ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.187 by elmex, Tue Jan 13 13:29:57 2009 UTC vs.
Revision 1.233 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
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)
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)
394} 395}
395 396
396/**************************************************************************** 397/****************************************************************************
397 * Weapon improvement code follows 398 * Weapon improvement code follows
398 ****************************************************************************/ 399 ****************************************************************************/
400
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}
399 415
400/** 416/**
401 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
402 */ 418 */
403static int 419static int
450 } 466 }
451 467
452 prev = op; 468 prev = op;
453 op = op->below; 469 op = op->below;
454 } 470 }
455}
456
457/**
458 * This checks to see of the player (who) is sufficient level to use a weapon
459 * with improvs improvements (typically last_eat). We take an int here
460 * instead of the object so that the improvement code can pass along the
461 * increased value to see if the object is usuable.
462 * we return 1 (true) if the player can use the weapon.
463 */
464static int
465check_weapon_power (const object *who, int improvs)
466{
467/* Old code is below (commented out). Basically, since weapons are the only
468 * object players really have any control to improve, it's a bit harsh to
469 * require high level in some combat skill, so we just use overall level.
470 */
471#if 1
472 if (((who->level / 5) + 5) >= improvs)
473 return 1;
474 else
475 return 0;
476
477#else
478 int level = 0;
479
480 /* The skill system hands out wc and dam bonuses to fighters
481 * more generously than the old system (see fix_player). Thus
482 * we need to curtail the power of player enchanted weapons.
483 * I changed this to 1 improvement per "fighter" level/5 -b.t.
484 * Note: Nothing should break by allowing this ratio to be different or
485 * using normal level - it is just a matter of play balance.
486 */
487 if (who->type == PLAYER)
488 {
489 object *wc_obj = NULL;
490
491 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
492 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
493 level = wc_obj->level;
494
495 if (!level)
496 {
497 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
498 level = who->level;
499 }
500 }
501 else
502 level = who->level;
503
504 return (improvs <= ((level / 5) + 5));
505#endif
506} 471}
507 472
508/** 473/**
509 * 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.
510 * 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.
566 531
567/** 532/**
568 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
569 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
570 */ 535 */
571int 536static int
572prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
573{ 538{
574 int sacrifice_count, i; 539 int sacrifice_count, i;
575 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
576 541
629 * 594 *
630 * 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
631 * 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 ??
632 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
633 */ 598 */
634int 599static int
635improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
636{ 601{
637 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
638 603
639 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
640 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
641 606
642 if (weapon->level == 0) 607 if (weapon->level == 0)
643 { 608 {
644 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.>");
645 return 0; 612 return 0;
646 } 613 }
647 614
648 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
649 { 617 {
650 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
651 return 0; 619 return 0;
652 } 620 }
653 621
654 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))
655 { 624 {
656 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
657 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
658 "really want to improve it."); 627 "really want to improve it.");
659 return 0; 628 return 0;
737/** 706/**
738 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
739 * 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, ...),
740 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
741 */ 710 */
742int 711static int
743check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
744{ 713{
745 object *otmp; 714 object *otmp;
746 715
747 if (op->type != PLAYER) 716 if (op->type != PLAYER)
794 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
795 * the users level or 90) 764 * the users level or 90)
796 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
797 * changing of physical area right now. 766 * changing of physical area right now.
798 */ 767 */
799int 768static int
800improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
801{ 770{
802 object *tmp; 771 object *tmp;
803 772
804 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
888 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
889 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
890 * 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
891 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
892 */ 861 */
893static int 862int
894convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
895{ 864{
896 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
897 866
898 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
899 return 0; 868 return 0;
900 869
901 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
902 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
903 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
904 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
905 874
1015 * Handle apply on containers. 984 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1017 * 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]
1018 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1019 */ 988 */
1020int 989static int
1021apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1022{ 991{
1023 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */ 993 return 0; /* This might change */
1025 994
1038 } 1007 }
1039 1008
1040 // 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
1041 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1042 { 1011 {
1043 if (op->container == sack) 1012 if (op->container_ () == sack)
1044 { 1013 {
1045 // open on ground or inv, so close 1014 // open on ground or inv, so close
1046 op->close_container (); 1015 op->close_container ();
1047 return 1; 1016 return 1;
1048 } 1017 }
1091{ 1060{
1092 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0; 1063 return 0;
1095 1064
1096 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1097 { 1066 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * 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
1100 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1101 */ 1070 */
1137 1106
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1108
1140 bool has_unpaid = false; 1109 bool has_unpaid = false;
1141 1110
1142 // 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
1143 // a quick and small change :( 1112 // a quick and small change :(
1144 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1145 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1146 { 1115 {
1147 has_unpaid = true; 1116 has_unpaid = true;
1355 return; 1324 return;
1356 1325
1357 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1358 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1359 */ 1328 */
1360 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1361 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1362 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1363 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1364 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1365 */ 1334 */
1372 1341
1373 recursion_depth++; 1342 recursion_depth++;
1374 if (trap->head) 1343 if (trap->head)
1375 trap = trap->head; 1344 trap = trap->head;
1376 1345
1377 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)))
1378 goto leave;
1379
1380 switch (trap->type) 1347 switch (trap->type)
1381 { 1348 {
1382 case PLAYERMOVER: 1349 case PLAYERMOVER:
1383 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:
1384 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1385 if (!trap->stats.maxsp) 1423 if (!trap->value)
1386 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1387 1426
1388 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1389 * 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
1390 */ 1442 */
1391 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1392 1444
1393 /* 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)
1394 * above with some objects have zero speed, and thus the player 1446 {
1395 * 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 }
1396 */ 1456 }
1397 if (victim->speed_left < -50.f) 1457 break;
1398 victim->speed_left = -50.f;
1399 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1400 } 1458 }
1401 goto leave;
1402 1459
1403 case SPINNER: 1460 case CONVERTER:
1404 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1405 {
1406 victim->direction = absdir (victim->direction - trap->stats.sp);
1407 update_turn_face (victim);
1408 }
1409 goto leave;
1410
1411 case DIRECTOR:
1412 if (victim->direction && !should_director_abort (trap, victim))
1413 {
1414 victim->direction = trap->stats.sp;
1415 update_turn_face (victim);
1416 }
1417 goto leave;
1418
1419 case BUTTON:
1420 case PEDESTAL:
1421 update_button (trap, originator);
1422 goto leave;
1423
1424 case ALTAR:
1425 /* sacrifice victim on trap */
1426 apply_altar (trap, victim, originator);
1427 goto leave;
1428
1429 case THROWN_OBJ:
1430 if (trap->inv == NULL)
1431 goto leave;
1432 /* fallthrough */
1433
1434 case ARROW:
1435 /* bad bug: monster throw a object, make a step forwards, step on object ,
1436 * trigger this here and get hit by own missile - and will be own enemy.
1437 * Victim then is his own enemy and will start to kill herself (this is
1438 * removed) but we have not synced victim and his missile. To avoid senseless
1439 * action, we avoid hits here
1440 */
1441 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1442 hit_with_arrow (trap, victim);
1443 goto leave;
1444
1445 case SPELL_EFFECT:
1446 apply_spell_effect (trap, victim);
1447 goto leave;
1448
1449 case TRAPDOOR:
1450 {
1451 int max, sound_was_played;
1452 object *ab, *ab_next;
1453
1454 if (!trap->value)
1455 { 1462 {
1456 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1457 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1460 tot += ab->head_ ()->total_weight ();
1461
1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1463 goto leave;
1464
1465 SET_ANIMATION (trap, trap->value);
1466 update_object (trap, UP_OBJ_FACE);
1467 } 1465 }
1468 1466
1469 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))
1470 { 1489 {
1471 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1472 * ab->above would be bogus 1491 * players output.
