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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.178 by root, Sun Dec 28 15:28:47 2008 UTC vs.
Revision 1.203 by sf-marcmagus, Thu Oct 15 16:00:38 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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.
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 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
408 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
409 */ 419 */
410static int 420static int
411check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
412{ 422{
413 int count = 0; 423 int count = 0;
414 424
415 if (!item) 425 if (!item)
416 return 0; 426 return 0;
417 427
418 for (op = op->below; op; op = op->below) 428 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 429 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* 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; 432 count += op->number_of ();
429 }
430 }
431 }
432 433
433 return count; 434 return count;
434} 435}
435 436
436/** 437/**
438 * op is typically the player, which is only 439 * op is typically the player, which is only
439 * really used to determine what space to look at. 440 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
441 */ 442 */
442static void 443static void
443eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 445{
445 object *prev; 446 object *prev;
446 447
447 prev = op; 448 prev = op;
448 op = op->below; 449 op = op->below;
449 450
450 while (op) 451 while (op)
451 { 452 {
452 if (strcmp (op->arch->archname, item) == 0) 453 if (op->arch->archname == item)
453 { 454 {
454 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
455 { 456 {
456 op->decrease (nrof); 457 op->decrease (nrof);
457 return; 458 return;
466 } 467 }
467 468
468 prev = op; 469 prev = op;
469 op = op->below; 470 op = op->below;
470 } 471 }
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} 472}
523 473
524/** 474/**
525 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
655 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
657 607
658 if (weapon->level == 0) 608 if (weapon->level == 0)
659 { 609 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 613 return 0;
662 } 614 }
663 615
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 618 {
666 op->failmsg ("This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 620 return 0;
668 } 621 }
669 622
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
671 { 625 {
672 op->failmsg ("Improving the weapon will make it too " 626 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 627 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 628 "really want to improve it.");
675 return 0; 629 return 0;
904 * Takes one type of items and makes another. 858 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
906 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
907 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
908 */ 862 */
909static int 863int
910convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
911{ 865{
912 sint64 nr, price_in; 866 sint64 nr, price_in;
913 867
914 if (item->flag [FLAG_UNPAID]) 868 if (item->flag [FLAG_UNPAID])
1107{ 1061{
1108 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1109 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1110 return 0; 1064 return 0;
1111 1065
1112 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1113 { 1067 {
1114 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1115 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1116 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1117 */ 1071 */
1126/* push_button (altar);*/ 1080/* push_button (altar);*/
1127 } 1081 }
1128 else 1082 else
1129 { 1083 {
1130 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1131 push_button (altar); 1085 push_button (altar, originator);
1132 } 1086 }
1133 1087
1134 return !sacrifice; 1088 return !sacrifice;
1135 } 1089 }
1136 else 1090 else
1153 1107
1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1155 1109
1156 bool has_unpaid = false; 1110 bool has_unpaid = false;
1157 1111
1158 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1159 // a quick and small change :( 1113 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID]) 1115 if (item->flag [FLAG_UNPAID])
1162 { 1116 {
1163 has_unpaid = true; 1117 has_unpaid = true;
1263 * Handles applying a sign. 1217 * Handles applying a sign.
1264 */ 1218 */
1265static void 1219static void
1266apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1267{ 1221{
1222 if (!op->is_player())
1223 return;
1224
1268 if (sign->has_dialogue ()) 1225 if (sign->has_dialogue ())
1269 { 1226 {
1270 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); 1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1271 return; 1228 return;
1272 } 1229 }
1385 1342
1386 recursion_depth++; 1343 recursion_depth++;
1387 if (trap->head) 1344 if (trap->head)
1388 trap = trap->head; 1345 trap = trap->head;
1389 1346
1390 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1391 goto leave;
1392
1393 switch (trap->type) 1348 switch (trap->type)
1394 { 1349 {
1395 case PLAYERMOVER: 1350 case PLAYERMOVER:
1396 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 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->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1397 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1398 if (!trap->stats.maxsp) 1422 if (!trap->value)
1399 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1400 1425
1401 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1402 * should be divided by trap->speed 1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1403 */ 1441 */
1404 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1405 1443
1406 /* Just put in some sanity check. I think there is a bug in the 1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1407 * above with some objects have zero speed, and thus the player 1445 {
1408 * getting permanently paralyzed. 1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1409 */ 1455 }
1410 if (victim->speed_left < -50.f) 1456 break;
1411 victim->speed_left = -50.f;
1412 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1413 } 1457 }
1414 goto leave;
1415 1458
1416 case SPINNER: 1459 case CONVERTER:
1417 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1418 {
1419 victim->direction = absdir (victim->direction - trap->stats.sp);
1420 update_turn_face (victim);
1421 }
1422 goto leave;
1423
1424 case DIRECTOR:
1425 if (victim->direction && !should_director_abort (trap, victim))
1426 {
1427 victim->direction = trap->stats.sp;
1428 update_turn_face (victim);
1429 }
1430 goto leave;
1431
1432 case BUTTON:
1433 case PEDESTAL:
1434 update_button (trap);
1435 goto leave;
1436
1437 case ALTAR:
1438 /* sacrifice victim on trap */
1439 apply_altar (trap, victim, originator);
1440 goto leave;
1441
1442 case THROWN_OBJ:
1443 if (trap->inv == NULL)
1444 goto leave;
1445 /* fallthrough */
1446
1447 case ARROW:
1448 /* bad bug: monster throw a object, make a step forwards, step on object ,
1449 * trigger this here and get hit by own missile - and will be own enemy.
