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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 1.231 by root, Sat Mar 27 04:25:22 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
1031 * Handle apply on containers. 984 * Handle apply on containers.
1032 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1033 * 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]
1034 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1035 */ 988 */
1036int 989static int
1037apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1038{ 991{
1039 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1040 return 0; /* This might change */ 993 return 0; /* This might change */
1041 994
1054 } 1007 }
1055 1008
1056 // 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
1057 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1058 { 1011 {
1059 if (op->container == sack) 1012 if (op->container_ () == sack)
1060 { 1013 {
1061 // open on ground or inv, so close 1014 // open on ground or inv, so close
1062 op->close_container (); 1015 op->close_container ();
1063 return 1; 1016 return 1;
1064 } 1017 }
1107{ 1060{
1108 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1109 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1110 return 0; 1063 return 0;
1111 1064
1112 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1113 { 1066 {
1114 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1115 * 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
1116 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1117 */ 1070 */
1126/* push_button (altar);*/ 1079/* push_button (altar);*/
1127 } 1080 }
1128 else 1081 else
1129 { 1082 {
1130 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1131 push_button (altar); 1084 push_button (altar, originator);
1132 } 1085 }
1133 1086
1134 return !sacrifice; 1087 return !sacrifice;
1135 } 1088 }
1136 else 1089 else
1153 1106
1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1155 1108
1156 bool has_unpaid = false; 1109 bool has_unpaid = false;
1157 1110
1158 // 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
1159 // a quick and small change :( 1112 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1162 { 1115 {
1163 has_unpaid = true; 1116 has_unpaid = true;
1263 * Handles applying a sign. 1216 * Handles applying a sign.
1264 */ 1217 */
1265static void 1218static void
1266apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1267{ 1220{
1221 if (!op->is_player())
1222 return;
1223
1268 if (sign->has_dialogue ()) 1224 if (sign->has_dialogue ())
1269 { 1225 {
1270 op->statusmsg (format ("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));
1271 return; 1227 return;
1272 } 1228 }
1368 return; 1324 return;
1369 1325
1370 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1371 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1372 */ 1328 */
1373 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1374 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1375 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1376 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1377 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1378 */ 1334 */
1385 1341
1386 recursion_depth++; 1342 recursion_depth++;
1387 if (trap->head) 1343 if (trap->head)
1388 trap = trap->head; 1344 trap = trap->head;
1389 1345
1390 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)))
1391 goto leave;
1392
1393 switch (trap->type) 1347 switch (trap->type)
1394 { 1348 {
1395 case PLAYERMOVER: 1349 case PLAYERMOVER:
1396 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:
1397 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1398 if (!trap->stats.maxsp) 1423 if (!trap->value)
1399 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1400 1426
1401 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1402 * 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
1403 */ 1442 */
1404 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1405 1444
1406 /* 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)
1407 * above with some objects have zero speed, and thus the player 1446 {
1408 * 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 }
1409 */ 1456 }
1410 if (victim->speed_left < -50.f) 1457 break;
1411 victim->speed_left = -50.f;
1412 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1413 } 1458 }
1414 goto leave;
1415 1459
1416 case SPINNER: 1460 case CONVERTER:
1417 if (victim->direction) 1461 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 { 1462 {
1469 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1470 1464 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 } 1465 }
1481 1466
1482 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))
1483 { 1489 {
1484 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1485 * ab->above would be bogus 1491 * players output.
1486 */ 1492 */
1487 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1488 1495
1489 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1490 { 1497 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 } 1498 }
1501 goto leave; 1499 break;
1502 }
1503 1500
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: 1501 case ENCOUNTER:
1546 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1547 goto leave; 1503 break;
1548 1504
1549 case SHOP_MAT: 1505 case SHOP_MAT:
1550 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1551 goto leave; 1507 break;
1552 1508
1553 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1554 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1555 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1556 goto leave; 1512 break;
1557 1513
1558 case SIGN: 1514 case SIGN:
1559 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1560 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1561 1517
1562 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1563 goto leave; 1519 break;
1564 1520
1565 case CONTAINER: 1521 case CONTAINER:
1566 apply_container (victim, trap); 1522 apply_container (victim, trap);
1567 goto leave; 1523 break;
1568 1524
1569 case RUNE: 1525 case RUNE:
1570 case TRAP: 1526 case TRAP:
1571 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1572 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1573 goto leave; 1529 break;
1574 1530
1575 default: 1531 default:
1576 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 "
1577 "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);
1578 goto leave; 1534 break;
1579 } 1535 }
1580 1536
1581leave:
1582 recursion_depth--; 1537 recursion_depth--;
1583} 1538}
1584 1539
1585/** 1540/**
1586 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1597 return; 1552 return;
1598 } 1553 }
1599 1554
1600 if (!tmp->msg) 1555 if (!tmp->msg)
1601 { 1556 {
1602 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));
1603 return; 1558 return;
1604 } 1559 }
1605 1560
1606 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1607 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1621 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1622 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1623 return; 1578 return;
1624 } 1579 }
1625 1580
1581 // we currently don't use the message types for anything.
1626 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"));
1627 1585
1628 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1629 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1630 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));
1631 1589
1643 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1644 } 1602 }
1645 1603
1646 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1647 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 }
1648 } 1659 }
1649} 1660}
1650 1661
1651/** 1662/**
1652 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1758 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1759 * legacy spellbooks 1770 * legacy spellbooks
1760 */ 1771 */
1761 if (tmp->slaying) 1772 if (tmp->slaying)
1762 { 1773 {
1763 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1764 if (!spell) 1776 if (!spell)
1765 { 1777 {
1766 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1778 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1767 return; 1779 return;
1768 } 1780 }
1789 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1801 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1790 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1802 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1791 return; 1803 return;
1792 } 1804 }
1793 1805
1794 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1795 { 1808 {
1796 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1809 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1810 &tmp->skill, learn_level));
1797 return; 1811 return;
1798 } 1812 }
1799 1813
1800 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1814 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1801 1815
1843 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1844 */ 1858 */
1845 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1846 { 1860 {
1847 op->failmsg ("In your confused state you flub the wording of the text!"); 1861 op->failmsg ("In your confused state you flub the wording of the text!");
1848 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1862 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1849 } 1863 }
1850 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1851 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1865 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1852 { 1866 {
1853 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1959 break; 1973 break;
1960 } 1974 }
1961 1975
1962 if (!tmp->destroyed () && !tmp->inv) 1976 if (!tmp->destroyed () && !tmp->inv)
1963 tmp->decrease (true); 1977 tmp->decrease (true);
1964}
1965
1966/**
1967 * op eats food.
1968 * If player, takes care of messages and dragon special food.
1969 */
1970static void
1971apply_food (object *op, object *tmp)
1972{
1973 int capacity_remaining;
1974
1975 if (op->type != PLAYER)
1976 op->stats.hp = op->stats.maxhp;
1977 else
1978 {
1979 /* check if this is a dragon (player), eating some flesh */
1980 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1981 ;
1982 else
1983 {
1984 /* usual case - no dragon meal: */
1985 if (op->stats.food + tmp->stats.food > 999)
1986 {
1987 if (tmp->type == FOOD || tmp->type == FLESH)
1988 op->failmsg ("You feel full, but what a waste of food!");
1989 else
1990 op->statusmsg ("Most of the drink goes down your face not your throat!");
1991 }
1992
1993 tmp->play_sound (
1994 tmp->sound
1995 ? tmp->sound
1996 : tmp->type == DRINK
1997 ? sound_find ("eat_drink")
1998 : sound_find ("eat_food")
1999 );
2000
2001 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2002 {
2003 const char *buf;
2004
2005 if (!is_dragon_pl (op))
2006 {
2007 /* eating message for normal players */
2008 if (tmp->type == DRINK)
2009 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2010 else
2011 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2012 }
2013 else
2014 /* eating message for dragon players */
2015 buf = format ("The %s tasted terrible!", &tmp->name);
2016
2017 op->statusmsg (buf);
2018
2019 capacity_remaining = 999 - op->stats.food;
2020 op->stats.food += tmp->stats.food;
2021 if (capacity_remaining < tmp->stats.food)
2022 op->stats.hp += capacity_remaining / 50;
2023 else
2024 op->stats.hp += tmp->stats.food / 50;
2025
2026 if (op->stats.hp > op->stats.maxhp)
2027 op->stats.hp = op->stats.maxhp;
2028 if (op->stats.food > 999)
2029 op->stats.food = 999;
2030 }
2031
2032 /* special food hack -b.t. */
2033 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2034 eat_special_food (op, tmp);
2035 }
2036 }
2037
2038 handle_apply_yield (tmp);
2039 tmp->decrease ();
2040} 1978}
2041 1979
2042/** 1980/**
2043 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2044 * there is a chance for the dragon's skin to get improved. 1982 * there is a chance for the dragon's skin to get improved.
2047 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2048 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2049 * return: 1987 * return:
2050 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2051 */ 1989 */
2052int 1990static int
2053dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2054{ 1992{
2055 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2056 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2057 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2063 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2064 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2065 int i; /* index */ 2003 int i; /* index */
2066 2004
2067 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2068 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2069 return 0; 2007 return 0;
2070 2008
2071 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2072 from the player's inventory */ 2010 from the player's inventory */
2073 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2089 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2090 2028
2091 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2092 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2093 2031
2094 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2095 2033
2096 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2097 2035
2098 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2099 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2109 2047
2110 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2111 flesh is too rare */ 2049 flesh is too rare */
2112 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2113 2051
2114 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2115 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2116 2054
2117 if (chance >= 0.) 2055 if (chance >= 0.)
2118 chance += 1.; 2056 chance += 1.;
2119 else 2057 else
2120 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2121 2059
2122 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2123 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2124 2062
2125 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2126 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2127 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2128 2066
2129 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2067 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2130 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2131 { 2069 {
2132 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2133 winners++; 2071 winners++;
2134 } 2072 }
2135 2073
2198 2136
2199 return 1; 2137 return 1;
2200} 2138}
2201 2139
2202/** 2140/**
2141 * op eats food.
2142 * If player, takes care of messages and dragon special food.
2143 */
2144static void
2145apply_food (object *op, object *tmp)
2146{
2147 int capacity_remaining;
2148
2149 if (op->type != PLAYER)
2150 op->stats.hp = op->stats.maxhp;
2151 else
2152 {
2153 /* check if this is a dragon (player), eating some flesh */
2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2155 ;
2156 else
2157 {
2158 /* usual case - no dragon meal: */
2159 if (op->stats.food + tmp->stats.food > 999)
2160 {
2161 if (tmp->type == FOOD || tmp->type == FLESH)
2162 op->failmsg ("You feel full, but what a waste of food!");
2163 else
2164 op->statusmsg ("Most of the drink goes down your face not your throat!");
2165 }
2166
2167 tmp->play_sound (
2168 tmp->sound
2169 ? tmp->sound
2170 : tmp->type == DRINK
2171 ? sound_find ("eat_drink")
2172 : sound_find ("eat_food")
2173 );
2174
2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2176 {
2177 const char *buf;
2178
2179 if (!op->is_dragon ())
2180 {
2181 /* eating message for normal players */
2182 if (tmp->type == DRINK)
2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2184 else
2185 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2186 }
2187 else
2188 /* eating message for dragon players */
2189 buf = format ("The %s tasted terrible!", &tmp->name);
2190
2191 op->statusmsg (buf);
2192
2193 capacity_remaining = 999 - op->stats.food;
2194 op->stats.food += tmp->stats.food;
2195 if (capacity_remaining < tmp->stats.food)
2196 op->stats.hp += capacity_remaining / 50;
2197 else
2198 op->stats.hp += tmp->stats.food / 50;
2199
2200 if (op->stats.hp > op->stats.maxhp)
2201 op->stats.hp = op->stats.maxhp;
2202 if (op->stats.food > 999)
2203 op->stats.food = 999;
2204 }
2205
2206 /* special food hack -b.t. */
2207 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2208 eat_special_food (op, tmp);
2209 }
2210 }
2211
2212 handle_apply_yield (tmp);
2213 tmp->decrease ();
2214}
2215
2216/**
2203 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2204 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2205 */ 2219 */
2206static void 2220static void
2207apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2258 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2259 poison->destroy (); 2273 poison->destroy ();
2260} 2274}
2261 2275
2262/** 2276/**
2263 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2277 * This function will try to apply a lighter and in case no lighter
2264 * A valid 2 way exit means: 2278 * is specified it will try to find a lighter in the players inventory,
2265 * -You can come back (there is another exit at the other side) 2279 * and inform him about this requirement.