1473 */ 1492 */
1474 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1475 1495
1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1477 { 1497 victim->enter_exit (trap);
1478 if (!sound_was_played)
1479 {
1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1481 sound_was_played = 1;
1482 }
1483
1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1485 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1486 }
1487 } 1498 }
1488 goto leave; 1499 break;
1489 }
1490 1500
1491 case CONVERTER:
1492 if (convert_item (victim, trap) < 0)
1493 {
1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1496 }
1497
1498 goto leave;
1499
1500 case TRIGGER_BUTTON:
1501 case TRIGGER_PEDESTAL:
1502 case TRIGGER_ALTAR:
1503 check_trigger (trap, victim);
1504 goto leave;
1505
1506 case DEEP_SWAMP:
1507 walk_on_deep_swamp (trap, victim);
1508 goto leave;
1509
1510 case CHECK_INV:
1511 check_inv (victim, trap);
1512 goto leave;
1513
1514 case HOLE:
1515 move_apply_hole (trap, victim);
1516 goto leave;
1517
1518 case EXIT:
1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1520 {
1521 /* Basically, don't show exits leading to random maps the
1522 * players output.
1523 */
1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1525 victim->statusmsg (trap->msg, NDI_NAVY);
1526
1527 trap->play_sound (trap->sound);
1528 victim->enter_exit (trap);
1529 }
1530 goto leave;
1531
1532 case ENCOUNTER: 1501 case ENCOUNTER:
1533 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1534 goto leave; 1503 break;
1535 1504
1536 case SHOP_MAT: 1505 case SHOP_MAT:
1537 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1538 goto leave; 1507 break;
1539 1508
1540 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1541 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1542 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1543 goto leave; 1512 break;
1544 1513
1545 case SIGN: 1514 case SIGN:
1546 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1547 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1548 1517
1549 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1550 goto leave; 1519 break;
1551 1520
1552 case CONTAINER: 1521 case CONTAINER:
1553 apply_container (victim, trap); 1522 apply_container (victim, trap);
1554 goto leave; 1523 break;
1555 1524
1556 case RUNE: 1525 case RUNE:
1557 case TRAP: 1526 case TRAP:
1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1559 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1560 goto leave; 1529 break;
1561 1530
1562 default: 1531 default:
1563 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 "
1564 "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);
1565 goto leave; 1534 break;
1566 } 1535 }
1567 1536
1568leave:
1569 recursion_depth--; 1537 recursion_depth--;
1570} 1538}
1571 1539
1572/** 1540/**
1573 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1584 return; 1552 return;
1585 } 1553 }
1586 1554
1587 if (!tmp->msg) 1555 if (!tmp->msg)
1588 { 1556 {
1589 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));
1590 return; 1558 return;
1591 } 1559 }
1592 1560
1593 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1594 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1608 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1609 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1610 return; 1578 return;
1611 } 1579 }
1612 1580
1581 // we currently don't use the message types for anything.
1613 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"));
1614 1585
1615 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1616 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1617 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));
1618 1589
1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1631 } 1602 }
1632 1603
1633 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1634 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 }
1635 } 1659 }
1636} 1660}
1637 1661
1638/** 1662/**
1639 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1718 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1719 return; 1743 return;
1720 } 1744 }
1721 1745
1722 op->failmsg (format ("You lose knowledge of %s.", spell)); 1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1723 player_unready_range_ob (op->contr, spob);
1724 esrv_remove_spell (op->contr, spob); 1747 esrv_remove_spell (op->contr, spob);
1725 spob->destroy (); 1748 spob->destroy ();
1726} 1749}
1727 1750
1728/** 1751/**
1745 * instead of having their spell stored in stats.sp. These are 1768 * instead of having their spell stored in stats.sp. These are
1746 * legacy spellbooks 1769 * legacy spellbooks
1747 */ 1770 */
1748 if (tmp->slaying) 1771 if (tmp->slaying)
1749 { 1772 {
1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1773 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1774
1751 if (!spell) 1775 if (!spell)
1752 { 1776 {
1753 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1777 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1754 return; 1778 return;
1755 } 1779 }
1776 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1800 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1777 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1801 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1778 return; 1802 return;
1779 } 1803 }
1780 1804
1781 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1805 int learn_level = sqrtf (spell->level) * 1.5f;
1806 if (skop->level < learn_level)
1782 { 1807 {
1783 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1808 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1809 &tmp->skill, learn_level));
1784 return; 1810 return;
1785 } 1811 }
1786 1812
1787 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1813 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1788 1814
1830 * literacy rate very useful! -b.t. 1856 * literacy rate very useful! -b.t.
1831 */ 1857 */
1832 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1858 if (QUERY_FLAG (op, FLAG_CONFUSED))
1833 { 1859 {
1834 op->failmsg ("In your confused state you flub the wording of the text!"); 1860 op->failmsg ("In your confused state you flub the wording of the text!");
1835 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1861 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1836 } 1862 }
1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1863 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1838 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1864 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1839 { 1865 {
1840 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1866 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1946 break; 1972 break;
1947 } 1973 }
1948 1974
1949 if (!tmp->destroyed () && !tmp->inv) 1975 if (!tmp->destroyed () && !tmp->inv)
1950 tmp->decrease (true); 1976 tmp->decrease (true);
1951}
1952
1953/**
1954 * op eats food.
1955 * If player, takes care of messages and dragon special food.
1956 */
1957static void
1958apply_food (object *op, object *tmp)
1959{
1960 int capacity_remaining;
1961
1962 if (op->type != PLAYER)
1963 op->stats.hp = op->stats.maxhp;
1964 else
1965 {
1966 /* check if this is a dragon (player), eating some flesh */
1967 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1968 ;
1969 else
1970 {
1971 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999)
1973 {
1974 if (tmp->type == FOOD || tmp->type == FLESH)
1975 op->failmsg ("You feel full, but what a waste of food!");
1976 else
1977 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 }
1979
1980 tmp->play_sound (
1981 tmp->sound
1982 ? tmp->sound
1983 : tmp->type == DRINK
1984 ? sound_find ("eat_drink")
1985 : sound_find ("eat_food")
1986 );
1987
1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1989 {
1990 const char *buf;
1991
1992 if (!is_dragon_pl (op))
1993 {
1994 /* eating message for normal players */
1995 if (tmp->type == DRINK)
1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1997 else
1998 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1999 }
2000 else
2001 /* eating message for dragon players */
2002 buf = format ("The %s tasted terrible!", &tmp->name);
2003
2004 op->statusmsg (buf);
2005
2006 capacity_remaining = 999 - op->stats.food;
2007 op->stats.food += tmp->stats.food;
2008 if (capacity_remaining < tmp->stats.food)
2009 op->stats.hp += capacity_remaining / 50;
2010 else
2011 op->stats.hp += tmp->stats.food / 50;
2012
2013 if (op->stats.hp > op->stats.maxhp)
2014 op->stats.hp = op->stats.maxhp;
2015 if (op->stats.food > 999)
2016 op->stats.food = 999;
2017 }
2018
2019 /* special food hack -b.t. */
2020 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2021 eat_special_food (op, tmp);
2022 }
2023 }
2024
2025 handle_apply_yield (tmp);
2026 tmp->decrease ();
2027} 1977}
2028 1978
2029/** 1979/**
2030 * A dragon is eating some flesh. If the flesh contains resistances, 1980 * A dragon is eating some flesh. If the flesh contains resistances,
2031 * there is a chance for the dragon's skin to get improved. 1981 * there is a chance for the dragon's skin to get improved.