1450 * Victim then is his own enemy and will start to kill herself (this is
1451 * removed) but we have not synced victim and his missile. To avoid senseless
1452 * action, we avoid hits here
1453 */
1454 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1455 hit_with_arrow (trap, victim);
1456 goto leave;
1457
1458 case SPELL_EFFECT:
1459 apply_spell_effect (trap, victim);
1460 goto leave;
1461
1462 case TRAPDOOR:
1463 {
1464 int max, sound_was_played;
1465 object *ab, *ab_next;
1466
1467 if (!trap->value)
1468 { 1461 {
1469 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1470 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1471 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1472 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1473 tot += ab->head_ ()->total_weight ();
1474
1475 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1476 goto leave;
1477
1478 SET_ANIMATION (trap, trap->value);
1479 update_object (trap, UP_OBJ_FACE);
1480 } 1464 }
1481 1465
1482 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1483 { 1488 {
1484 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1485 * ab->above would be bogus 1490 * players output.
1486 */ 1491 */
1487 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1488 1494
1489 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1490 { 1496 victim->enter_exit (trap);
1491 if (!sound_was_played)
1492 {
1493 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1494 sound_was_played = 1;
1495 }
1496
1497 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1498 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1499 }
1500 } 1497 }
1501 goto leave; 1498 break;
1502 }
1503 1499
1504 case CONVERTER:
1505 if (convert_item (victim, trap) < 0)
1506 {
1507 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1508 archetype::get (shstr_burnout)->insert_at (trap, trap);
1509 }
1510
1511 goto leave;
1512
1513 case TRIGGER_BUTTON:
1514 case TRIGGER_PEDESTAL:
1515 case TRIGGER_ALTAR:
1516 check_trigger (trap, victim);
1517 goto leave;
1518
1519 case DEEP_SWAMP:
1520 walk_on_deep_swamp (trap, victim);
1521 goto leave;
1522
1523 case CHECK_INV:
1524 check_inv (victim, trap);
1525 goto leave;
1526
1527 case HOLE:
1528 move_apply_hole (trap, victim);
1529 goto leave;
1530
1531 case EXIT:
1532 if (victim->type == PLAYER && EXIT_PATH (trap))
1533 {
1534 /* Basically, don't show exits leading to random maps the
1535 * players output.
