3968 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3969 * Change information is contained in the 'slaying' field of the marked item.
3970 * The format is as follow: transformer:[number ]yield[;transformer:...].
3971 * This way an item can be transformed in many things, and/or many objects.
3972 * The 'slaying' field for transformer is used as verb for the action.
3973 */
3974void
3975apply_item_transformer (object *pl, object *transformer)
3976{
3977 object *marked;
3978 object *new_item;
3979 char *find;
3980 char *separator;
3981 int yield;
3982 char got[MAX_BUF];
3983 int len;
3984
3985 if (!pl || !transformer)
3986 return;
3987
3988 marked = find_marked_object (pl);
3989
3990 if (!marked)
3991 {
3992 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3993 return;
3994 }
3995
3996 if (!marked->slaying)
3997 {
3998 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3999 return;
4000 }
4001
4002 /* check whether they are compatible or not */
4003 find = strstr (marked->slaying, transformer->arch->archname);
4004 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4005 {
4006 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4007 return;
4008 }
4009
4010 find += strlen (transformer->arch->archname) + 1;
4011 /* Item can be used, now find how many and what it yields */
4012 if (isdigit (*(find)))
4013 {
4014 yield = atoi (find);
4015 if (yield < 1)
4016 {
4017 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4018 yield = 1;
4019 }
4020 }
4021 else
4022 yield = 1;
4023
4024 while (isdigit (*find))
4025 find++;
4026
4027 while (*find == ' ')
4028 find++;
4029
4030 memset (got, 0, MAX_BUF);
4031
4032 if ((separator = strchr (find, ';')) != NULL)
4033 len = separator - find;
4034 else
4035 len = strlen (find);
4036
4037 if (len > MAX_BUF - 1)
4038 len = MAX_BUF - 1;
4039
4040 strcpy (got, find);
4041 got[len] = '\0';
4042
4043 /* Now create new item, remove used ones when required. */
4044 new_item = get_archetype (got);
4045 if (!new_item)
4046 {
4047 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4048 return;
4049 }
4050
4051 new_item->nrof = yield;
4052
4053 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4054
4055 pl->insert (new_item);
4056 /* Eat up one item */
4057 marked->decrease ();
4058
4059 /* Eat one transformer if needed */
4060 if (transformer->stats.food)
4061 if (--transformer->stats.food == 0)
4062 transformer->decrease ();
4063}
4064

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