2034 * object *op the object (dragon player) eating the flesh 1984 * object *op the object (dragon player) eating the flesh
2035 * object *meal the flesh item, getting chewed in dragon's mouth 1985 * object *meal the flesh item, getting chewed in dragon's mouth
2036 * return: 1986 * return:
2037 * int 1 if eating successful, 0 if it doesn't work 1987 * int 1 if eating successful, 0 if it doesn't work
2038 */ 1988 */
2039int 1989static int
2040dragon_eat_flesh (object *op, object *meal) 1990dragon_eat_flesh (object *op, object *meal)
2041{ 1991{
2042 object *skin = NULL; /* pointer to dragon skin force */ 1992 object *skin = NULL; /* pointer to dragon skin force */
2043 object *abil = NULL; /* pointer to dragon ability force */ 1993 object *abil = NULL; /* pointer to dragon ability force */
2044 object *tmp = NULL; /* tmp. object */ 1994 object *tmp = NULL; /* tmp. object */
2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2000 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2051 int winners = 0; /* number of winners */ 2001 int winners = 0; /* number of winners */
2052 int i; /* index */ 2002 int i; /* index */
2053 2003
2054 /* let's make sure and doublecheck the parameters */ 2004 /* let's make sure and doublecheck the parameters */
2055 if (meal->type != FLESH || !is_dragon_pl (op)) 2005 if (meal->type != FLESH || !op->is_dragon ())
2056 return 0; 2006 return 0;
2057 2007
2058 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2008 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2059 from the player's inventory */ 2009 from the player's inventory */
2060 for (tmp = op->inv; tmp; tmp = tmp->below) 2010 for (tmp = op->inv; tmp; tmp = tmp->below)
2068 which is not to be considered a dragon -> bail out */ 2018 which is not to be considered a dragon -> bail out */
2069 if (skin == NULL || abil == NULL) 2019 if (skin == NULL || abil == NULL)
2070 return 0; 2020 return 0;
2071 2021
2072 /* now start by filling stomache and health, according to food-value */ 2022 /* now start by filling stomache and health, according to food-value */
2073 if ((999 - op->stats.food) < meal->stats.food) 2023 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2074 op->stats.hp += (999 - op->stats.food) / 50; 2024 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2075 else 2025 else
2076 op->stats.hp += meal->stats.food / 50; 2026 op->stats.hp += meal->stats.food / 50;
2077 2027
2078 if (op->stats.hp > op->stats.maxhp) 2028 min_it (op->stats.hp, op->stats.maxhp);
2079 op->stats.hp = op->stats.maxhp;
2080
2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2082 2030
2083 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2084 2032
2085 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2086 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2096 2044
2097 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2098 flesh is too rare */ 2046 flesh is too rare */
2099 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2100 2048
2101 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2102 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2103 2051
2104 if (chance >= 0.) 2052 if (chance >= 0.)
2105 chance += 1.; 2053 chance += 1.;
2106 else 2054 else
2107 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2108 2056
2109 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2110 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2111 2059
2112 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2113 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2114 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2115 2063
2116 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2064 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2117 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2118 { 2066 {
2119 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2120 winners++; 2068 winners++;
2121 } 2069 }
2122 2070
2185 2133
2186 return 1; 2134 return 1;
2187} 2135}
2188 2136
2189/** 2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 op->failmsg ("You feel full, but what a waste of food!");
2160 else
2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2162 }
2163
2164 tmp->play_sound (
2165 tmp->sound
2166 ? tmp->sound
2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2171
2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173 {
2174 const char *buf;
2175
2176 if (!op->is_dragon ())
2177 {
2178 /* eating message for normal players */
2179 if (tmp->type == DRINK)
2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181 else
2182 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183 }
2184 else
2185 /* eating message for dragon players */
2186 buf = format ("The %s tasted terrible!", &tmp->name);
2187
2188 op->statusmsg (buf);
2189
2190 capacity_remaining = MAX_FOOD - op->stats.food;
2191 op->stats.food += tmp->stats.food;
2192 if (capacity_remaining < tmp->stats.food)
2193 op->stats.hp += capacity_remaining / 50;
2194 else
2195 op->stats.hp += tmp->stats.food / 50;
2196
2197 min_it (op->stats.hp, op->stats.maxhp);
2198 min_it (op->stats.food, MAX_FOOD);
2199 }
2200
2201 /* special food hack -b.t. */
2202 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2203 eat_special_food (op, tmp);
2204 }
2205 }
2206
2207 handle_apply_yield (tmp);
2208 tmp->decrease ();
2209}
2210
2211/**
2190 * Handles applying an improve armor scroll. 2212 * Handles applying an improve armor scroll.
2191 * Does some sanity checks, then calls improve_armour. 2213 * Does some sanity checks, then calls improve_armour.
2192 */ 2214 */
2193static void 2215static void
2194apply_armour_improver (object *op, object *tmp) 2216apply_armour_improver (object *op, object *tmp)
2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2264 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2243 } 2265 }
2244 2266
2245 op->stats.food -= op->stats.food / 4; 2267 op->stats.food -= op->stats.food / 4;
2246 poison->destroy (); 2268 poison->destroy ();
2247}
2248
2249/**
2250 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2251 * A valid 2 way exit means:
2252 * -You can come back (there is another exit at the other side)
2253 * -You are
2254 * ° the owner of the exit
2255 * ° or in the same party as the owner
2256 *
2257 * Note: a owner in a 2 way exit is saved as the owner's name
2258 * in the field exit->name cause the field exit->owner doesn't
2259 * survive in the swapping (in fact the whole exit doesn't survive).
2260 */
2261int
2262is_legal_2ways_exit (object *op, object *exit)
2263{
2264 if (exit->stats.exp != 1)
2265 return 1; /*This is not a 2 way, so it is legal */
2266
2267#if 0 //TODO
2268 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2269 return 0; /* This is a reset town portal */
2270#endif
2271
2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2273
2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2275
2276 if (exitmap)
2277 {
2278 exitmap->load_sync ();
2279
2280 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2281
2282 if (!tmp)
2283 return 0;
2284
2285 for (; tmp; tmp = tmp->above)
2286 {
2287 if (tmp->type != EXIT)
2288 continue; /*Not an exit */
2289
2290 if (!EXIT_PATH (tmp))
2291 continue; /*Not a valid exit */
2292
2293 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2294 continue; /*Not in the same place */
2295
2296 if (exit->map->path != EXIT_PATH (tmp))
2297 continue; /*Not in the same map */
2298
2299 /* From here we have found the exit is valid. However we do
2300 * here the check of the exit owner. It is important for the
2301 * town portals to prevent strangers from visiting your appartments
2302 */
2303 if (!exit->race)
2304 return 1; /*No owner, free for all! */
2305
2306 object *exit_owner = 0;
2307
2308 for_all_players (pp)
2309 {
2310 if (!pp->ob)
2311 continue;
2312
2313 if (pp->ob->name != exit->race)
2314 continue;
2315
2316 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2317 break;
2318 }
2319
2320 if (!exit_owner)
2321 return 0; /* No more owner */
2322
2323 if (exit_owner->contr == op->contr)
2324 return 1; /*It is your exit */
2325
2326 if (exit_owner && /*There is a owner */
2327 (op->contr) && /*A player tries to pass */
2328 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2329 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2330 return 0;
2331
2332 return 1;
2333 }
2334 }
2335
2336 return 0;
2337} 2269}
2338 2270
2339/** 2271/**
2340 * This function will try to apply a lighter and in case no lighter 2272 * This function will try to apply a lighter and in case no lighter
2341 * is specified it will try to find a lighter in the players inventory, 2273 * is specified it will try to find a lighter in the players inventory,
2342 * and inform him about this requirement. 2274 * and inform him about this requirement.