1536 */
1537 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1538 victim->statusmsg (trap->msg, NDI_NAVY);
1539
1540 trap->play_sound (trap->sound);
1541 victim->enter_exit (trap);
1542 }
1543 goto leave;
1544
1545 case ENCOUNTER: 1500 case ENCOUNTER:
1546 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1547 goto leave; 1502 break;
1548 1503
1549 case SHOP_MAT: 1504 case SHOP_MAT:
1550 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1551 goto leave; 1506 break;
1552 1507
1553 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1554 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1555 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1556 goto leave; 1511 break;
1557 1512
1558 case SIGN: 1513 case SIGN:
1559 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1560 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1561 1516
1562 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1563 goto leave; 1518 break;
1564 1519
1565 case CONTAINER: 1520 case CONTAINER:
1566 apply_container (victim, trap); 1521 apply_container (victim, trap);
1567 goto leave; 1522 break;
1568 1523
1569 case RUNE: 1524 case RUNE:
1570 case TRAP: 1525 case TRAP:
1571 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1572 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1573 goto leave; 1528 break;
1574 1529
1575 default: 1530 default:
1576 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1577 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1578 goto leave; 1533 break;
1579 } 1534 }
1580 1535
1581leave:
1582 recursion_depth--; 1536 recursion_depth--;
1583} 1537}
1584 1538
1585/** 1539/**
1586 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1597 return; 1551 return;
1598 } 1552 }
1599 1553
1600 if (!tmp->msg) 1554 if (!tmp->msg)
1601 { 1555 {
1602 op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); 1556 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1603 return; 1557 return;
1604 } 1558 }
1605 1559
1606 /* need a literacy skill to read stuff! */ 1560 /* need a literacy skill to read stuff! */
1607 skill_ob = find_skill_by_name (op, tmp->skill); 1561 skill_ob = find_skill_by_name (op, tmp->skill);
1789 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1743 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1790 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1744 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1791 return; 1745 return;
1792 } 1746 }
1793 1747
1794 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1795 { 1750 {
1796 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1751 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1752 &tmp->skill, learn_level));
1797 return; 1753 return;
1798 } 1754 }
1799 1755
1800 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1801 1757
2348 2304
2349 return 0; 2305 return 0;
2350} 2306}
2351 2307
2352/** 2308/**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * lighter - the lighter or 0 if a lighter has yet to be found
2316 */
2317static object *
2318auto_apply_lighter (object *who, object *op, object *lighter)
2319{
2320 if (lighter == 0)
2321 {
2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2323 {
2324 if (tmp->type == LIGHTER)
2325 {
2326 lighter = tmp;
2327 break;
2328 }
2329 }
2330
2331 if (!lighter)
2332 {
2333 who->failmsg (format (
2334 "You can't light up the %s with your bare hands! "
2335 "H<You need a lighter in your inventory, for example a flint and steel.>",
2336 &op->name));
2337 return 0;
2338 }
2339 }
2340
2341 // last_eat == 0 means the lighter is not being used up!
2342 if (lighter->last_eat && lighter->stats.food)
2343 {
2344 /* lighter gets used up */
2345 lighter = lighter->split ();
2346 lighter->stats.food--;
2347 who->insert (lighter);
2348 }
2349 else if (lighter->last_eat)
2350 {
2351 /* no charges left in lighter */
2352 who->failmsg (format (
2353 "You attempt to light the %s with a used up %s.",
2354 &op->name, &lighter->name));
2355 return 0;
2356 }
2357
2358 return lighter;
2359}
2360
2361/**
2362 * Designed primarily to light torches/lanterns/etc.
2363 * Also burns up burnable material too. First object in the inventory is
2364 * the selected object to "burn". -b.t.
2365 */
2366void
2367apply_lighter (object *who, object *lighter)
2368{
2369 object *item;
2370 int is_player_env = 0;
2371
2372 item = find_marked_object (who);
2373 if (item)
2374 {
2375 if (!auto_apply_lighter (who, item, lighter))
2376 return;
2377
2378 /* Perhaps we should split what we are trying to light on fire?
2379 * I can't see many times when you would want to light multiple
2380 * objects at once.
2381 */
2382
2383 save_throw_object (item, AT_FIRE, who);
2384
2385 if (item->destroyed ()
2386 || ((item->type == LAMP || item->type == TORCH)
2387 && item->glow_radius > 0))
2388 who->statusmsg (format (
2389 "You light the %s with the %s.",
2390 &item->name, &lighter->name));
2391 else
2392 who->failmsg (format (
2393 "You attempt to light the %s with the %s and fail.",
2394 &item->name, &lighter->name));
2395 }
2396 else
2397 who->failmsg ("You need to mark a lightable object.");
2398}
2399
2400/**
2401 * This function generates a cursed effect for cursed lamps and torches.