2266 * -You are
2267 * ° the owner of the exit
2268 * ° or in the same party as the owner
2269 * 2280 *
2270 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * who - the player
2271 * in the field exit->name cause the field exit->owner doesn't 2282 * op - the item we want to light
2272 * survive in the swapping (in fact the whole exit doesn't survive). 2283 * lighter - the lighter or 0 if a lighter has yet to be found
2273 */ 2284 */
2274int 2285static object *
2275is_legal_2ways_exit (object *op, object *exit) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2276{ 2287{
2277 if (exit->stats.exp != 1) 2288 if (lighter == 0)
2278 return 1; /*This is not a 2 way, so it is legal */
2279
2280#if 0 //TODO
2281 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2282 return 0; /* This is a reset town portal */
2283#endif
2284
2285 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2286
2287 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2288
2289 if (exitmap)
2290 { 2289 {
2291 exitmap->load_sync (); 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2292
2293 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2294
2295 if (!tmp)
2296 return 0;
2297
2298 for (; tmp; tmp = tmp->above)
2299 { 2291 {
2300 if (tmp->type != EXIT) 2292 if (tmp->type == LIGHTER)
2301 continue; /*Not an exit */
2302
2303 if (!EXIT_PATH (tmp))
2304 continue; /*Not a valid exit */
2305
2306 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2307 continue; /*Not in the same place */
2308
2309 if (exit->map->path != EXIT_PATH (tmp))
2310 continue; /*Not in the same map */
2311
2312 /* From here we have found the exit is valid. However we do
2313 * here the check of the exit owner. It is important for the
2314 * town portals to prevent strangers from visiting your appartments
2315 */
2316 if (!exit->race)
2317 return 1; /*No owner, free for all! */
2318
2319 object *exit_owner = 0;
2320
2321 for_all_players (pp)
2322 { 2293 {
2323 if (!pp->ob) 2294 lighter = tmp;
2324 continue;
2325
2326 if (pp->ob->name != exit->race)
2327 continue;
2328
2329 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2330 break; 2295 break;
2331 } 2296 }
2297 }
2332 2298
2333 if (!exit_owner) 2299 if (!lighter)
2334 return 0; /* No more owner */ 2300 {
2335 2301 who->failmsg (format (
2336 if (exit_owner->contr == op->contr) 2302 "You can't light up the %s with your bare hands! "
2337 return 1; /*It is your exit */ 2303 "H<You need a lighter in your inventory, for example a flint and steel.>",
2338 2304 &op->name));
2339 if (exit_owner && /*There is a owner */
2340 (op->contr) && /*A player tries to pass */
2341 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2342 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2343 return 0; 2305 return 0;
2306 }
2307 }
2344 2308
2309 // last_eat == 0 means the lighter is not being used up!
2310 if (lighter->last_eat && lighter->stats.food)
2311 {
2312 /* lighter gets used up */
2313 lighter = lighter->split ();
2314 lighter->stats.food--;
2315 who->insert (lighter);
2316 }
2317 else if (lighter->last_eat)
2318 {
2319 /* no charges left in lighter */
2320 who->failmsg (format (
2321 "You attempt to light the %s with a used up %s.",
2322 &op->name, &lighter->name));
2323 return 0;
2324 }
2325
2326 return lighter;
2327}
2328
2329/**
2330 * Designed primarily to light torches/lanterns/etc.
2331 * Also burns up burnable material too. First object in the inventory is
2332 * the selected object to "burn". -b.t.
2333 */
2334static void
2335apply_lighter (object *who, object *lighter)
2336{
2337 object *item;
2338 int is_player_env = 0;
2339
2340 item = find_marked_object (who);
2341 if (item)
2342 {
2343 if (!auto_apply_lighter (who, item, lighter))
2344 return;
2345
2346 /* Perhaps we should split what we are trying to light on fire?
2347 * I can't see many times when you would want to light multiple
2348 * objects at once.
2349 */
2350
2351 save_throw_object (item, AT_FIRE, who);
2352
2353 if (item->destroyed ()
2354 || ((item->type == LAMP || item->type == TORCH)
2355 && item->glow_radius > 0))
2356 who->statusmsg (format (
2357 "You light the %s with the %s.",
2358 &item->name, &lighter->name));
2359 else
2360 who->failmsg (format (
2361 "You attempt to light the %s with the %s and fail.",
2362 &item->name, &lighter->name));
2363 }
2364 else
2365 who->failmsg ("You need to mark a lightable object.");
2366}
2367
2368/**
2369 * This function generates a cursed effect for cursed lamps and torches.
2370 */
2371static void
2372player_apply_lamp_cursed_effect (object *who, object *op)
2373{
2374 if (op->level)
2375 {
2376 who->failmsg (format (
2377 "The %s was cursed, it explodes in a big fireball!",
2378 &op->name));
2379 create_exploding_ball_at (who, op->level);
2380 }
2381 else
2382 {
2383 who->failmsg (format (
2384 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2385 &op->name));
2386 }
2387
2388 op->destroy ();
2389}
2390
2391/**
2392 * Apply for players and lamps
2393 *
2394 * who - the player
2395 * op - the lamp
2396 */
2397static void
2398player_apply_lamp (object *who, object *op)
2399{
2400 bool switch_on = op->glow_radius ? false : true;
2401
2402 if (switch_on)
2403 {
2404 object *lighter = 0;
2405
2406 if (op->flag [FLAG_IS_LIGHTABLE]
2407 && !(lighter = auto_apply_lighter (who, op, 0)))
2408 return;
2409
2410 if (op->stats.food < 1)
2411 {
2412 if (op->type == LAMP)
2413 who->failmsg (format (
2414 "The %s is out of fuel! "
2415 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2416 &op->name));
2417 else
2418 who->failmsg (format (
2419 "The %s is burnt out! "
2420 "H<Torches and similar items burn out and become worthless.>",
2421 &op->name));
2345 return 1; 2422 return;
2423 }
2424
2425 if (op->flag [FLAG_CURSED])
2346 } 2426 {
2427 player_apply_lamp_cursed_effect (who, op);
2428 return;
2429 }
2430
2431 if (lighter)
2432 who->statusmsg (format (
2433 "You light up the %s with the %s.", &op->name, &lighter->name));
2434 else
2435 who->statusmsg (format ("You light up the %s.", &op->name));
2436 }
2437 else
2347 } 2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2348 2444
2445 if (op->type == TORCH)
2446 {
2447 if (!op->flag [FLAG_IS_LIGHTABLE])
2448 {
2449 who->statusmsg (format (
2450 "You put out the %s. "
2451 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2452 &op->name, &op->name));
2453 }
2454 else
2455 who->statusmsg (format (
2456 "You put out the %s."