2343 * 2275 *
2344 * who - the player 2276 * who - the player
2345 * op - the item we want to light 2277 * op - the item we want to light
2346 * ligher - the lighter or 0 if a lighter has yet to be found 2278 * lighter - the lighter or 0 if a lighter has yet to be found
2347 */ 2279 */
2280static object *
2348object *auto_apply_lighter (object *who, object *op, object *lighter) 2281auto_apply_lighter (object *who, object *op, object *lighter)
2349{ 2282{
2350 if (lighter == 0) 2283 if (lighter == 0)
2351 { 2284 {
2352 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2285 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353 { 2286 {
2391/** 2324/**
2392 * Designed primarily to light torches/lanterns/etc. 2325 * Designed primarily to light torches/lanterns/etc.
2393 * Also burns up burnable material too. First object in the inventory is 2326 * Also burns up burnable material too. First object in the inventory is
2394 * the selected object to "burn". -b.t. 2327 * the selected object to "burn". -b.t.
2395 */ 2328 */
2396void 2329static void
2397apply_lighter (object *who, object *lighter) 2330apply_lighter (object *who, object *lighter)
2398{ 2331{
2399 object *item; 2332 object *item;
2400 int is_player_env = 0; 2333 int is_player_env = 0;
2401 2334
2402 item = find_marked_object (who); 2335 item = find_marked_object (who);
2403 if (item) 2336 if (item)
2404 { 2337 {
2405 if (!auto_apply_lighter (who, 0, lighter)) 2338 if (!auto_apply_lighter (who, item, lighter))
2406 return; 2339 return;
2407 2340
2408 /* Perhaps we should split what we are trying to light on fire? 2341 /* Perhaps we should split what we are trying to light on fire?
2409 * I can't see many times when you would want to light multiple 2342 * I can't see many times when you would want to light multiple
2410 * objects at once. 2343 * objects at once.
2428} 2361}
2429 2362
2430/** 2363/**
2431 * This function generates a cursed effect for cursed lamps and torches. 2364 * This function generates a cursed effect for cursed lamps and torches.
2432 */ 2365 */
2366static void
2433void player_apply_lamp_cursed_effect (object *who, object *op) 2367player_apply_lamp_cursed_effect (object *who, object *op)
2434{ 2368{
2435 if (op->level) 2369 if (op->level)
2436 { 2370 {
2437 who->failmsg (format ( 2371 who->failmsg (format (
2438 "The %s was cursed, it explodes in a big fireball!", 2372 "The %s was cursed, it explodes in a big fireball!",
2453 * Apply for players and lamps 2387 * Apply for players and lamps
2454 * 2388 *
2455 * who - the player 2389 * who - the player
2456 * op - the lamp 2390 * op - the lamp
2457 */ 2391 */
2392static void
2458void player_apply_lamp (object *who, object *op) 2393player_apply_lamp (object *who, object *op)
2459{ 2394{
2460 bool switch_on = op->glow_radius ? false : true; 2395 bool switch_on = op->glow_radius ? false : true;
2461 2396
2462 if (switch_on) 2397 if (switch_on)
2463 { 2398 {
2576 if (op->other_arch) 2511 if (op->other_arch)
2577 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); 2512 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578 2513
2579 if (object *pl = op->visible_to ()) 2514 if (object *pl = op->visible_to ())
2580 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); 2515 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2516}
2517
2518/**
2519 * This handles items of type 'transformer'.
2520 * Basically those items, used with a marked item, transform both items into something
2521 * else.
2522 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2523 * Change information is contained in the 'slaying' field of the marked item.
2524 * The format is as follow: transformer:[number ]yield[;transformer:...].
2525 * This way an item can be transformed in many things, and/or many objects.
2526 * The 'slaying' field for transformer is used as verb for the action.
2527 */
2528static void
2529apply_item_transformer (object *pl, object *transformer)
2530{
2531 object *marked;
2532 object *new_item;
2533 const char *find;
2534 char *separator;
2535 int yield;
2536 char got[MAX_BUF];
2537 int len;
2538
2539 if (!pl || !transformer)
2540 return;
2541
2542 marked = find_marked_object (pl);
2543
2544 if (!marked)
2545 {
2546 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2547 return;
2548 }
2549
2550 if (!marked->slaying)
2551 {
2552 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2553 return;
2554 }
2555
2556 /* check whether they are compatible or not */
2557 find = strstr (&marked->slaying, transformer->arch->archname);
2558 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2559 {
2560 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2561 return;
2562 }
2563
2564 find += strlen (transformer->arch->archname) + 1;
2565 /* Item can be used, now find how many and what it yields */
2566 if (isdigit (*(find)))
2567 {
2568 yield = atoi (find);
2569 if (yield < 1)
2570 {
2571 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2572 yield = 1;
2573 }
2574 }
2575 else
2576 yield = 1;
2577
2578 while (isdigit (*find))
2579 find++;
2580
2581 while (*find == ' ')
2582 find++;
2583
2584 memset (got, 0, MAX_BUF);
2585
2586 if ((separator = (char *) strchr (find, ';')))
2587 len = separator - find;
2588 else
2589 len = strlen (find);
2590
2591 min_it (len, MAX_BUF - 1);
2592
2593 strcpy (got, find);
2594 got[len] = '\0';
2595
2596 /* Now create new item, remove used ones when required. */
2597 new_item = get_archetype (got);
2598 if (!new_item)
2599 {
2600 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2601 return;
2602 }
2603
2604 new_item->nrof = yield;
2605
2606 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2607
2608 pl->insert (new_item);
2609 /* Eat up one item */
2610 marked->decrease ();
2611
2612 /* Eat one transformer if needed */
2613 if (transformer->stats.food)
2614 if (--transformer->stats.food == 0)
2615 transformer->decrease ();
2581} 2616}
2582 2617
2583/** 2618/**
2584 * Main apply handler. 2619 * Main apply handler.
2585 * 2620 *
2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) 2651 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2617 return RESULT_INT (0); 2652 return RESULT_INT (0);
2618 2653
2619 switch (op->type) 2654 switch (op->type)
2620 { 2655 {
2621 case CF_HANDLE: 2656 case T_HANDLE:
2622 who->play_sound (sound_find ("turn_handle")); 2657 who->play_sound (sound_find ("turn_handle"));
2623 who->statusmsg ("You turn the handle."); 2658 who->statusmsg ("You turn the handle.");
2624 op->value = op->value ? 0 : 1; 2659 op->value = op->value ? 0 : 1;
2625 SET_ANIMATION (op, op->value); 2660 SET_ANIMATION (op, op->value);
2626 update_object (op, UP_OBJ_FACE); 2661 update_object (op, UP_OBJ_FACE);
2627 push_button (op, who); 2662 push_button (op, who);
2628 return 1; 2663 return 1;
2629 2664
2630 case TRIGGER: 2665 case TRIGGER:
2631 if (check_trigger (op, who)) 2666 if (check_trigger (op, who, who))
2632 { 2667 {
2633 who->statusmsg ("You turn the handle."); 2668 who->statusmsg ("You turn the handle.");
2634 who->play_sound (sound_find ("turn_handle")); 2669 who->play_sound (sound_find ("turn_handle"));
2635 } 2670 }
2636 else 2671 else
2640 2675
2641 case EXIT: 2676 case EXIT:
2642 if (who->type != PLAYER) 2677 if (who->type != PLAYER)
2643 return 0; 2678 return 0;
2644 2679
2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2680 if (!EXIT_PATH (op))
2646 who->failmsg (format ("The %s is closed.", query_name (op))); 2681 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2647 else 2682 else
2648 { 2683 {
2649 /* Don't display messages for random maps. */ 2684 /* Don't display messages for random maps. */
2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2685 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2651 who->statusmsg (op->msg, NDI_NAVY); 2686 who->statusmsg (op->msg, NDI_NAVY);
2652 2687
2653 who->enter_exit (op); 2688 who->enter_exit (op);
2654 } 2689 }
2655 2690
2736 case CLOAK: 2771 case CLOAK:
2737 case WAND: 2772 case WAND:
2738 case ROD: 2773 case ROD:
2739 case HORN: 2774 case HORN:
2740 case SKILL: 2775 case SKILL:
2776 case SPELL:
2741 case BOW: 2777 case BOW:
2778 case RANGED:
2742 case BUILDER: 2779 case BUILDER:
2743 case SKILL_TOOL: 2780 case SKILL_TOOL:
2744 if (op->env != who) 2781 if (op->env != who)
2745 return 2; /* not in inventory */ 2782 return 2; /* not in inventory */
2746 2783
2874 * we don't use a corrupt pointer for the next object, so we get the 2911 * we don't use a corrupt pointer for the next object, so we get the
2875 * next object in the stack before applying. This is can only be a 2912 * next object in the stack before applying. This is can only be a
2876 * problem if player_apply() has a bug in that it uses the object but does 2913 * problem if player_apply() has a bug in that it uses the object but does
2877 * not return a proper value. 2914 * not return a proper value.