2402 */
2403void player_apply_lamp_cursed_effect (object *who, object *op)
2404{
2405 if (op->level)
2406 {
2407 who->failmsg (format (
2408 "The %s was cursed, it explodes in a big fireball!",
2409 &op->name));
2410 create_exploding_ball_at (who, op->level);
2411 }
2412 else
2413 {
2414 who->failmsg (format (
2415 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2416 &op->name));
2417 }
2418
2419 op->destroy ();
2420}
2421
2422/**
2423 * Apply for players and lamps
2424 *
2425 * who - the player
2426 * op - the lamp
2427 */
2428void player_apply_lamp (object *who, object *op)
2429{
2430 bool switch_on = op->glow_radius ? false : true;
2431
2432 if (switch_on)
2433 {
2434 object *lighter = 0;
2435
2436 if (op->flag [FLAG_IS_LIGHTABLE]
2437 && !(lighter = auto_apply_lighter (who, op, 0)))
2438 return;
2439
2440 if (op->stats.food < 1)
2441 {
2442 if (op->type == LAMP)
2443 who->failmsg (format (
2444 "The %s is out of fuel! "
2445 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2446 &op->name));
2447 else
2448 who->failmsg (format (
2449 "The %s is burnt out! "
2450 "H<Torches and similar items burn out and become worthless.>",
2451 &op->name));
2452 return;
2453 }
2454
2455 if (op->flag [FLAG_CURSED])
2456 {
2457 player_apply_lamp_cursed_effect (who, op);
2458 return;
2459 }
2460
2461 if (lighter)
2462 who->statusmsg (format (
2463 "You light up the %s with the %s.", &op->name, &lighter->name));
2464 else
2465 who->statusmsg (format ("You light up the %s.", &op->name));
2466 }
2467 else
2468 {
2469 if (op->flag [FLAG_CURSED])
2470 {
2471 player_apply_lamp_cursed_effect (who, op);
2472 return;
2473 }
2474
2475 if (op->type == TORCH)
2476 {
2477 if (!op->flag [FLAG_IS_LIGHTABLE])
2478 {
2479 who->statusmsg (format (
2480 "You put out the %s. "
2481 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2482 &op->name, &op->name));
2483 }
2484 else
2485 who->statusmsg (format (
2486 "You put out the %s."
2487 "H<Torches wear out if you put them out.>",
2488 &op->name));
2489 }
2490 else
2491 who->statusmsg (format ("You turn off the %s.", &op->name));
2492 }
2493
2494 apply_lamp (op, switch_on);
2495}
2496
2497void get_animation_from_arch (object *op, arch_ptr a)
2498{
2499 op->animation_id = a->animation_id;
2500 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2501 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2502 op->anim_speed = a->anim_speed;
2503 op->last_anim = 0;
2504 op->state = 0;
2505 op->face = a->face;
2506
2507 if (NUM_ANIMATIONS(op) > 1)
2508 {
2509 SET_ANIMATION(op, 0);
2510 animate_object (op, op->direction);
2511 }
2512 else
2513 update_object (op, UP_OBJ_FACE);
2514}
2515
2516/**
2517 * Apply for LAMPs and TORCHes.
2518 *
2519 * op - the lamp
2520 * switch_on - a flag which says whether the lamp should be switched on or off
2521 */
2522void apply_lamp (object *op, bool switch_on)
2523{
2524 op->set_glow_radius (switch_on ? op->range : 0);
2525 op->set_speed (switch_on ? op->arch->speed : 0);
2526
2527 // torches wear out if you put them out
2528 if (op->type == TORCH && !switch_on)
2529 {
2530 if (op->flag [FLAG_IS_LIGHTABLE])
2531 {
2532 op->stats.food -= (double) op->arch->stats.food / 15;
2533 if (op->stats.food < 0)
2534 op->stats.food = 0;
2535 }
2536 else
2537 op->stats.food = 0;
2538 }
2539
2540 // lamps and torched get worthless when used up
2541 if (op->stats.food <= 0)
2542 op->value = 0;
2543
2544 // FIXME: This is a hack to make the more sane torches and lamps
2545 // still animated ;-/
2546 if (op->other_arch)
2547 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2548
2549 if (object *pl = op->visible_to ())
2550 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2551}
2552
2553/**
2353 * Main apply handler. 2554 * Main apply handler.
2354 * 2555 *
2355 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2356 * 2557 *
2357 * Return value: 2558 * Return value:
2358 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2359 * 1: has been applied, or there was an error applying the object 2560 * 1: has been applied, or there was an error applying the object
2360 * 2: objects of that type can't be applied if not in inventory 2561 * 2: objects of that type can't be applied if not in inventory
2361 * 2562 *
2362 * op is the object that is causing object to be applied, tmp is the object 2563 * who is the object that is causing object to be applied, op is the object
2363 * being applied. 2564 * being applied.