2457 "H<Torches wear out if you put them out.>",
2458 &op->name));
2459 }
2460 else
2461 who->statusmsg (format ("You turn off the %s.", &op->name));
2462 }
2463
2464 apply_lamp (op, switch_on);
2465}
2466
2467void get_animation_from_arch (object *op, arch_ptr a)
2468{
2469 op->animation_id = a->animation_id;
2470 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2471 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2472 op->anim_speed = a->anim_speed;
2473 op->last_anim = 0;
2474 op->state = 0;
2475 op->face = a->face;
2476
2477 if (NUM_ANIMATIONS(op) > 1)
2478 {
2479 SET_ANIMATION(op, 0);
2480 animate_object (op, op->direction);
2481 }
2482 else
2483 update_object (op, UP_OBJ_FACE);
2484}
2485
2486/**
2487 * Apply for LAMPs and TORCHes.
2488 *
2489 * op - the lamp
2490 * switch_on - a flag which says whether the lamp should be switched on or off
2491 */
2492void apply_lamp (object *op, bool switch_on)
2493{
2494 op->set_glow_radius (switch_on ? op->range : 0);
2495 op->set_speed (switch_on ? op->arch->speed : 0);
2496
2497 // torches wear out if you put them out
2498 if (op->type == TORCH && !switch_on)
2499 {
2500 if (op->flag [FLAG_IS_LIGHTABLE])
2501 {
2502 op->stats.food -= (double) op->arch->stats.food / 15;
2503 if (op->stats.food < 0)
2504 op->stats.food = 0;
2505 }
2506 else
2507 op->stats.food = 0;
2508 }
2509
2510 // lamps and torched get worthless when used up
2511 if (op->stats.food <= 0)
2512 op->value = 0;
2513
2514 // FIXME: This is a hack to make the more sane torches and lamps
2515 // still animated ;-/
2516 if (op->other_arch)
2517 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2518
2519 if (object *pl = op->visible_to ())
2520 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2521}
2522
2523/**
2524 * This handles items of type 'transformer'.
2525 * Basically those items, used with a marked item, transform both items into something
2526 * else.
2527 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2528 * Change information is contained in the 'slaying' field of the marked item.
2529 * The format is as follow: transformer:[number ]yield[;transformer:...].
2530 * This way an item can be transformed in many things, and/or many objects.
2531 * The 'slaying' field for transformer is used as verb for the action.
2532 */
2533static void
2534apply_item_transformer (object *pl, object *transformer)
2535{
2536 object *marked;
2537 object *new_item;
2538 const char *find;
2539 char *separator;
2540 int yield;
2541 char got[MAX_BUF];
2542 int len;
2543
2544 if (!pl || !transformer)
2349 return 0; 2545 return;
2546
2547 marked = find_marked_object (pl);
2548
2549 if (!marked)
2550 {
2551 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2552 return;
2553 }
2554
2555 if (!marked->slaying)
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 /* check whether they are compatible or not */
2562 find = strstr (&marked->slaying, transformer->arch->archname);
2563 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2564 {
2565 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2566 return;
2567 }
2568
2569 find += strlen (transformer->arch->archname) + 1;
2570 /* Item can be used, now find how many and what it yields */
2571 if (isdigit (*(find)))
2572 {
2573 yield = atoi (find);
2574 if (yield < 1)
2575 {
2576 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2577 yield = 1;
2578 }
2579 }
2580 else
2581 yield = 1;
2582
2583 while (isdigit (*find))
2584 find++;
2585
2586 while (*find == ' ')
2587 find++;
2588
2589 memset (got, 0, MAX_BUF);
2590
2591 if ((separator = (char *) strchr (find, ';')))
2592 len = separator - find;
2593 else
2594 len = strlen (find);
2595
2596 min_it (len, MAX_BUF - 1);
2597
2598 strcpy (got, find);
2599 got[len] = '\0';
2600
2601 /* Now create new item, remove used ones when required. */
2602 new_item = get_archetype (got);
2603 if (!new_item)
2604 {
2605 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2606 return;
2607 }
2608
2609 new_item->nrof = yield;
2610
2611 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2612
2613 pl->insert (new_item);
2614 /* Eat up one item */
2615 marked->decrease ();
2616
2617 /* Eat one transformer if needed */
2618 if (transformer->stats.food)
2619 if (--transformer->stats.food == 0)
2620 transformer->decrease ();
2350} 2621}
2351 2622
2352/** 2623/**
2353 * Main apply handler. 2624 * Main apply handler.
2354 * 2625 *
2357 * Return value: 2628 * Return value:
2358 * 0: player or monster can't apply objects of that type 2629 * 0: player or monster can't apply objects of that type
2359 * 1: has been applied, or there was an error applying the object 2630 * 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 2631 * 2: objects of that type can't be applied if not in inventory
2361 * 2632 *
2362 * op is the object that is causing object to be applied, tmp is the object 2633 * who is the object that is causing object to be applied, op is the object
2363 * being applied. 2634 * being applied.
2364 * 2635 *
2365 * aflag is special (always apply/unapply) flags. Nothing is done with 2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2366 * them in this function - they are passed to apply_special 2637 * them in this function - they are passed to apply_special
2367 */ 2638 */
2368int 2639int
2369manual_apply (object *op, object *tmp, int aflag) 2640manual_apply (object *who, object *op, int aflag)
2370{ 2641{
2371 tmp = tmp->head_ (); 2642 op = op->head_ ();
2372 2643
2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2374 { 2645 {
2375 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2376 { 2647 {
2648 examine (who, op);
2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2649 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2378 return 1; 2650 return 1;
2379 } 2651 }
2380 else 2652 else
2381 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2382 } 2654 }
2383 2655
2384 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2385 return RESULT_INT (0); 2657 return RESULT_INT (0);
2386 2658
2387 switch (tmp->type) 2659 switch (op->type)
2388 { 2660 {
2389 case CF_HANDLE: 2661 case T_HANDLE:
2390 op->play_sound (sound_find ("turn_handle")); 2662 who->play_sound (sound_find ("turn_handle"));
2391 op->statusmsg ("You turn the handle."); 2663 who->statusmsg ("You turn the handle.");
2392 tmp->value = tmp->value ? 0 : 1; 2664 op->value = op->value ? 0 : 1;
2393 SET_ANIMATION (tmp, tmp->value); 2665 SET_ANIMATION (op, op->value);
2394 update_object (tmp, UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2395 push_button (tmp); 2667 push_button (op, who);
2396 return 1; 2668 return 1;
2397 2669
2398 case TRIGGER: 2670 case TRIGGER:
2399 if (check_trigger (tmp, op)) 2671 if (check_trigger (op, who, who))
2400 { 2672 {
2401 op->statusmsg ("You turn the handle."); 2673 who->statusmsg ("You turn the handle.");
2402 op->play_sound (sound_find ("turn_handle")); 2674 who->play_sound (sound_find ("turn_handle"));
2403 } 2675 }
2404 else 2676 else
2405 op->failmsg ("The handle doesn't move."); 2677 who->failmsg ("The handle doesn't move.");
2406 2678
2407 return 1; 2679 return 1;
2408 2680
2409 case EXIT: 2681 case EXIT:
2410 if (op->type != PLAYER) 2682 if (who->type != PLAYER)
2411 return 0; 2683 return 0;
2412 2684
2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2685 if (!EXIT_PATH (op))
2414 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2686 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 2687 else
2416 { 2688 {
2417 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2419 op->statusmsg (tmp->msg, NDI_NAVY); 2691 who->statusmsg (op->msg, NDI_NAVY);
2420 2692
2421 op->enter_exit (tmp); 2693 who->enter_exit (op);
2422 } 2694 }
2423 2695
2424 return 1; 2696 return 1;
2425 2697
2426 case INSCRIBABLE: 2698 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg); 2699 who->statusmsg (op->msg);
2428 // maybe show a spell menu to chose from or something like that 2700 // maybe show a spell menu to chose from or something like that
2429 return 1; 2701 return 1;
2430 2702
2431 case SIGN: 2703 case SIGN:
2432 apply_sign (op, tmp, 0); 2704 apply_sign (who, op, 0);
2433 return 1; 2705 return 1;
2434 2706
2435 case BOOK: 2707 case BOOK:
2436 if (op->type == PLAYER) 2708 if (who->type == PLAYER)
2437 { 2709 {
2438 apply_book (op, tmp); 2710 apply_book (who, op);
2439 return 1; 2711 return 1;
2440 } 2712 }
2441 else 2713 else
2442 return 0; 2714 return 0;
2443 2715
2444 case SKILLSCROLL: 2716 case SKILLSCROLL:
2445 if (op->type == PLAYER) 2717 if (who->type == PLAYER)
2446 { 2718 {
2447 apply_skillscroll (op, tmp); 2719 apply_skillscroll (who, op);
2448 return 1; 2720 return 1;
2449 } 2721 }
2450 else 2722 else
2451 return 0; 2723 return 0;
2452 2724
2453 case SPELLBOOK: 2725 case SPELLBOOK:
2454 if (op->type == PLAYER) 2726 if (who->type == PLAYER)
2455 { 2727 {
2456 apply_spellbook (op, tmp); 2728 apply_spellbook (who, op);
2457 return 1; 2729 return 1;
2458 } 2730 }
2459 else 2731 else
2460 return 0; 2732 return 0;
2461 2733
2462 case SCROLL: 2734 case SCROLL:
2463 apply_scroll (op, tmp, 0); 2735 apply_scroll (who, op, 0);
2464 return 1; 2736 return 1;
2465 2737
2466 case POTION: 2738 case POTION:
2467 apply_potion (op, tmp); 2739 apply_potion (who, op);
2468 return 1; 2740 return 1;
2469 2741
2470 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2742 /* Eneq(@csd.uu.se): Handle apply on containers. */
2471 //TODO: remove, as it is unsed? 2743 //TODO: remove, as it is unsed?
2472 case CLOSE_CON: 2744 case CLOSE_CON:
2473 apply_container (op, tmp->env); 2745 apply_container (who, op->env);
2474 return 1; 2746 return 1;
2475 2747
2476 case CONTAINER: 2748 case CONTAINER:
2477 apply_container (op, tmp); 2749 apply_container (who, op);
2478 return 1; 2750 return 1;
2479 2751
2480 case TREASURE: 2752 case TREASURE:
2481 if (op->type == PLAYER) 2753 if (who->type == PLAYER)
2482 { 2754 {
2483 apply_treasure (op, tmp); 2755 apply_treasure (who, op);
2484 return 1; 2756 return 1;
2485 } 2757 }
2486 else 2758 else
2487 return 0; 2759 return 0;
2760
2761 case LAMP:
2762 case TORCH:
2763 player_apply_lamp (who, op);
2764 return 1;
2488 2765
2489 case WEAPON: 2766 case WEAPON:
2490 case ARMOUR: 2767 case ARMOUR:
2491 case BOOTS: 2768 case BOOTS:
2492 case GLOVES: 2769 case GLOVES:
2500 case WAND: 2777 case WAND:
2501 case ROD: 2778 case ROD:
2502 case HORN: 2779 case HORN:
2503 case SKILL: 2780 case SKILL:
2504 case BOW: 2781 case BOW:
2505 case LAMP:
2506 case BUILDER: 2782 case BUILDER:
2507 case SKILL_TOOL: 2783 case SKILL_TOOL:
2508 if (tmp->env != op) 2784 if (op->env != who)
2509 return 2; /* not in inventory */ 2785 return 2; /* not in inventory */
2510 2786
2511 apply_special (op, tmp, aflag); 2787 apply_special (who, op, aflag);
2512 return 1; 2788 return 1;
2513 2789
2514 case DRINK: 2790 case DRINK:
2515 case FOOD: 2791 case FOOD:
2516 case FLESH: 2792 case FLESH:
2517 apply_food (op, tmp); 2793 apply_food (who, op);
2518 return 1; 2794 return 1;
2519 2795
2520 case POISON: 2796 case POISON:
2521 apply_poison (op, tmp); 2797 apply_poison (who, op);
2522 return 1; 2798 return 1;
2523 2799
2524 case SAVEBED: 2800 case SAVEBED:
2525 return 1; 2801 return 1;
2526 2802
2527 case ARMOUR_IMPROVER: 2803 case ARMOUR_IMPROVER:
2528 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2529 { 2805 {
2530 apply_armour_improver (op, tmp); 2806 apply_armour_improver (who, op);
2531 return 1; 2807 return 1;
2532 } 2808 }
2533 else 2809 else
2534 return 0; 2810 return 0;
2535 2811
2536 case WEAPON_IMPROVER: 2812 case WEAPON_IMPROVER:
2537 check_improve_weapon (op, tmp); 2813 check_improve_weapon (who, op);
2538 return 1; 2814 return 1;
2539 2815
2540 case CLOCK: 2816 case CLOCK:
2541 if (op->type == PLAYER) 2817 if (who->type == PLAYER)
2542 { 2818 {
2543 char buf[MAX_BUF]; 2819 char buf[MAX_BUF];
2544 timeofday_t tod; 2820 timeofday_t tod;
2545 2821
2546 get_tod (&tod); 2822 get_tod (&tod);
2547 op->play_sound (sound_find ("sound_clock")); 2823 who->play_sound (sound_find ("sound_clock"));
2548 op->statusmsg (format ( 2824 who->statusmsg (format (
2549 "It is %d minute%s past %d o'clock %s", 2825 "It is %d minute%s past %d o'clock %s",
2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2826 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2827 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2552 )); 2828 ));
2553 return 1; 2829 return 1;
2554 } 2830 }
2555 else 2831 else
2556 return 0; 2832 return 0;
2557 2833
2558 case MENU: 2834 case MENU:
2559 if (op->type == PLAYER) 2835 if (who->type == PLAYER)
2560 { 2836 {
2561 shop_listing (tmp, op); 2837 shop_listing (op, who);
2562 return 1; 2838 return 1;
2563 } 2839 }
2564 else 2840 else
2565 return 0; 2841 return 0;
2566 2842
2567 case POWER_CRYSTAL: 2843 case POWER_CRYSTAL:
2568 apply_power_crystal (op, tmp); /* see egoitem.c */ 2844 apply_power_crystal (who, op); /* see egoitem.c */
2569 return 1; 2845 return 1;
2570 2846
2571 case LIGHTER: /* for lighting torches/lanterns/etc */ 2847 case LIGHTER: /* for lighting torches/lanterns/etc */
2572 if (op->type == PLAYER) 2848 if (who->type == PLAYER)
2573 { 2849 {
2574 apply_lighter (op, tmp); 2850 apply_lighter (who, op);
2575 return 1; 2851 return 1;
2576 } 2852 }
2577 else 2853 else
2578 return 0; 2854 return 0;
2579 2855
2580 case ITEM_TRANSFORMER: 2856 case ITEM_TRANSFORMER:
2581 apply_item_transformer (op, tmp); 2857 apply_item_transformer (who, op);
2582 return 1; 2858 return 1;
2583 2859
2584 default: 2860 default:
2585 return 0; 2861 return 0;
2586 } 2862 }
2638 * we don't use a corrupt pointer for the next object, so we get the 2914 * we don't use a corrupt pointer for the next object, so we get the
2639 * next object in the stack before applying. This is can only be a 2915 * next object in the stack before applying. This is can only be a
2640 * problem if player_apply() has a bug in that it uses the object but does 2916 * problem if player_apply() has a bug in that it uses the object but does
2641 * not return a proper value. 2917 * not return a proper value.
2642 */ 2918 */
2643 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2919 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2644 { 2920 {
2645 next = tmp->below; 2921 next = tmp->below;
2646 2922
2647 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2648 floors++; 2924 floors++;
2738 case CLOAK: 3014 case CLOAK:
2739 who->statusmsg (format ("You unwear %s.", query_name (op))); 3015 who->statusmsg (format ("You unwear %s.", query_name (op)));
2740 change_abil (who, op); 3016 change_abil (who, op);
2741 break; 3017 break;
2742 3018
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
2773 case BOW: 3019 case BOW:
2774 case WAND: 3020 case WAND:
2775 case ROD: 3021 case ROD:
2776 case HORN: 3022 case HORN:
2777 if (player *pl = who->contr) 3023 if (player *pl = who->contr)
2856#define CANNOT_REMOVE_CURSED \ 3102#define CANNOT_REMOVE_CURSED \
2857 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3103 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2858 "Praying over an altar, scrolls of remove curse/damnation, " \ 3104 "Praying over an altar, scrolls of remove curse/damnation, " \
2859 "priests or even other players might help.>" 3105 "priests or even other players might help.>"
2860 3106
2861int 3107static int
2862unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
2863{ 3109{
2864 if (op->is_range ()) 3110 if (op->is_range ())
2865 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2866 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3184 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3185 */ 3431 */
3186 who->change_skill (skop); 3432 who->change_skill (skop);
3187 } 3433 }
3188 3434
3189 if (who->type == PLAYER 3435 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 { 3436 {
3193 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3437 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3194 return 1; 3438 return 1;
3195 } 3439 }
3196 3440
3204 return RESULT_INT (0); 3448 return RESULT_INT (0);
3205 3449
3206 switch (op->type) 3450 switch (op->type)
3207 { 3451 {
3208 case WEAPON: 3452 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 3453 //TODO: this obviously fails for players using a shorter prefix
3220 // i.e. "R" can use Ragnarok's sword. 3454 // i.e. "R" can use Ragnarok's sword.
3221 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3455 if (op->level && !op->name.starts_with (who->name))
3222 { 3456 {
3223 /* if the weapon does not have the name as the character, can't use it. */ 3457 /* 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) */ 3458 /* (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.>"); 3459 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3226 3460
3261 SET_FLAG (op, FLAG_APPLIED); 3495 SET_FLAG (op, FLAG_APPLIED);
3262 who->statusmsg (format ("You wear %s.", query_name (op))); 3496 who->statusmsg (format ("You wear %s.", query_name (op)));
3263 change_abil (who, op); 3497 change_abil (who, op);
3264 break; 3498 break;
3265 3499
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
3306 case SKILL_TOOL: 3500 case SKILL_TOOL:
3307 // applying a skill tool also readies the skill 3501 // applying a skill tool also readies the skill
3308 SET_FLAG (op, FLAG_APPLIED); 3502 SET_FLAG (op, FLAG_APPLIED);
3309 3503
3310 if (!(aflags & AP_NO_READY)) 3504 if (!(aflags & AP_NO_READY))
3318 case SKILL: 3512 case SKILL:
3319 if (player *pl = who->contr) 3513 if (player *pl = who->contr)
3320 { 3514 {
3321 if (IS_COMBAT_SKILL (op->subtype)) 3515 if (IS_COMBAT_SKILL (op->subtype))
3322 { 3516 {
3323 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3324 { 3518 {
3519 // try to find the weapon, and apply it instead
3325 for (object *item = who->inv; item; item = item->below) 3520 for (object *item = who->inv; item; item = item->below)
3326 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3521 if (item->type == op->weapontype && item->flag [FLAG_APPLIED])
3327 { 3522 {
3328 if (item->skill == op->skill) 3523 if (item->skill == op->skill)
3329 { 3524 {
3330 who->change_weapon (pl->combat_ob = item); 3525 who->change_weapon (pl->combat_ob = item);
3331 goto found_weapon; 3526 goto found_weapon;
3344 else 3539 else
3345 who->change_weapon (pl->combat_ob = op); 3540 who->change_weapon (pl->combat_ob = op);
3346 } 3541 }
3347 else if (IS_RANGED_SKILL (op->subtype)) 3542 else if (IS_RANGED_SKILL (op->subtype))
3348 { 3543 {
3349 if (skill_flags [op->subtype] & SF_NEED_BOW) 3544 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3350 { 3545 {
3351 for (object *item = who->inv; item; item = item->below) 3546 for (object *item = who->inv; item; item = item->below)
3352 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3547 if (item->type == op->weapontype && item->flag [FLAG_APPLIED])
3353 { 3548 {
3354 //TODO: bows should/must all have skill missile weapon right now 3549 //TODO: bows should/must all have skill missile weapon right now
3355 who->change_weapon (pl->ranged_ob = item); 3550 who->change_weapon (pl->ranged_ob = item);
3356 goto found_bow; 3551 goto found_bow;
3357 } 3552 }
3389 } 3584 }
3390 3585
3391 break; 3586 break;
3392 3587
3393 case BOW: 3588 case BOW:
3394 if (!check_weapon_power (who, op->last_eat)) 3589 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 { 3590 {
3406 who->failmsg ("The weapon does not recognize you as its owner. " 3591 who->failmsg ("The weapon does not recognize you as its owner. "
3407 "H<Its name indicates that it belongs to somebody else.>"); 3592 "H<Its name indicates that it belongs to somebody else.>");
3408 if (tmp) 3593 if (tmp)
3409 insert_ob_in_ob (tmp, who); 3594 insert_ob_in_ob (tmp, who);
3494 esrv_send_item (pl, op); 3679 esrv_send_item (pl, op);
3495 3680
3496 return 0; 3681 return 0;
3497} 3682}
3498 3683
3499int
3500monster_apply_special (object *who, object *op, int aflags)
3501{
3502 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3503 return 1;
3504
3505 return apply_special (who, op, aflags);
3506}
3507
3508/** 3684/**
3509 * Map was just loaded, handle op's initialisation. 3685 * Map was just loaded, handle op's initialisation.
3510 * 3686 *
3511 * Generates shop floor's item, and treasures. 3687 * Generates shop floor's item, and treasures.
3512 */ 3688 */
3617 * treasure again for this object 3793 * treasure again for this object
3618 */ 3794 */
3619 invtmp->randomitems = NULL; 3795 invtmp->randomitems = NULL;
3620 } 3796 }
3621 } 3797 }
3798
3622 /* This is really temporary - the code at the bottom will 3799 /* This is really temporary - the code at the bottom will
3623 * also set randomitems to null. The problem is there are bunches 3800 * also set randomitems to null. The problem is there are bunches
3624 * of maps/players already out there with items that have spells 3801 * of maps/players already out there with items that have spells
3625 * which haven't had the randomitems set to null yet. 3802 * which haven't had the randomitems set to null yet.
3626 * MSW 2004-05-13 3803 * MSW 2004-05-13
3630 * Ryo 2004-08-16 3807 * Ryo 2004-08-16
3631 */ 3808 */
3632 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3809 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3633 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3810 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3634 tmp->randomitems = NULL; 3811 tmp->randomitems = NULL;
3635
3636 } 3812 }
3637 3813
3638 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3814 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3639 auto_apply (tmp); 3815 auto_apply (tmp);
3640 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3816 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3673 } 3849 }
3674 3850
3675 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3851 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3676 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3852 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3677 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3853 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3678 check_trigger (tmp, tmp->above); 3854 check_trigger (tmp, tmp->above, tmp->above);
3679} 3855}
3680 3856
3681/** 3857/**
3682 * Handles player eating food that temporarily changes status (resistances, stats). 3858 * Handles player eating food that temporarily changes status (resistances, stats).
3683 * This used to call cast_change_attr(), but 3859 * This used to call cast_change_attr(), but
3688eat_special_food (object *who, object *food) 3864eat_special_food (object *who, object *food)
3689{ 3865{
3690 object *force; 3866 object *force;
3691 int i, did_one = 0; 3867 int i, did_one = 0;
3692 3868
3693 force = get_archetype (FORCE_NAME); 3869 char buf[64];
3870 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3871 shstr key (buf);
3694 3872
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 */ 3873 /* bigger morsel of food = longer effect time */
3716 force->duration = food->stats.food / 5; 3874 int duration = TIME2TICK (food->stats.food);
3717 SET_FLAG (force, FLAG_APPLIED); 3875
3718 change_abil (who, force); 3876 if (force = who->force_find (key))
3719 insert_ob_in_ob (force, who); 3877 {
3878 if (duration > fabs (force->speed_left / force->speed))
3879 {
3880 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));
3881 force->force_set_timer (duration);
3882 }
3883 else
3884 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3885
3886 return;
3720 } 3887 }
3721 else 3888 else
3889 {
3890 force = who->force_add (key, duration);
3891 force->name = key;
3892
3893 /* check if the food affects a stat */
3894 for (i = 0; i < NUM_STATS; i++)
3895 if (sint8 k = food->stats.stat (i))
3896 {
3897 force->stats.stat (i) = k;
3898 did_one = 1;
3899 }
3900
3901 /* check if we can protect the eater */
3902 for (i = 0; i < NROFATTACKS; i++)
3903 {
3904 if (food->resist[i] > 0)
3905 {
3906 force->resist[i] = food->resist[i];
3907 did_one = 1;
3908 }
3909 }
3910
3911 if (did_one)
3912 {
3913 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));
3914
3915 /* make the force take effect and report effects to user */
3916 change_abil (who, force);
3917 }
3918 else
3722 force->destroy (); 3919 force->destroy ();
3920 }
3723 3921
3724 /* check for hp, sp change */ 3922 /* check for hp, sp change */
3725 if (food->stats.hp != 0) 3923 if (food->stats.hp != 0)
3726 { 3924 {
3727 if (QUERY_FLAG (food, FLAG_CURSED)) 3925 if (QUERY_FLAG (food, FLAG_CURSED))
3757 /* place limit on max sp from food? */ 3955 /* place limit on max sp from food? */
3758 } 3956 }
3759 } 3957 }
3760 3958
3761 who->update_stats (); 3959 who->update_stats ();
3762}
3763
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
3817/**
3818 * op made some mistake with a scroll, this takes care of punishment.
3819 * scroll_failure()- hacked directly from spell_failure
3820 */
3821void
3822scroll_failure (object *op, int failure, int power)
3823{
3824 if (abs (failure / 4) > power)
3825 power = abs (failure / 4); /* set minimum effect */
3826
3827 if (failure <= -1 && failure > -15)
3828 { /* wonder */
3829 object *tmp;
3830
3831 op->failmsg ("Your spell warps!");
3832 tmp = get_archetype (SPELL_WONDER);
3833 cast_wonder (op, op, 0, tmp);
3834 tmp->destroy ();
3835 }
3836 else if (failure <= -15 && failure > -35)
3837 { /* drain mana */
3838 op->failmsg ("Your mana is drained!");
3839 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3840 if (op->stats.sp < 0)
3841 op->stats.sp = 0;
3842 }
3843 else if (settings.spell_failure_effects == TRUE)
3844 {
3845 if (failure <= -35 && failure > -60)
3846 { /* confusion */
3847 op->failmsg ("The magic recoils on you!");
3848 confuse_player (op, op, power);
3849 }
3850 else if (failure <= -60 && failure > -70)
3851 { /* paralysis */
3852 op->failmsg ("The magic recoils and paralyzes you!");
3853 paralyze_player (op, op, power);
3854 }
3855 else if (failure <= -70 && failure > -80)
3856 { /* blind */
3857 op->failmsg ("The magic recoils on you!");
3858 blind_player (op, op, power);
3859 }
3860 else if (failure <= -80)
3861 { /* blast the immediate area */
3862 object *tmp = get_archetype (LOOSE_MANA);
3863 cast_magic_storm (op, tmp, power);
3864 op->failmsg ("You unleash uncontrolled mana!");
3865 tmp->destroy ();
3866 }
3867 }
3868} 3960}
3869 3961
3870void 3962void
3871apply_changes_to_player (object *pl, object *change) 3963apply_changes_to_player (object *pl, object *change)
3872{ 3964{
3920 } 4012 }
3921 4013
3922 /* insert the randomitems from the change's treasurelist into 4014 /* insert the randomitems from the change's treasurelist into
3923 * the player ref: player.c 4015 * the player ref: player.c
3924 */ 4016 */
3925 if (change->randomitems != NULL) 4017 if (change->randomitems)
3926 give_initial_items (pl, change->randomitems); 4018 give_initial_items (pl, change->randomitems);
3927 4019
3928 /* set up the face, for some races. */ 4020 /* set up the face, for some races. */
3929 4021
3930 /* first, look for the force object banning 4022 /* first, look for the force object banning
3931 * changing the face. Certain races never change face with class. 4023 * changing the face. Certain races never change face with class.
3932 */ 4024 */
3933 for (walk = pl->inv; walk != NULL; walk = walk->below) 4025 for (walk = pl->inv; walk; walk = walk->below)
3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4026 if (walk->name == shstr_NOCLASSFACECHANGE)
3935 flag_change_face = 0; 4027 flag_change_face = 0;
3936 4028
3937 if (flag_change_face) 4029 if (flag_change_face)
3938 { 4030 {
3939 pl->face = change->face; 4031 pl->face = change->face;
3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4033 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3942 } 4034 }
3943 4035
3944 /* check the special case of can't use weapons */ 4036 /* check the special case of can't use weapons */
3945 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4037 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3946 if (!strcmp (change->name, "monk")) 4038 if (change->name == shstr_monk)
3947 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4039 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3948 4040
3949 break; 4041 break;
3950 } 4042 }
3951 } 4043 }
3952} 4044}
3953 4045
3954/**
3955 * This handles items of type 'transformer'.
3956 * Basically those items, used with a marked item, transform both items into something
3957 * else.
3958 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3959 * Change information is contained in the 'slaying' field of the marked item.
3960 * The format is as follow: transformer:[number ]yield[;transformer:...].
3961 * This way an item can be transformed in many things, and/or many objects.
3962 * The 'slaying' field for transformer is used as verb for the action.
3963 */
3964void
3965apply_item_transformer (object *pl, object *transformer)
3966{
3967 object *marked;
3968 object *new_item;
3969 char *find;
3970 char *separator;
3971 int yield;
3972 char got[MAX_BUF];
3973 int len;
3974
3975 if (!pl || !transformer)
3976 return;
3977
3978 marked = find_marked_object (pl);
3979
3980 if (!marked)
3981 {
3982 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3983 return;
3984 }
3985
3986 if (!marked->slaying)
3987 {
3988 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3989 return;
3990 }
3991
3992 /* check whether they are compatible or not */
3993 find = strstr (marked->slaying, transformer->arch->archname);
3994 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3995 {
3996 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3997 return;
3998 }
3999
4000 find += strlen (transformer->arch->archname) + 1;
4001 /* Item can be used, now find how many and what it yields */
4002 if (isdigit (*(find)))
4003 {
4004 yield = atoi (find);
4005 if (yield < 1)
4006 {
4007 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4008 yield = 1;
4009 }
4010 }
4011 else
4012 yield = 1;
4013
4014 while (isdigit (*find))
4015 find++;
4016
4017 while (*find == ' ')
4018 find++;
4019
4020 memset (got, 0, MAX_BUF);
4021
4022 if ((separator = strchr (find, ';')) != NULL)
4023 len = separator - find;
4024 else
4025 len = strlen (find);
4026
4027 if (len > MAX_BUF - 1)
4028 len = MAX_BUF - 1;
4029
4030 strcpy (got, find);
4031 got[len] = '\0';
4032
4033 /* Now create new item, remove used ones when required. */
4034 new_item = get_archetype (got);
4035 if (!new_item)
4036 {
4037 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4038 return;
4039 }
4040
4041 new_item->nrof = yield;
4042
4043 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4044
4045 pl->insert (new_item);
4046 /* Eat up one item */
4047 marked->decrease ();
4048
4049 /* Eat one transformer if needed */
4050 if (transformer->stats.food)
4051 if (--transformer->stats.food == 0)
4052 transformer->decrease ();
4053}
4054

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