2878 */ 2915 */
2879 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2916 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2880 { 2917 {
2881 next = tmp->below; 2918 next = tmp->below;
2882 2919
2883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2920 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2884 floors++; 2921 floors++;
2910{ 2947{
2911 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2948 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2912 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2949 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2913 return RESULT_INT (0); 2950 return RESULT_INT (0);
2914 2951
2915 CLEAR_FLAG (op, FLAG_APPLIED); 2952 if (who->current_weapon == op)
2953 who->current_weapon = 0;
2954
2955 op->flag [FLAG_APPLIED] = false;
2916 2956
2917 switch (op->type) 2957 switch (op->type)
2918 { 2958 {
2919 case SKILL_TOOL: 2959 case SKILL:
2960 if (player *pl = who->contr)
2961 if (op->invisible)
2962 pl->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2963 else
2964 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2965
2966 change_abil (who, op);
2967 who->flag [FLAG_READY_SKILL] = false;
2968 break;
2969
2970 case WEAPON:
2971 who->statusmsg (format ("You unwield %s.", query_name (op)));
2972 change_abil (who, op);
2973 who->flag [FLAG_READY_WEAPON] = false;
2974
2920 // unapplying a skill tool should also unapply the skill it governs 2975 // unapplying a weapon or skill tool should also unapply the skill it governs
2921 // but this is hard, as it shouldn't do so when the skill can 2976 // but this is hard, as it shouldn't do so when the skill can
2922 // be used for other reasons 2977 // be used for other reasons
2923 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2978 if (who->chosen_skill)
2924 if (tmp->skill == op->skill 2979 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2925 && tmp->type == SKILL
2926 && tmp->flag [FLAG_APPLIED]
2927 && !tmp->flag [FLAG_CAN_USE_SKILL])
2928 unapply_special (who, tmp, 0); 2980 unapply_special (who, op, 0);
2929 2981
2930 change_abil (who, op);
2931 break; 2982 break;
2932 2983
2984 case BOW:
2933 case WEAPON: 2985 case WAND:
2986 case ROD:
2987 case HORN:
2988 case RANGED:
2934 if (player *pl = who->contr) 2989 if (player *pl = who->contr)
2935 if (op == pl->combat_ob)
2936 {
2937 pl->combat_ob = 0;
2938 who->change_weapon (pl->ranged_ob);
2939 }
2940
2941 who->statusmsg (format ("You unwield %s.", query_name (op)));
2942
2943 change_abil (who, op);
2944 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2945 break;
2946
2947 case SKILL:
2948 if (who->contr)
2949 { 2990 {
2950 if (IS_COMBAT_SKILL (op->subtype)) 2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2951 who->change_weapon (who->contr->combat_ob = 0); 2992 change_abil (who, op);
2952 else if (IS_RANGED_SKILL (op->subtype)) 2993 }
2953 who->change_weapon (who->contr->ranged_ob = 0); 2994 else
2995 {
2996 who->change_skill (0);
2954 2997
2955 if (op->invisible) 2998 if (op->type == BOW)
2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2999 op->flag [FLAG_READY_BOW ] = false;
2957 else 3000 else
2958 who->statusmsg (format ("You stop using the %s.", query_name (op))); 3001 op->flag [FLAG_READY_RANGE] = false;
2959 } 3002 }
2960 3003
2961 change_abil (who, op);
2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2963 break; 3004 break;
2964 3005
2965 case ARMOUR: 3006 case ARMOUR:
2966 case HELMET: 3007 case HELMET:
2967 case SHIELD: 3008 case SHIELD:
2974 case CLOAK: 3015 case CLOAK:
2975 who->statusmsg (format ("You unwear %s.", query_name (op))); 3016 who->statusmsg (format ("You unwear %s.", query_name (op)));
2976 change_abil (who, op); 3017 change_abil (who, op);
2977 break; 3018 break;
2978 3019
3020 case SPELL:
2979 case BOW: 3021 case BUILDER:
2980 case WAND:
2981 case ROD:
2982 case HORN:
2983 if (player *pl = who->contr)
2984 {
2985 if (op == pl->ranged_ob)
2986 {
2987 pl->ranged_ob = 0;
2988 who->change_weapon (pl->combat_ob);
2989 }
2990
2991 who->statusmsg (format ("You unready %s.", query_name (op))); 3022 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 }
2993 else
2994 {
2995 who->change_skill (0);
2996
2997 if (op->type == BOW)
2998 CLEAR_FLAG (who, FLAG_READY_BOW);
2999 else
3000 CLEAR_FLAG (who, FLAG_READY_RANGE);
3001 }
3002
3003 break; 3023 break;
3004 3024
3005 case BUILDER: 3025 //case SKILL_TOOL://TODO
3006 if (who->contr)
3007 who->statusmsg (format ("You unready %s.", query_name (op)));
3008 break;
3009
3010 default: 3026 default:
3011 who->statusmsg (format ("You unapply %s.", query_name (op))); 3027 who->statusmsg (format ("You unapply %s.", query_name (op)));
3012 break; 3028 break;
3013 } 3029 }
3014 3030
3062#define CANNOT_REMOVE_CURSED \ 3078#define CANNOT_REMOVE_CURSED \
3063 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3079 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3064 "Praying over an altar, scrolls of remove curse/damnation, " \ 3080 "Praying over an altar, scrolls of remove curse/damnation, " \
3065 "priests or even other players might help.>" 3081 "priests or even other players might help.>"
3066 3082
3067int 3083static int
3068unapply_for_ob (object *who, object *op, int aflags) 3084unapply_for_ob (object *who, object *op, int aflags)
3069{ 3085{
3070 if (op->is_range ()) 3086 if (op->is_range ())
3071 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3087 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3072 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3088 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3263 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3279 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3264 retval |= CAN_APPLY_RESTRICTION; 3280 retval |= CAN_APPLY_RESTRICTION;
3265 } 3281 }
3266 3282
3267 return retval; 3283 return retval;
3284}
3285
3286// saner interface, returns successful status
3287bool
3288object::apply (object *ob, int aflags)
3289{
3290 bool want_apply = aflags & AP_APPLY;
3291
3292 if (ob->flag [FLAG_APPLIED] == want_apply)
3293 return true;
3294
3295 manual_apply (this, ob, aflags);
3296
3297 return ob->flag [FLAG_APPLIED] == want_apply;
3268} 3298}
3269 3299
3270/** 3300/**
3271 * who is the object using the object. It can be a monster. 3301 * who is the object using the object. It can be a monster.
3272 * op is the object they are using. op is an equipment type item, 3302 * op is the object they are using. op is an equipment type item,
3325 return unapply_special (who, op, aflags); 3355 return unapply_special (who, op, aflags);
3326 } 3356 }
3327 else if (basic_flag == AP_UNAPPLY) 3357 else if (basic_flag == AP_UNAPPLY)
3328 return 0; 3358 return 0;
3329 3359
3330 // if the item is combat/ranged, wield the relevant slot first
3331 // to resolve conflicts.