2364 * 2565 *
2365 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2366 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2367 */ 2568 */
2368int 2569int
2369manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2370{ 2571{
2371 tmp = tmp->head_ (); 2572 op = op->head_ ();
2372 2573
2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2374 { 2575 {
2375 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2376 { 2577 {
2578 examine (who, op);
2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2579 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2378 return 1; 2580 return 1;
2379 } 2581 }
2380 else 2582 else
2381 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2382 } 2584 }
2383 2585
2384 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2385 return RESULT_INT (0); 2587 return RESULT_INT (0);
2386 2588
2387 switch (tmp->type) 2589 switch (op->type)
2388 { 2590 {
2389 case CF_HANDLE: 2591 case T_HANDLE:
2390 op->play_sound (sound_find ("turn_handle")); 2592 who->play_sound (sound_find ("turn_handle"));
2391 op->statusmsg ("You turn the handle."); 2593 who->statusmsg ("You turn the handle.");
2392 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2393 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2394 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2395 push_button (tmp); 2597 push_button (op, who);
2396 return 1; 2598 return 1;
2397 2599
2398 case TRIGGER: 2600 case TRIGGER:
2399 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2400 { 2602 {
2401 op->statusmsg ("You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2402 op->play_sound (sound_find ("turn_handle")); 2604 who->play_sound (sound_find ("turn_handle"));
2403 } 2605 }
2404 else 2606 else
2405 op->failmsg ("The handle doesn't move."); 2607 who->failmsg ("The handle doesn't move.");
2406 2608
2407 return 1; 2609 return 1;
2408 2610
2409 case EXIT: 2611 case EXIT:
2410 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2411 return 0; 2613 return 0;
2412 2614
2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2414 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2616 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)));
2415 else 2617 else
2416 { 2618 {
2417 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2419 op->statusmsg (tmp->msg, NDI_NAVY); 2621 who->statusmsg (op->msg, NDI_NAVY);
2420 2622
2421 op->enter_exit (tmp); 2623 who->enter_exit (op);
2422 } 2624 }
2423 2625
2424 return 1; 2626 return 1;
2425 2627
2426 case INSCRIBABLE: 2628 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg); 2629 who->statusmsg (op->msg);
2428 // maybe show a spell menu to chose from or something like that 2630 // maybe show a spell menu to chose from or something like that
2429 return 1; 2631 return 1;
2430 2632
2431 case SIGN: 2633 case SIGN:
2432 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2433 return 1; 2635 return 1;
2434 2636
2435 case BOOK: 2637 case BOOK:
2436 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2437 { 2639 {
2438 apply_book (op, tmp); 2640 apply_book (who, op);
2439 return 1; 2641 return 1;
2440 } 2642 }
2441 else 2643 else
2442 return 0; 2644 return 0;
2443 2645
2444 case SKILLSCROLL: 2646 case SKILLSCROLL:
2445 if (op->type == PLAYER) 2647 if (who->type == PLAYER)
2446 { 2648 {
2447 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2448 return 1; 2650 return 1;
2449 } 2651 }
2450 else 2652 else
2451 return 0; 2653 return 0;
2452 2654
2453 case SPELLBOOK: 2655 case SPELLBOOK:
2454 if (op->type == PLAYER) 2656 if (who->type == PLAYER)
2455 { 2657 {
2456 apply_spellbook (op, tmp); 2658 apply_spellbook (who, op);
2457 return 1; 2659 return 1;
2458 } 2660 }
2459 else 2661 else
2460 return 0; 2662 return 0;
2461 2663
2462 case SCROLL: 2664 case SCROLL:
2463 apply_scroll (op, tmp, 0); 2665 apply_scroll (who, op, 0);
2464 return 1; 2666 return 1;
2465 2667
2466 case POTION: 2668 case POTION:
2467 apply_potion (op, tmp); 2669 apply_potion (who, op);
2468 return 1; 2670 return 1;
2469 2671
2470 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2471 //TODO: remove, as it is unsed? 2673 //TODO: remove, as it is unsed?
2472 case CLOSE_CON: 2674 case CLOSE_CON:
2473 apply_container (op, tmp->env); 2675 apply_container (who, op->env);
2474 return 1; 2676 return 1;
2475 2677
2476 case CONTAINER: 2678 case CONTAINER:
2477 apply_container (op, tmp); 2679 apply_container (who, op);
2478 return 1; 2680 return 1;
2479 2681
2480 case TREASURE: 2682 case TREASURE:
2481 if (op->type == PLAYER) 2683 if (who->type == PLAYER)
2482 { 2684 {
2483 apply_treasure (op, tmp); 2685 apply_treasure (who, op);
2484 return 1; 2686 return 1;
2485 } 2687 }
2486 else 2688 else
2487 return 0; 2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2488 2695
2489 case WEAPON: 2696 case WEAPON:
2490 case ARMOUR: 2697 case ARMOUR:
2491 case BOOTS: 2698 case BOOTS:
2492 case GLOVES: 2699 case GLOVES:
2500 case WAND: 2707 case WAND:
2501 case ROD: 2708 case ROD:
2502 case HORN: 2709 case HORN:
2503 case SKILL: 2710 case SKILL:
2504 case BOW: 2711 case BOW:
2505 case LAMP:
2506 case BUILDER: 2712 case BUILDER:
2507 case SKILL_TOOL: 2713 case SKILL_TOOL:
2508 if (tmp->env != op) 2714 if (op->env != who)
2509 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2510 2716
2511 apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2512 return 1; 2718 return 1;
2513 2719
2514 case DRINK: 2720 case DRINK:
2515 case FOOD: 2721 case FOOD:
2516 case FLESH: 2722 case FLESH:
2517 apply_food (op, tmp); 2723 apply_food (who, op);
2518 return 1; 2724 return 1;
2519 2725
2520 case POISON: 2726 case POISON:
2521 apply_poison (op, tmp); 2727 apply_poison (who, op);
2522 return 1; 2728 return 1;
2523 2729
2524 case SAVEBED: 2730 case SAVEBED:
2525 return 1; 2731 return 1;
2526 2732
2527 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2528 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2529 { 2735 {
2530 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2531 return 1; 2737 return 1;
2532 } 2738 }
2533 else 2739 else
2534 return 0; 2740 return 0;
2535 2741
2536 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2537 check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2538 return 1; 2744 return 1;
2539 2745
2540 case CLOCK: 2746 case CLOCK:
2541 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2542 { 2748 {
2543 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2544 timeofday_t tod; 2750 timeofday_t tod;
2545 2751
2546 get_tod (&tod); 2752 get_tod (&tod);
2547 op->play_sound (sound_find ("sound_clock")); 2753 who->play_sound (sound_find ("sound_clock"));
2548 op->statusmsg (format ( 2754 who->statusmsg (format (
2549 "It is %d minute%s past %d o'clock %s", 2755 "It is %d minute%s past %d o'clock %s",
2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2757 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2552 )); 2758 ));
2553 return 1; 2759 return 1;
2554 } 2760 }
2555 else 2761 else
2556 return 0; 2762 return 0;
2557 2763
2558 case MENU: 2764 case MENU:
2559 if (op->type == PLAYER) 2765 if (who->type == PLAYER)
2560 { 2766 {
2561 shop_listing (tmp, op); 2767 shop_listing (op, who);
2562 return 1; 2768 return 1;
2563 } 2769 }
2564 else 2770 else
2565 return 0; 2771 return 0;
2566 2772
2567 case POWER_CRYSTAL: 2773 case POWER_CRYSTAL:
2568 apply_power_crystal (op, tmp); /* see egoitem.c */ 2774 apply_power_crystal (who, op); /* see egoitem.c */
2569 return 1; 2775 return 1;
2570 2776
2571 case LIGHTER: /* for lighting torches/lanterns/etc */ 2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2572 if (op->type == PLAYER) 2778 if (who->type == PLAYER)
2573 { 2779 {
2574 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2575 return 1; 2781 return 1;
2576 } 2782 }
2577 else 2783 else
2578 return 0; 2784 return 0;
2579 2785
2580 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2581 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2582 return 1; 2788 return 1;
2583 2789
2584 default: 2790 default:
2585 return 0; 2791 return 0;
2586 } 2792 }
2737 case BRACERS: 2943 case BRACERS:
2738 case CLOAK: 2944 case CLOAK:
2739 who->statusmsg (format ("You unwear %s.", query_name (op))); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2740 change_abil (who, op); 2946 change_abil (who, op);
2741 break; 2947 break;
2742
2743 case LAMP:
2744 {
2745 who->statusmsg (format ("You turn off your %s.", &op->name));
2746
2747 object *tmp2 = arch_to_object (op->other_arch);
2748 tmp2->x = op->x;
2749 tmp2->y = op->y;
2750 tmp2->map = op->map;
2751 tmp2->below = op->below;
2752 tmp2->above = op->above;
2753 tmp2->stats.food = op->stats.food;
2754 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2755
2756 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2757 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2758
2759 op->destroy ();
2760 who->insert (tmp2);
2761 who->update_stats ();
2762
2763 if (who->contr)
2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2765 {
2766 who->failmsg ("Oops, it feels deadly cold!");
2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2768 }
2769 }
2770
2771 return 1; /* otherwise, an attempt to drop causes problems */
2772 2948
2773 case BOW: 2949 case BOW:
2774 case WAND: 2950 case WAND:
2775 case ROD: 2951 case ROD:
2776 case HORN: 2952 case HORN:
3184 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3185 */ 3361 */
3186 who->change_skill (skop); 3362 who->change_skill (skop);
3187 } 3363 }
3188 3364
3189 if (who->type == PLAYER 3365 if (!check_item_power (who, op->item_power))
3190 && op->item_power
3191 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3192 { 3366 {
3193 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3194 return 1; 3368 return 1;
3195 } 3369 }
3196 3370
3204 return RESULT_INT (0); 3378 return RESULT_INT (0);
3205 3379
3206 switch (op->type) 3380 switch (op->type)
3207 { 3381 {
3208 case WEAPON: 3382 case WEAPON:
3209 if (!check_weapon_power (who, op->last_eat))
3210 {
3211 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3212
3213 if (tmp)
3214 insert_ob_in_ob (tmp, who);
3215
3216 return 1;
3217 }
3218
3219 //TODO: this obviously fails for players using a shorter prefix 3383 //TODO: this obviously fails for players using a shorter prefix
3220 // i.e. "R" can use Ragnarok's sword. 3384 // i.e. "R" can use Ragnarok's sword.