3332 if (player *pl = who->contr)
3333 switch (op->slottype ())
3334 {
3335 case slot_combat: who->change_weapon (pl->combat_ob); break;
3336 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3337 }
3338
3339 splay (op); 3360 splay (op);
3340 3361
3341 /* Can't just apply this object. Lets see what not and what to do */ 3362 /* Can't just apply this object. Lets see what not and what to do */
3342 if (int i = can_apply_object (who, op)) 3363 if (int i = can_apply_object (who, op))
3343 { 3364 {
3376 } 3397 }
3377 } 3398 }
3378 3399
3379 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3400 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3380 { 3401 {
3402 // try to ready attached skill first
3381 skop = find_skill_by_name (who, op->skill); 3403 skop = find_skill_by_name (who, op->skill);
3382 3404
3383 if (!skop) 3405 if (!skop)
3384 { 3406 {
3385 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 3407 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3386 return 1; 3408 return 1;
3387 } 3409 }
3388 else 3410 else if (!who->apply (skop, AP_APPLY | AP_HAVE_WEAPON))
3389 /* While experience will be credited properly, we want to change the
3390 * skill so that the dam and wc get updated
3391 */ 3411 {
3392 who->change_skill (skop); 3412 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3413 return 1;
3414 }
3393 } 3415 }
3394 3416
3395 if (who->type == PLAYER 3417 if (!check_item_power (who, op->item_power))
3396 && op->item_power
3397 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3398 { 3418 {
3399 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3419 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3400 return 1; 3420 return 1;
3401 } 3421 }
3402 3422
3403 /* Ok. We are now at the state where we can apply the new object. 3423 /* Ok. We are now at the state where we can apply the new object.
3404 * Note that we don't have the checks for can_use_... 3424 * Note that we don't have the checks for can_use_...
3405 * below - that is already taken care of by can_apply_object. 3425 * below - that is already taken care of by can_apply_object.
3406 */ 3426 */
3427
3428 // split away all the other items from the stack, so only one item is left
3407 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3429 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3408 3430
3409 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3431 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3410 return RESULT_INT (0); 3432 return RESULT_INT (0);
3411 3433
3412 switch (op->type) 3434 switch (op->type)
3413 { 3435 {
3414 case WEAPON: 3436 case WEAPON:
3415 if (!check_weapon_power (who, op->last_eat)) 3437 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3416 {
3417 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418
3419 if (tmp)
3420 insert_ob_in_ob (tmp, who);
3421
3422 return 1;
3423 }
3424
3425 //TODO: this obviously fails for players using a shorter prefix
3426 // i.e. "R" can use Ragnarok's sword.
3427 if (op->level && !op->name.starts_with (who->name))
3428 { 3438 {
3429 /* if the weapon does not have the name as the character, can't use it. */ 3439 /* if the weapon does not have the name as the character, can't use it. */
3430 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3431 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3441 who->failmsg ("The weapon does not recognize you as its owner. "
3432 3442 "H<Its name indicates that it belongs to somebody else.>");
3433 if (tmp) 3443 if (tmp) who->insert (tmp);
3434 insert_ob_in_ob (tmp, who);
3435
3436 return 1; 3444 return 1;
3437 } 3445 }
3438 3446
3439 if (!skop) 3447 op->flag [FLAG_APPLIED] = true;
3448
3449 if (player *pl = who->contr)
3440 { 3450 {
3441 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3451 who->current_weapon = pl->combat_ob = op;
3442 return 1; 3452 who->statusmsg (format ("You wield %s.", query_name (op)));
3453 change_abil (who, op);
3443 } 3454 }
3444 3455 else
3445 SET_FLAG (op, FLAG_APPLIED);
3446 who->change_skill (skop); 3456 who->change_skill (skop);
3447 3457
3448 if (who->contr) 3458 op->flag [FLAG_READY_WEAPON] = true;
3449 who->change_weapon (who->contr->combat_ob = op);
3450
3451 who->statusmsg (format ("You wield %s.", query_name (op)));
3452
3453 SET_FLAG (who, FLAG_READY_WEAPON);
3454 change_abil (who, op);
3455 break; 3459 break;
3456 3460
3457 case ARMOUR: 3461 case ARMOUR:
3458 case HELMET: 3462 case HELMET:
3459 case SHIELD: 3463 case SHIELD:
3468 who->statusmsg (format ("You wear %s.", query_name (op))); 3472 who->statusmsg (format ("You wear %s.", query_name (op)));
3469 change_abil (who, op); 3473 change_abil (who, op);
3470 break; 3474 break;
3471 3475
3472 case SKILL_TOOL: 3476 case SKILL_TOOL:
3473 // applying a skill tool also readies the skill 3477 // applying a skill tool does not ready the skill
3478 // if something needs the skill, it has to ready it itself
3479 //TODO: unapplying should unapply the skill, though
3474 SET_FLAG (op, FLAG_APPLIED); 3480 SET_FLAG (op, FLAG_APPLIED);
3481 break;
3475 3482
3476 if (!(aflags & AP_NO_READY)) 3483 case SKILL:
3484 if (skill_flags [op->subtype] & SF_NEED_ITEM && !(aflags & AP_HAVE_WEAPON))
3477 { 3485 {
3478 skop = find_skill_by_name (who, op->skill); 3486 who->failmsg (format (
3479 if (!skop->flag [FLAG_APPLIED]) 3487 "You feel as if you wanted to do something funny, but you can't remember what. "
3480 apply_special (who, skop, AP_APPLY); 3488 "H<The skill %s needs an item to function, it cannot be used on its own.>",
3489 &op->skill
3490 ));
3491 if (tmp) who->insert (tmp);
3492 return 1;
3481 } 3493 }
3482 break;
3483 3494
3484 case SKILL:
3485 if (player *pl = who->contr) 3495 if (player *pl = who->contr)
3486 { 3496 {
3487 if (IS_COMBAT_SKILL (op->subtype))
3488 {
3489 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3497 if (skill_flags [op->subtype] & SF_COMBAT)
3490 {
3491 for (object *item = who->inv; item; item = item->below)
3492 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3493 {
3494 if (item->skill == op->skill)
3495 {
3496 who->change_weapon (pl->combat_ob = item);
3497 goto found_weapon;
3498 }
3499 }
3500
3501 who->failmsg (format (
3502 "You need to apply a '%s' melee weapon before readying this skill. "
3503 "H<Some skills need an item, in this case a melee weapon, to function.>",
3504 &op->skill
3505 ));
3506 return 1;
3507
3508 found_weapon:;
3509 }
3510 else
3511 who->change_weapon (pl->combat_ob = op); 3498 who->current_weapon = pl->combat_ob = op;
3512 } 3499
3513 else if (IS_RANGED_SKILL (op->subtype))
3514 {
3515 if (skill_flags [op->subtype] & SF_NEED_BOW) 3500 if (skill_flags [op->subtype] & SF_RANGED)
3516 {
3517 for (object *item = who->inv; item; item = item->below)
3518 if (item->type == BOW && item->flag [FLAG_APPLIED])
3519 {
3520 //TODO: bows should/must all have skill missile weapon right now
3521 who->change_weapon (pl->ranged_ob = item);
3522 goto found_bow;
3523 }
3524
3525 who->failmsg (
3526 "You need to apply a missile weapon before readying this skill. "
3527 "H<Some skills need an item, in this case a missile weapon, to function.>"
3528 );
3529 return 1;
3530
3531 found_bow:;
3532 }
3533 else
3534 who->change_weapon (pl->ranged_ob = op); 3501 who->current_weapon = pl->ranged_ob = op;
3535 }
3536 3502
3537 if (!op->invisible) 3503 if (op->invisible)
3538 { 3504 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3539 who->statusmsg (format (
3540 "You ready %s."