3221 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3385 if (op->level && !op->name.starts_with (who->name))
3222 { 3386 {
3223 /* if the weapon does not have the name as the character, can't use it. */ 3387 /* if the weapon does not have the name as the character, can't use it. */
3224 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3388 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3225 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3389 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3226 3390
3260 case AMULET: 3424 case AMULET:
3261 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3262 who->statusmsg (format ("You wear %s.", query_name (op))); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3263 change_abil (who, op); 3427 change_abil (who, op);
3264 break; 3428 break;
3265
3266 case LAMP:
3267 if (op->stats.food < 1)
3268 {
3269 who->failmsg (format (
3270 "Your %s is out of fuel! "
3271 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3272 &op->name
3273 ));
3274 return 1;
3275 }
3276
3277 who->statusmsg (format ("You turn on your %s.", &op->name));
3278
3279 tmp2 = arch_to_object (op->other_arch);
3280 tmp2->stats.food = op->stats.food;
3281 SET_FLAG (tmp2, FLAG_APPLIED);
3282
3283 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3284 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3285
3286 who->insert (tmp2);
3287
3288 /* Remove the old lantern */
3289 op->destroy ();
3290
3291 /* insert the portion that was split off */
3292 if (tmp)
3293 who->insert (tmp);
3294
3295 who->update_stats ();
3296
3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3298 if (who->type == PLAYER)
3299 {
3300 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3301 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3302 }
3303
3304 return 0;
3305 3429
3306 case SKILL_TOOL: 3430 case SKILL_TOOL:
3307 // applying a skill tool also readies the skill 3431 // applying a skill tool also readies the skill
3308 SET_FLAG (op, FLAG_APPLIED); 3432 SET_FLAG (op, FLAG_APPLIED);
3309 3433
3389 } 3513 }
3390 3514
3391 break; 3515 break;
3392 3516
3393 case BOW: 3517 case BOW:
3394 if (!check_weapon_power (who, op->last_eat)) 3518 if (op->level && !op->name.starts_with (who->name))
3395 {
3396 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3397
3398 if (tmp)
3399 insert_ob_in_ob (tmp, who);
3400
3401 return 1;
3402 }
3403
3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3405 { 3519 {
3406 who->failmsg ("The weapon does not recognize you as its owner. " 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3407 "H<Its name indicates that it belongs to somebody else.>"); 3521 "H<Its name indicates that it belongs to somebody else.>");
3408 if (tmp) 3522 if (tmp)
3409 insert_ob_in_ob (tmp, who); 3523 insert_ob_in_ob (tmp, who);
3673 } 3787 }
3674 3788
3675 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3676 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3677 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3678 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3679} 3793}
3680 3794
3681/** 3795/**
3682 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3683 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3688eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3689{ 3803{
3690 object *force; 3804 object *force;
3691 int i, did_one = 0; 3805 int i, did_one = 0;
3692 3806
3693 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3694 3810
3695 for (i = 0; i < NUM_STATS; i++)
3696 if (sint8 k = food->stats.stat (i))
3697 {
3698 force->stats.stat (i) = k;
3699 did_one = 1;
3700 }
3701
3702 /* check if we can protect the eater */
3703 for (i = 0; i < NROFATTACKS; i++)
3704 {
3705 if (food->resist[i] > 0)
3706 {
3707 force->resist[i] = food->resist[i] / 2;
3708 did_one = 1;
3709 }
3710 }
3711
3712 if (did_one)
3713 {
3714 force->set_speed (0.1);
3715 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3716 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3717 SET_FLAG (force, FLAG_APPLIED); 3813
3718 change_abil (who, force); 3814 if (force = who->force_find (key))
3719 insert_ob_in_ob (force, who); 3815 {
3816 if (duration > abs (force->speed_left / force->speed))
3817 {
3818 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));
3819 force->force_set_timer (duration);
3820 }
3821 else
3822 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3823
3824 return;
3720 } 3825 }
3721 else 3826 else
3827 {
3828 force = who->force_add (key, duration);
3829 force->name = key;
3830
3831 /* check if the food affects a stat */
3832 for (i = 0; i < NUM_STATS; i++)
3833 if (sint8 k = food->stats.stat (i))
3834 {
3835 force->stats.stat (i) = k;
3836 did_one = 1;
3837 }
3838
3839 /* check if we can protect the eater */
3840 for (i = 0; i < NROFATTACKS; i++)
3841 {
3842 if (food->resist[i] > 0)
3843 {
3844 force->resist[i] = food->resist[i];
3845 did_one = 1;
3846 }
3847 }
3848
3849 if (did_one)
3850 {
3851 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));
3852
3853 /* make the force take effect and report effects to user */
3854 change_abil (who, force);
3855 }
3856 else
3722 force->destroy (); 3857 force->destroy ();
3858 }
3723 3859
3724 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3725 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3726 { 3862 {
3727 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3759 } 3895 }
3760 3896
3761 who->update_stats (); 3897 who->update_stats ();
3762} 3898}
3763 3899
3764/**
3765 * Designed primarily to light torches/lanterns/etc.
3766 * Also burns up burnable material too. First object in the inventory is
3767 * the selected object to "burn". -b.t.
3768 */
3769void
3770apply_lighter (object *who, object *lighter)
3771{
3772 object *item;
3773 int is_player_env = 0;
3774
3775 item = find_marked_object (who);
3776 if (item)
3777 {
3778 if (lighter->last_eat && lighter->stats.food)
3779 { /* lighter gets used up */
3780 object *oneLighter = lighter->split ();
3781 oneLighter->stats.food--;
3782 who->insert (oneLighter);
3783 }
3784 else if (lighter->last_eat)
3785 {
3786 /* no charges left in lighter */
3787 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3788 return;
3789 }
3790
3791 /* Perhaps we should split what we are trying to light on fire?
3792 * I can't see many times when you would want to light multiple
3793 * objects at once.
3794 */
3795
3796 if (who == item->in_player ())
3797 is_player_env = 1;
3798
3799 save_throw_object (item, AT_FIRE, who);
3800
3801 if (item->destroyed ())
3802 {
3803 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3804 /* Need to update the player so that the players glow radius
3805 * gets changed.
3806 */
3807 if (is_player_env)
3808 who->update_stats ();
3809 }
3810 else
3811 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3812 }
3813 else
3814 who->failmsg ("You need to mark a lightable object.");
3815}
3816 3900
3817/** 3901/**
3818 * op made some mistake with a scroll, this takes care of punishment. 3902 * op made some mistake with a scroll, this takes care of punishment.
3819 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3820 */ 3904 */
3920 } 4004 }
3921 4005
3922 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
3923 * the player ref: player.c 4007 * the player ref: player.c
3924 */ 4008 */
3925 if (change->randomitems != NULL) 4009 if (change->randomitems)
3926 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
3927 4011
3928 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
3929 4013
3930 /* first, look for the force object banning 4014 /* first, look for the force object banning
3931 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
3932 */ 4016 */
3933 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
3935 flag_change_face = 0; 4019 flag_change_face = 0;
3936 4020
3937 if (flag_change_face) 4021 if (flag_change_face)
3938 { 4022 {
3939 pl->face = change->face; 4023 pl->face = change->face;
3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3942 } 4026 }
3943 4027
3944 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
3945 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4029 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3946 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
3947 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3948 4032
3949 break; 4033 break;
3950 } 4034 }
3951 } 4035 }
3988 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4072 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3989 return; 4073 return;
3990 } 4074 }
3991 4075
3992 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
3993 find = strstr (marked->slaying, transformer->arch->archname); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
3994 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3995 { 4079 {
3996 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4080 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3997 return; 4081 return;
3998 } 4082 }

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