3541 "You can now use the skill: %s.",
3542 query_name (op),
3543 &op->skill
3544 ));
3545 }
3546 else 3505 else
3547 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 3506 who->statusmsg (format (
3507 "You ready %s."
3508 "You can now use the skill: %s.",
3509 query_name (op),
3510 &op->skill
3511 ));
3548 } 3512 }
3549 else 3513
3550 {
3551 SET_FLAG (op, FLAG_APPLIED);
3552 change_abil (who, op);
3553 who->chosen_skill = op;
3554 SET_FLAG (who, FLAG_READY_SKILL); 3514 SET_FLAG (who, FLAG_READY_SKILL);
3555 } 3515 SET_FLAG (op, FLAG_APPLIED);
3556 3516 change_abil (who, op);
3557 break; 3517 break;
3558 3518
3559 case BOW: 3519 case BOW:
3560 if (!check_weapon_power (who, op->last_eat)) 3520 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3561 {
3562 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3563
3564 if (tmp)
3565 insert_ob_in_ob (tmp, who);
3566
3567 return 1;
3568 }
3569
3570 if (op->level && !op->name.starts_with (who->name))
3571 { 3521 {
3572 who->failmsg ("The weapon does not recognize you as its owner. " 3522 who->failmsg ("The weapon does not recognize you as its owner. "
3573 "H<Its name indicates that it belongs to somebody else.>"); 3523 "H<Its name indicates that it belongs to somebody else.>");
3574 if (tmp) 3524 if (tmp) who->insert (tmp);
3575 insert_ob_in_ob (tmp, who);
3576
3577 return 1; 3525 return 1;
3578 } 3526 }
3527
3528 if (player *pl = who->contr)
3529 {
3530 op->flag [FLAG_APPLIED] = true;
3531 who->current_weapon = pl->ranged_ob = op;
3532 who->statusmsg (format ("You wield the %s.", query_name (op)));
3533 change_abil (who, op);
3534 }
3535 break;
3536
3537 case RANGED:
3538 if (player *pl = who->contr)
3539 {
3540 op->flag [FLAG_APPLIED] = true;
3541 who->current_weapon = pl->ranged_ob = op;
3542 who->statusmsg (format ("You applied the %s.", query_name (op)));
3543 }
3544 break;
3545
3546 case SPELL:
3547 if (player *pl = who->contr)
3548 {
3549 op->flag [FLAG_APPLIED] = true;
3550 who->current_weapon = pl->ranged_ob = op;
3551 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3552 }
3553 break;
3579 3554
3580 /*FALLTHROUGH*/ 3555 /*FALLTHROUGH*/
3581 case WAND: 3556 case WAND:
3582 case ROD: 3557 case ROD:
3583 case HORN: 3558 case HORN:
3584 /* check for skill, alter player status */ 3559 /* check for skill, alter player status */
3585 3560
3586 if (!skop) 3561 if (!skop)
3587 { 3562 {
3588 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3563 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3564 if (tmp) who->insert (tmp);
3589 return 1; 3565 return 1;
3590 } 3566 }
3591 3567
3592 SET_FLAG (op, FLAG_APPLIED); 3568 op->flag [FLAG_APPLIED] = true;
3593 who->change_skill (skop);
3594 3569
3595 if (who->contr) 3570 if (player *pl = who->contr)
3596 { 3571 {
3597 who->contr->ranged_ob = op;
3598
3599 who->statusmsg (format ("You ready %s.", query_name (op))); 3572 who->statusmsg (format ("You ready %s.", query_name (op)));
3573 who->current_weapon = pl->ranged_ob = op;
3600 3574
3601 if (op->type == BOW) 3575 if (op->type == BOW)
3602 {
3603 who->current_weapon = op;
3604 change_abil (who, op);
3605 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 3576 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3606 } 3577
3578 change_abil (who, op);
3607 } 3579 }
3608 else 3580 else
3609 { 3581 {
3582 who->change_skill (skop);
3583
3610 if (op->type == BOW) 3584 if (op->type == BOW)
3611 SET_FLAG (who, FLAG_READY_BOW); 3585 op->flag [FLAG_READY_BOW ] = true;
3612 else 3586 else
3613 SET_FLAG (who, FLAG_READY_RANGE); 3587 op->flag [FLAG_READY_RANGE] = true;
3614 } 3588 }
3615 3589
3616 break; 3590 break;
3617 3591
3618 case BUILDER: 3592 case BUILDER:
3619 if (who->type == PLAYER) 3593 if (player *pl = who->contr)
3620 { 3594 {
3621 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3595 who->current_weapon = pl->ranged_ob = op;
3622 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3623 unapply_special (who, who->contr->ranged_ob, 0);
3624
3625 who->statusmsg (format ("You ready your %s.", query_name (op))); 3596 who->statusmsg (format ("You ready your %s.", query_name (op)));
3626 3597 //TODO: change_abil?
3627 who->contr->ranged_ob = op;
3628 } 3598 }
3629 break; 3599 break;
3630 3600
3631 default: 3601 default:
3632 who->statusmsg (format ("You apply %s.", query_name (op))); 3602 who->statusmsg (format ("You apply %s.", query_name (op)));
3633 } 3603 }
3634 3604
3635 SET_FLAG (op, FLAG_APPLIED); 3605 SET_FLAG (op, FLAG_APPLIED);
3636 3606
3637 if (tmp)
3638 who->insert (tmp); 3607 if (tmp) who->insert (tmp);
3639 3608
3640 who->update_stats (); 3609 who->update_stats ();
3641 3610
3642 /* We exclude spell casting objects. The fire code will set the 3611 /* We exclude spell casting objects. The fire code will set the
3643 * been applied flag when they are used - until that point, 3612 * been applied flag when they are used - until that point,
3658 3627
3659 if (object *pl = op->visible_to ()) 3628 if (object *pl = op->visible_to ())
3660 esrv_send_item (pl, op); 3629 esrv_send_item (pl, op);
3661 3630
3662 return 0; 3631 return 0;
3663}
3664
3665int
3666monster_apply_special (object *who, object *op, int aflags)
3667{
3668 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3669 return 1;
3670
3671 return apply_special (who, op, aflags);
3672} 3632}
3673 3633
3674/** 3634/**
3675 * Map was just loaded, handle op's initialisation. 3635 * Map was just loaded, handle op's initialisation.
3676 * 3636 *
3783 * treasure again for this object 3743 * treasure again for this object
3784 */ 3744 */
3785 invtmp->randomitems = NULL; 3745 invtmp->randomitems = NULL;
3786 } 3746 }
3787 } 3747 }
3748
3788 /* This is really temporary - the code at the bottom will 3749 /* This is really temporary - the code at the bottom will
3789 * also set randomitems to null. The problem is there are bunches 3750 * also set randomitems to null. The problem is there are bunches
3790 * of maps/players already out there with items that have spells 3751 * of maps/players already out there with items that have spells
3791 * which haven't had the randomitems set to null yet. 3752 * which haven't had the randomitems set to null yet.
3792 * MSW 2004-05-13 3753 * MSW 2004-05-13
3796 * Ryo 2004-08-16 3757 * Ryo 2004-08-16
3797 */ 3758 */
3798 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3759 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3799 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3760 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3800 tmp->randomitems = NULL; 3761 tmp->randomitems = NULL;
3801
3802 } 3762 }
3803 3763
3804 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3764 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3805 auto_apply (tmp); 3765 auto_apply (tmp);
3806 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3766 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3839 } 3799 }
3840 3800
3841 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3801 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3842 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3802 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3843 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3803 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3844 check_trigger (tmp, tmp->above); 3804 check_trigger (tmp, tmp->above, tmp->above);
3845} 3805}
3846 3806
3847/** 3807/**
3848 * Handles player eating food that temporarily changes status (resistances, stats). 3808 * Handles player eating food that temporarily changes status (resistances, stats).
3849 * This used to call cast_change_attr(), but 3809 * This used to call cast_change_attr(), but
3854eat_special_food (object *who, object *food) 3814eat_special_food (object *who, object *food)
3855{ 3815{
3856 object *force; 3816 object *force;
3857 int i, did_one = 0; 3817 int i, did_one = 0;
3858 3818
3859 force = get_archetype (FORCE_NAME); 3819 char buf[64];
3820 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3821 shstr key (buf);
3860 3822
3861 for (i = 0; i < NUM_STATS; i++)
3862 if (sint8 k = food->stats.stat (i))
3863 {
3864 force->stats.stat (i) = k;
3865 did_one = 1;
3866 }
3867
3868 /* check if we can protect the eater */
3869 for (i = 0; i < NROFATTACKS; i++)
3870 {
3871 if (food->resist[i] > 0)
3872 {
3873 force->resist[i] = food->resist[i] / 2;
3874 did_one = 1;
3875 }
3876 }
3877
3878 if (did_one)
3879 {
3880 force->set_speed (0.1);
3881 /* bigger morsel of food = longer effect time */ 3823 /* bigger morsel of food = longer effect time */
3882 force->duration = food->stats.food / 5; 3824 int duration = TIME2TICK (food->stats.food);
3883 SET_FLAG (force, FLAG_APPLIED); 3825
3884 change_abil (who, force); 3826 if (force = who->force_find (key))
3885 insert_ob_in_ob (force, who); 3827 {
3828 if (duration > fabs (force->speed_left / force->speed))
3829 {
3830 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3831 force->force_set_timer (duration);
3832 }
3833 else
3834 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3835
3836 return;
3886 } 3837 }
3887 else 3838 else
3839 {
3840 force = who->force_add (key, duration);
3841 force->name = key;
3842
3843 /* check if the food affects a stat */
3844 for (i = 0; i < NUM_STATS; i++)
3845 if (sint8 k = food->stats.stat (i))
3846 {
3847 force->stats.stat (i) = k;
3848 did_one = 1;
3849 }
3850
3851 /* check if we can protect the eater */
3852 for (i = 0; i < NROFATTACKS; i++)
3853 {
3854 if (food->resist[i] > 0)
3855 {
3856 force->resist[i] = food->resist[i];
3857 did_one = 1;
3858 }
3859 }
3860
3861 if (did_one)
3862 {
3863 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3864
3865 /* make the force take effect and report effects to user */
3866 change_abil (who, force);
3867 }
3868 else
3888 force->destroy (); 3869 force->destroy ();
3870 }
3889 3871
3890 /* check for hp, sp change */ 3872 /* check for hp, sp change */
3891 if (food->stats.hp != 0) 3873 if (food->stats.hp != 0)
3892 { 3874 {
3893 if (QUERY_FLAG (food, FLAG_CURSED)) 3875 if (QUERY_FLAG (food, FLAG_CURSED))
3923 /* place limit on max sp from food? */ 3905 /* place limit on max sp from food? */
3924 } 3906 }
3925 } 3907 }
3926 3908
3927 who->update_stats (); 3909 who->update_stats ();
3928}
3929
3930
3931/**
3932 * op made some mistake with a scroll, this takes care of punishment.
3933 * scroll_failure()- hacked directly from spell_failure
3934 */
3935void
3936scroll_failure (object *op, int failure, int power)
3937{
3938 if (abs (failure / 4) > power)
3939 power = abs (failure / 4); /* set minimum effect */
3940
3941 if (failure <= -1 && failure > -15)
3942 { /* wonder */
3943 object *tmp;
3944
3945 op->failmsg ("Your spell warps!");
3946 tmp = get_archetype (SPELL_WONDER);
3947 cast_wonder (op, op, 0, tmp);
3948 tmp->destroy ();
3949 }
3950 else if (failure <= -15 && failure > -35)
3951 { /* drain mana */
3952 op->failmsg ("Your mana is drained!");
3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3954 if (op->stats.sp < 0)
3955 op->stats.sp = 0;
3956 }
3957 else if (settings.spell_failure_effects == TRUE)
3958 {
3959 if (failure <= -35 && failure > -60)
3960 { /* confusion */
3961 op->failmsg ("The magic recoils on you!");
3962 confuse_player (op, op, power);
3963 }
3964 else if (failure <= -60 && failure > -70)
3965 { /* paralysis */
3966 op->failmsg ("The magic recoils and paralyzes you!");
3967 paralyze_player (op, op, power);
3968 }
3969 else if (failure <= -70 && failure > -80)
3970 { /* blind */
3971 op->failmsg ("The magic recoils on you!");
3972 blind_player (op, op, power);
3973 }
3974 else if (failure <= -80)
3975 { /* blast the immediate area */
3976 object *tmp = get_archetype (LOOSE_MANA);
3977 cast_magic_storm (op, tmp, power);
3978 op->failmsg ("You unleash uncontrolled mana!");
3979 tmp->destroy ();
3980 }
3981 }
3982} 3910}
3983 3911
3984void 3912void
3985apply_changes_to_player (object *pl, object *change) 3913apply_changes_to_player (object *pl, object *change)
3986{ 3914{
4063 break; 3991 break;
4064 } 3992 }
4065 } 3993 }
4066} 3994}
4067 3995
4068/**
4069 * This handles items of type 'transformer'.
4070 * Basically those items, used with a marked item, transform both items into something
4071 * else.
4072 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4073 * Change information is contained in the 'slaying' field of the marked item.
4074 * The format is as follow: transformer:[number ]yield[;transformer:...].
4075 * This way an item can be transformed in many things, and/or many objects.
4076 * The 'slaying' field for transformer is used as verb for the action.
4077 */
4078void
4079apply_item_transformer (object *pl, object *transformer)
4080{
4081 object *marked;
4082 object *new_item;
4083 char *find;
4084 char *separator;
4085 int yield;
4086 char got[MAX_BUF];
4087 int len;
4088
4089 if (!pl || !transformer)
4090 return;
4091
4092 marked = find_marked_object (pl);
4093
4094 if (!marked)
4095 {
4096 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4097 return;
4098 }
4099
4100 if (!marked->slaying)
4101 {
4102 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4103 return;
4104 }
4105
4106 /* check whether they are compatible or not */
4107 find = strstr (&marked->slaying, transformer->arch->archname);
4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4109 {
4110 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4111 return;
4112 }
4113
4114 find += strlen (transformer->arch->archname) + 1;
4115 /* Item can be used, now find how many and what it yields */
4116 if (isdigit (*(find)))
4117 {
4118 yield = atoi (find);
4119 if (yield < 1)
4120 {
4121 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4122 yield = 1;
4123 }
4124 }
4125 else
4126 yield = 1;
4127
4128 while (isdigit (*find))
4129 find++;
4130
4131 while (*find == ' ')
4132 find++;
4133
4134 memset (got, 0, MAX_BUF);
4135
4136 if ((separator = strchr (find, ';')) != NULL)
4137 len = separator - find;
4138 else
4139 len = strlen (find);
4140
4141 if (len > MAX_BUF - 1)
4142 len = MAX_BUF - 1;
4143
4144 strcpy (got, find);
4145 got[len] = '\0';
4146
4147 /* Now create new item, remove used ones when required. */
4148 new_item = get_archetype (got);
4149 if (!new_item)
4150 {
4151 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4152 return;
4153 }
4154
4155 new_item->nrof = yield;
4156
4157 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4158
4159 pl->insert (new_item);
4160 /* Eat up one item */
4161 marked->decrease ();
4162
4163 /* Eat one transformer if needed */
4164 if (transformer->stats.food)
4165 if (--transformer->stats.food == 0)
4166 transformer->decrease ();
4167}
4168

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines