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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.139 by root, Fri Apr 11 01:15:49 2008 UTC vs.
Revision 1.201 by root, Mon Oct 12 14:00:58 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
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.\n\n", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 122
122 return !money; 123 return !money;
123 } 124 }
124 } 125 }
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.\n\n", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 137 buf << "The item has a story:\r" << id->msg << "\n\n";
137 138
138 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
140 break; 141 break;
141 } 142 }
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 168}
186 169
187/** 170/**
188 * Handles applying a potion. 171 * Handles applying a potion.
189 */ 172 */
217 200
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 202 {
220 op->drain_stat (); 203 op->drain_stat ();
221 op->update_stats (); 204 op->update_stats ();
222 decrease_ob (tmp); 205 tmp->decrease ();
223 return 1; 206 return 1;
224 } 207 }
225 208
226 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 210 {
228 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 212 return 0;
230 } 213 }
214
231 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
232 216
233 if (depl) 217 if (depl)
234 { 218 {
235 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 224 op->update_stats ();
241 } 225 }
242 else 226 else
243 op->statusmsg ("Your potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
244 228
245 decrease_ob (tmp); 229 tmp->decrease ();
246 return 1; 230 return 1;
247 } 231 }
248 232
249 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
318 } 302 }
319 else 303 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 305 }
322 306
323 decrease_ob (tmp); 307 tmp->decrease ();
324 return 1; 308 return 1;
325 } 309 }
326 310
327 311
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 316 */
333 if (tmp->inv) 317 if (tmp->inv)
334 { 318 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 320 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
340 322 create_exploding_ball_at (op, op->level);
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 323 }
349 else 324 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 326
352 decrease_ob (tmp); 327 tmp->decrease ();
353 328
354 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 331 op->update_stats ();
357 332
388 force->speed_left = -1; 363 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 367 change_abil (op, force);
393 decrease_ob (tmp); 368 tmp->decrease ();
394 return 1; 369 return 1;
395 } 370 }
396 371
397 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 373 if (op->type == PLAYER)
399 { /* only for players */ 374 { /* only for players */
400 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)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 379 else
403 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
404 381
405 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 389 * up all the stats.
413 */ 390 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 392 op->update_stats ();
416 decrease_ob (tmp); 393 tmp->decrease ();
417 return 1; 394 return 1;
418} 395}
419 396
420/**************************************************************************** 397/****************************************************************************
421 * Weapon improvement code follows 398 * Weapon improvement code follows
422 ****************************************************************************/ 399 ****************************************************************************/
423 400
424/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
425 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
426 */ 419 */
427static int 420static int
428check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
429{ 422{
430 int count = 0; 423 int count = 0;
431 424
432 if (!item) 425 if (!item)
433 return 0; 426 return 0;
434 427
435 for (op = op->below; op; op = op->below) 428 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 429 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 432 count += op->number_of ();
446 }
447 }
448 }
449 433
450 return count; 434 return count;
451} 435}
452 436
453/** 437/**
455 * op is typically the player, which is only 439 * op is typically the player, which is only
456 * really used to determine what space to look at. 440 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
458 */ 442 */
459static void 443static void
460eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 445{
462 object *prev; 446 object *prev;
463 447
464 prev = op; 448 prev = op;
465 op = op->below; 449 op = op->below;
466 450
467 while (op) 451 while (op)
468 { 452 {
469 if (strcmp (op->arch->archname, item) == 0) 453 if (op->arch->archname == item)
470 { 454 {
471 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
472 { 456 {
473 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
474 return; 458 return;
475 } 459 }
476 else 460 else
477 { 461 {
478 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
479 nrof -= op->nrof; 463 nrof -= op->nrof;
480 } 464 }
481 465
482 op = prev; 466 op = prev;
483 } 467 }
486 op = op->below; 470 op = op->below;
487 } 471 }
488} 472}
489 473
490/** 474/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 477 */
545static int 478static int
546check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
568static int 501static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 503{
571 stat += sacrifice_count; 504 stat += sacrifice_count;
572 weapon->last_eat++; 505 weapon->last_eat++;
573 decrease_ob (improver); 506 improver->decrease ();
574 507
575 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
576 op->update_stats (); 509 op->update_stats ();
577 510
578 op->statusmsg (format ( 511 op->statusmsg (format (
625 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
627 { 560 {
628 op->failmsg ("You cannot prepare magic weapons. " 561 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, " 562 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 563 "speed or ac, or has other protections.>");
631 return 0; 564 return 0;
632 } 565 }
633 566
634 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
646 579
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 583 slot at once! */
651 decrease_ob (improver); 584 improver->decrease ();
652 weapon->last_eat = 0; 585 weapon->last_eat = 0;
653 return 1; 586 return 1;
654} 587}
655
656 588
657/** 589/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 591 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason. 592 * Returns 0 if it was not able to work for some reason.
673 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
675 607
676 if (weapon->level == 0) 608 if (weapon->level == 0)
677 { 609 {
678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
679 return 0; 613 return 0;
680 } 614 }
681 615
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
683 { 618 {
684 op->failmsg ("This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 620 return 0;
686 } 621 }
687 622
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
689 { 625 {
690 op->failmsg ("Improving the weapon will make it too " 626 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 627 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 628 "really want to improve it.");
693 return 0; 629 return 0;
704 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++; 642 weapon->last_eat++;
707 643
708 weapon->item_power++; 644 weapon->item_power++;
709 decrease_ob (improver); 645 improver->decrease ();
710 return 1; 646 return 1;
711 } 647 }
712 648
713 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 650 {
718 weapon->weight = 1; 654 weapon->weight = 1;
719 655
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++; 657 weapon->last_eat++;
722 weapon->item_power++; 658 weapon->item_power++;
723 decrease_ob (improver); 659 improver->decrease ();
724 return 1; 660 return 1;
725 } 661 }
662
726 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 664 {
728 weapon->magic++; 665 weapon->magic++;
729 weapon->last_eat++; 666 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 668 improver->decrease ();
732 weapon->item_power++; 669 weapon->item_power++;
733 return 1; 670 return 1;
734 } 671 }
735 672
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
785 op->failmsg ("Something blocks the magic of the scroll!"); 722 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 723 return 0;
787 } 724 }
788 725
789 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
790 if (!otmp) 728 if (!otmp)
791 { 729 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 730 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 731 return 0;
794 } 732 }
851 } 789 }
852 790
853 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
854 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
855 */ 793 */
856 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
857 tmp = get_split_ob (armour, armour->nrof - 1);
858 else
859 tmp = NULL;
860 795
861 armour->magic++; 796 armour->magic++;
862 797
863 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
864 { 799 {
901 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
902 837
903 if (op->type == PLAYER) 838 if (op->type == PLAYER)
904 { 839 {
905 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
906 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
907 op->update_stats (); 843 op->update_stats ();
908 } 844 }
909 845
910 decrease_ob (improver); 846 improver->decrease ();
911 847
912 if (tmp) 848 if (tmp)
913 { 849 op->insert (tmp);
914 insert_ob_in_ob (tmp, op);
915 esrv_send_item (op, tmp);
916 }
917 850
918 return 1; 851 return 1;
919} 852}
920 853
921/* 854/*
922 * convert_item() returns 1 if anything was converted, 0 if the item was not 855 * convert_item() returns 1 if anything was converted, 0 if the item was not
923 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
924 */ 857 *
925#define CONV_FROM(xyz) xyz->slaying
926#define CONV_TO(xyz) xyz->other_arch
927#define CONV_NR(xyz) xyz->stats.sp
928#define CONV_NEED(xyz) xyz->stats.food
929
930/* Takes one items and makes another. 858 * Takes one type of items and makes another.
931 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
932 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
933 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
934 */ 862 */
935int 863int
936convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
937{ 865{
938 int nr = 0;
939 uint32 price_in; 866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
940 875
941 /* We make some assumptions - we assume if it takes money as it type, 876 /* We make some assumptions - we assume if it takes money as it type,
942 * it wants some amount. We don't make change (ie, if something costs 877 * it wants some amount. We don't make change (ie, if something costs
943 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
944 */ 879 */
945 if (CONV_FROM (converter) == shstr_money) 880 if (conv_from == shstr_money)
946 { 881 {
947 if (item->type != MONEY) 882 if (item->type != MONEY)
948 return 0; 883 return 0;
949 884
950 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
951 if (!nr) 886 if (!nr)
952 return 0; 887 return 0;
953 888
954 converter->play_sound (sound_find ("shop_buy")); 889 converter->play_sound (sound_find ("shop_buy"));
955 890
956 int cost = nr * CONV_NEED (converter) / item->value; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
957 /* take into account rounding errors */
958 if (nr * CONV_NEED (converter) % item->value)
959 cost++;
960 892
961 decrease_ob_nr (item, cost); 893 item->decrease (cost);
962 894
963 price_in = cost * item->value; 895 price_in = cost * item->value;
964 } 896 }
965 else 897 else
966 { 898 {
967 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 899 if (item->type == PLAYER
968 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
969 return 0; 902 return 0;
970 903
971 converter->play_sound (sound_find ("convert_item")); 904 converter->play_sound (sound_find ("convert_item"));
972 905
973 if (CONV_NEED (converter)) 906 if (need)
974 { 907 {
975 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
976 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
977 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
978 } 911 }
979 else 912 else
980 { 913 {
981 price_in = item->value; 914 price_in = item->value;
982 item->destroy (); 915 item->destroy ();
993 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
994 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
995 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
996 ob_to_copy = ob; 929 ob_to_copy = ob;
997 930
998 item = object_create_clone (ob_to_copy); 931 item = ob_to_copy->deep_clone ();
999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
1000 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1001 } 934 }
1002 else 935 else
1003 { 936 {
1004 if (converter->other_arch == NULL) 937 if (!conv_to)
1005 { 938 {
1006 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 939 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y); 940 &converter->name, &converter->map->path, converter->x, converter->y);
1008 return -1; 941 return -1;
1009 } 942 }
1010 943
1011 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
1012 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1013 } 946 }
1014 947
1015 if (CONV_NR (converter)) 948 if (give)
1016 item->nrof = CONV_NR (converter); 949 item->nrof = give;
1017 950
1018 if (nr) 951 if (nr)
1019 item->nrof *= nr; 952 item->nrof *= nr;
1020 953
1021 if (is_in_shop (converter)) 954 if (converter->flag [FLAG_PRECIOUS])
1022 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
1023 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1024 { 966 {
1025 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1026 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1027 /** 969 /**
1028 * elmex: we are going to let the game continue, as the mapcreator 970 * elmex: we are going to let the game continue, as the mapcreator
1029 * hopefully had something in mind when doing this. 971 * hopefully had something in mind when doing this.
1030 */ 972 */
1031 } 973 }
1032 974
1033 SET_FLAG (item, FLAG_IDENTIFIED); 975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
1034 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1035 return 1; 981 return 1;
1036} 982}
1037 983
1038/** 984/**
1115{ 1061{
1116 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1117 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1118 return 0; 1064 return 0;
1119 1065
1120 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1121 { 1067 {
1122 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1123 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1124 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1125 */ 1071 */
1134/* push_button (altar);*/ 1080/* push_button (altar);*/
1135 } 1081 }
1136 else 1082 else
1137 { 1083 {
1138 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1139 push_button (altar); 1085 push_button (altar, originator);
1140 } 1086 }
1141 1087
1142 return !sacrifice; 1088 return !sacrifice;
1143 } 1089 }
1144 else 1090 else
1161 1107
1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1163 1109
1164 bool has_unpaid = false; 1110 bool has_unpaid = false;
1165 1111
1166 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1167 // a quick and small change :( 1113 // a quick and small change :(
1168 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1169 if (item->flag [FLAG_UNPAID]) 1115 if (item->flag [FLAG_UNPAID])
1170 { 1116 {
1171 has_unpaid = true; 1117 has_unpaid = true;
1172 break; 1118 break;
1173 } 1119 }
1174 1120
1175 if (op->type != PLAYER) 1121 if (!op->is_player ())
1176 { 1122 {
1177 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1178 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1179 * the shop. 1125 * the shop.
1180 */ 1126 */
1184 1130
1185 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1186 { 1132 {
1187 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1188 1134
1135 if (i >= 0)
1189 tmp->remove (); 1136 tmp->move (i);
1190
1191 if (i == -1)
1192 i = 0;
1193
1194 tmp->map = op->map;
1195 tmp->x = op->x + freearr_x[i];
1196 tmp->y = op->y + freearr_y[i];
1197 insert_ob_in_map (tmp, op->map, op, 0);
1198 } 1137 }
1199 } 1138 }
1200 1139
1201 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1202 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1213 if (i != -1) 1152 if (i != -1)
1214 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1215 1154
1216 return 0; 1155 return 0;
1217 } 1156 }
1157
1218 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1219 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1220 */ 1160 */
1221 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1222 } 1162 }
1277 * Handles applying a sign. 1217 * Handles applying a sign.
1278 */ 1218 */
1279static void 1219static void
1280apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1281{ 1221{
1282 readable_message_type *msgType; 1222 if (!op->is_player())
1223 return;
1224
1225 if (sign->has_dialogue ())
1226 {
1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1228 return;
1229 }
1283 1230
1284 if (!sign->msg) 1231 if (!sign->msg)
1285 { 1232 {
1286 op->statusmsg ("Nothing is written on it."); 1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1287 return; 1237 return;
1288 } 1238 }
1289 1239
1290 if (sign->stats.food) 1240 if (sign->stats.food)
1291 { 1241 {
1292 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1293 { 1243 {
1294 if (!sign->move_on) 1244 if (!sign->move_on)
1295 op->statusmsg ("You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1296 1246
1297 return; 1247 return;
1298 } 1248 }
1299 1249
1300 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1318 if (sign->sound) 1268 if (sign->sound)
1319 ns->play_sound (sign->sound); 1269 ns->play_sound (sign->sound);
1320 else if (autoapply) 1270 else if (autoapply)
1321 ns->play_sound (sound_find ("msg_voice")); 1271 ns->play_sound (sound_find ("msg_voice"));
1322 1272
1323 if (ns->can_msg)
1324 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1325 else
1326 {
1327 msgType = get_readable_message_type (sign);
1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 }
1331 } 1274 }
1275}
1276
1277static void
1278move_apply_hole (object *trap, object *victim)
1279{
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1332} 1307}
1333 1308
1334/** 1309/**
1335 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1336 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1367 1342
1368 recursion_depth++; 1343 recursion_depth++;
1369 if (trap->head) 1344 if (trap->head)
1370 trap = trap->head; 1345 trap = trap->head;
1371 1346
1372 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1373 goto leave;
1374
1375 switch (trap->type) 1348 switch (trap->type)
1376 { 1349 {
1377 case PLAYERMOVER: 1350 case PLAYERMOVER:
1378 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1379 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1380 if (!trap->stats.maxsp) 1422 if (!trap->value)
1381 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1382 1425
1383 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1384 * should be divided by trap->speed 1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1385 */ 1441 */
1386 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1387 1443
1388 /* Just put in some sanity check. I think there is a bug in the 1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1389 * above with some objects have zero speed, and thus the player 1445 {
1390 * getting permanently paralyzed. 1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1391 */ 1455 }
1392 if (victim->speed_left < -50.f) 1456 break;
1393 victim->speed_left = -50.f;
1394 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1395 } 1457 }
1396 goto leave;
1397 1458
1398 case SPINNER: 1459 case CONVERTER:
1399 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1400 {
1401 victim->direction = absdir (victim->direction - trap->stats.sp);
1402 update_turn_face (victim);
1403 }
1404 goto leave;
1405
1406 case DIRECTOR:
1407 if (victim->direction && !should_director_abort (trap, victim))
1408 {
1409 victim->direction = trap->stats.sp;
1410 update_turn_face (victim);
1411 }
1412 goto leave;
1413
1414 case BUTTON:
1415 case PEDESTAL:
1416 update_button (trap);
1417 goto leave;
1418
1419 case ALTAR:
1420 /* sacrifice victim on trap */
1421 apply_altar (trap, victim, originator);
1422 goto leave;
1423
1424 case THROWN_OBJ:
1425 if (trap->inv == NULL)
1426 goto leave;
1427 /* fallthrough */
1428
1429 case ARROW:
1430 /* bad bug: monster throw a object, make a step forwards, step on object ,
1431 * trigger this here and get hit by own missile - and will be own enemy.
1432 * Victim then is his own enemy and will start to kill herself (this is
1433 * removed) but we have not synced victim and his missile. To avoid senseless
1434 * action, we avoid hits here
1435 */
1436 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1437 hit_with_arrow (trap, victim);
1438 goto leave;
1439
1440 case SPELL_EFFECT:
1441 apply_spell_effect (trap, victim);
1442 goto leave;
1443
1444 case TRAPDOOR:
1445 {
1446 int max, sound_was_played;
1447 object *ab, *ab_next;
1448
1449 if (!trap->value)
1450 { 1461 {
1451 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1452 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1453 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1456
1457 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1458 goto leave;
1459
1460 SET_ANIMATION (trap, trap->value);
1461 update_object (trap, UP_OBJ_FACE);
1462 } 1464 }
1463 1465
1464 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1465 { 1488 {
1466 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1467 * ab->above would be bogus 1490 * players output.
1468 */ 1491 */
1469 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1470 1494
1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1472 { 1496 victim->enter_exit (trap);
1473 if (!sound_was_played)
1474 {
1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1476 sound_was_played = 1;
1477 }
1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1480 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1481 }
1482 } 1497 }
1483 goto leave; 1498 break;
1484 }
1485 1499
1486 case CONVERTER:
1487 if (convert_item (victim, trap) < 0)
1488 {
1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1490 get_archetype ("burnout")->insert_at (trap, trap);
1491 }
1492
1493 goto leave;
1494
1495 case TRIGGER_BUTTON:
1496 case TRIGGER_PEDESTAL:
1497 case TRIGGER_ALTAR:
1498 check_trigger (trap, victim);
1499 goto leave;
1500
1501 case DEEP_SWAMP:
1502 walk_on_deep_swamp (trap, victim);
1503 goto leave;
1504
1505 case CHECK_INV:
1506 check_inv (victim, trap);
1507 goto leave;
1508
1509 case HOLE:
1510 /* Hole not open? */
1511 if (trap->stats.wc > 0)
1512 goto leave;
1513
1514 /* Is this a multipart monster and not the head? If so, return.
1515 * Processing will happen if the head runs into the pit
1516 */
1517 if (victim->head)
1518 goto leave;
1519
1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1523 goto leave;
1524
1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1528 /* Basically, don't show exits leading to random maps the
1529 * players output.
1530 */
1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1537 goto leave;
1538
1539 case ENCOUNTER: 1500 case ENCOUNTER:
1540 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1541 goto leave; 1502 break;
1542 1503
1543 case SHOP_MAT: 1504 case SHOP_MAT:
1544 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1545 goto leave; 1506 break;
1546 1507
1547 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1548 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1549 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1550 goto leave; 1511 break;
1551 1512
1552 case SIGN: 1513 case SIGN:
1553 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1554 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1555 1516
1556 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1557 goto leave; 1518 break;
1558 1519
1559 case CONTAINER: 1520 case CONTAINER:
1560 apply_container (victim, trap); 1521 apply_container (victim, trap);
1561 goto leave; 1522 break;
1562 1523
1563 case RUNE: 1524 case RUNE:
1564 case TRAP: 1525 case TRAP:
1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1567 goto leave; 1528 break;
1568 1529
1569 default: 1530 default:
1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 goto leave; 1533 break;
1573 } 1534 }
1574 1535
1575leave:
1576 recursion_depth--; 1536 recursion_depth--;
1577} 1537}
1578 1538
1579/** 1539/**
1580 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1619 1579
1620 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1621 1581
1622 if (player *pl = op->contr) 1582 if (player *pl = op->contr)
1623 if (client *ns = pl->ns) 1583 if (client *ns = pl->ns)
1624 if (ns->can_msg)
1625 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1626 else
1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1628 msgType->message_type, msgType->message_subtype,
1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630 long_desc (tmp, op), &tmp->msg);
1631 1585
1632 /* gain xp from reading */ 1586 /* gain xp from reading */
1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634 { /* only if not read before */ 1588 { /* only if not read before */
1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 { 1592 {
1639 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1640 SET_FLAG (tmp, FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1641 1595
1642 /* If in a container, update how it looks */ 1596 if (object *pl = tmp->visible_to ())
1643 if (tmp->env)
1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1645 else
1646 op->contr->ns->floorbox_update ();
1647 } 1598 }
1648 1599
1649 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1651 } 1602 }
1664 op->play_sound (sound_find ("generic_fail")); 1615 op->play_sound (sound_find ("generic_fail"));
1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1616 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 break; 1617 break;
1667 1618
1668 case 1: 1619 case 1:
1669 decrease_ob (tmp); 1620 tmp->decrease ();
1670 op->play_sound (sound_find ("skill_learn")); 1621 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1622 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break; 1623 break;
1673 1624
1674 default: 1625 default:
1675 decrease_ob (tmp); 1626 tmp->decrease ();
1676 op->play_sound (sound_find ("generic_fail")); 1627 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1628 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 break; 1629 break;
1679 } 1630 }
1680} 1631}
1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1743 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1744 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 return; 1745 return;
1795 } 1746 }
1796 1747
1797 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1798 { 1750 {
1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1751 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1752 &tmp->skill, learn_level));
1800 return; 1753 return;
1801 } 1754 }
1802 1755
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804 1757
1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 {
1807 identify (tmp); 1759 identify (tmp);
1808
1809 if (tmp->env)
1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1811 else
1812 op->contr->ns->floorbox_update ();
1813 }
1814 1760
1815 /* I removed the check for special_prayer_mark here - it didn't make 1761 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and 1762 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that 1763 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark. 1764 * they would have a special prayer mark.
1871 { 1817 {
1872 op->contr->play_sound (sound_find ("fumble_spell")); 1818 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1819 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 } 1820 }
1875 1821
1876 decrease_ob (tmp); 1822 tmp->decrease ();
1877} 1823}
1878 1824
1879/** 1825/**
1880 * Handles applying a spell scroll. 1826 * Handles applying a spell scroll.
1881 */ 1827 */
1920 identify (tmp); 1866 identify (tmp);
1921 1867
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1868 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923 1869
1924 cast_spell (op, tmp, dir, tmp->inv, NULL); 1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 decrease_ob (tmp); 1871 tmp->decrease ();
1926} 1872}
1927 1873
1928/** 1874/**
1929 * Applies a treasure object - by default, chest. op 1875 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure 1876 * is the person doing the applying, tmp is the treasure
1942 object *treas = tmp->inv; 1888 object *treas = tmp->inv;
1943 1889
1944 if (!treas) 1890 if (!treas)
1945 { 1891 {
1946 op->statusmsg ("The chest was empty."); 1892 op->statusmsg ("The chest was empty.");
1947 decrease_ob (tmp); 1893 tmp->decrease ();
1948 return; 1894 return;
1949 } 1895 }
1950 1896
1951 while (tmp->inv) 1897 while (tmp->inv)
1952 { 1898 {
1968 if (op->destroyed () || tmp->destroyed ()) 1914 if (op->destroyed () || tmp->destroyed ())
1969 break; 1915 break;
1970 } 1916 }
1971 1917
1972 if (!tmp->destroyed () && !tmp->inv) 1918 if (!tmp->destroyed () && !tmp->inv)
1973 decrease_ob (tmp); 1919 tmp->decrease (true);
1974} 1920}
1975 1921
1976/** 1922/**
1977 * op eats food. 1923 * op eats food.
1978 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
2044 eat_special_food (op, tmp); 1990 eat_special_food (op, tmp);
2045 } 1991 }
2046 } 1992 }
2047 1993
2048 handle_apply_yield (tmp); 1994 handle_apply_yield (tmp);
2049 decrease_ob (tmp); 1995 tmp->decrease ();
2050} 1996}
2051 1997
2052/** 1998/**
2053 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
2054 * there is a chance for the dragon's skin to get improved. 2000 * there is a chance for the dragon's skin to get improved.
2173 op->statusmsg (buf); 2119 op->statusmsg (buf);
2174 2120
2175 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2176 i = -1; 2122 i = -1;
2177 if (winners > 0) 2123 if (winners > 0)
2178 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2179 2125
2180 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2181 { 2127 {
2182 /* resistance increased! */ 2128 /* resistance increased! */
2183 skin->resist[i]++; 2129 skin->resist[i]++;
2242 2188
2243 op->statusmsg ("Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2244 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2245} 2191}
2246 2192
2247extern void 2193void
2248apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2249{ 2195{
2196 // need to do it now when it is still on the map
2197 handle_apply_yield (tmp);
2198
2199 object *poison = tmp->split (1);
2200
2250 if (op->type == PLAYER) 2201 if (op->type == PLAYER)
2251 { 2202 {
2252 op->contr->play_sound (sound_find ("drink_poison")); 2203 op->contr->play_sound (sound_find ("drink_poison"));
2253 op->failmsg ("Yech! That tasted poisonous!"); 2204 op->failmsg ("Yech! That tasted poisonous!");
2254 strcpy (op->contr->killer, "poisonous booze"); 2205 op->contr->killer = poison;
2255 } 2206 }
2256 2207
2257 if (tmp->stats.hp > 0) 2208 if (poison->stats.hp > 0)
2258 { 2209 {
2259 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2210 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2261 } 2212 }
2262 2213
2263 op->stats.food -= op->stats.food / 4; 2214 op->stats.food -= op->stats.food / 4;
2264 handle_apply_yield (tmp); 2215 poison->destroy ();
2265 decrease_ob (tmp);
2266} 2216}
2267 2217
2268/** 2218/**
2269 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2219 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2270 * A valid 2 way exit means: 2220 * A valid 2 way exit means:
2354 2304
2355 return 0; 2305 return 0;
2356} 2306}
2357 2307
2358/** 2308/**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * lighter - the lighter or 0 if a lighter has yet to be found
2316 */
2317static object *
2318auto_apply_lighter (object *who, object *op, object *lighter)
2319{
2320 if (lighter == 0)
2321 {
2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2323 {
2324 if (tmp->type == LIGHTER)
2325 {
2326 lighter = tmp;
2327 break;
2328 }
2329 }
2330
2331 if (!lighter)
2332 {
2333 who->failmsg (format (
2334 "You can't light up the %s with your bare hands! "
2335 "H<You need a lighter in your inventory, for example a flint and steel.>",
2336 &op->name));
2337 return 0;
2338 }
2339 }
2340
2341 // last_eat == 0 means the lighter is not being used up!
2342 if (lighter->last_eat && lighter->stats.food)
2343 {
2344 /* lighter gets used up */
2345 lighter = lighter->split ();
2346 lighter->stats.food--;
2347 who->insert (lighter);
2348 }
2349 else if (lighter->last_eat)
2350 {
2351 /* no charges left in lighter */
2352 who->failmsg (format (
2353 "You attempt to light the %s with a used up %s.",
2354 &op->name, &lighter->name));
2355 return 0;
2356 }
2357
2358 return lighter;
2359}
2360
2361/**
2362 * Designed primarily to light torches/lanterns/etc.
2363 * Also burns up burnable material too. First object in the inventory is
2364 * the selected object to "burn". -b.t.
2365 */
2366void
2367apply_lighter (object *who, object *lighter)
2368{
2369 object *item;
2370 int is_player_env = 0;
2371
2372 item = find_marked_object (who);
2373 if (item)
2374 {
2375 if (!auto_apply_lighter (who, item, lighter))
2376 return;
2377
2378 /* Perhaps we should split what we are trying to light on fire?
2379 * I can't see many times when you would want to light multiple
2380 * objects at once.
2381 */
2382
2383 save_throw_object (item, AT_FIRE, who);
2384
2385 if (item->destroyed ()
2386 || ((item->type == LAMP || item->type == TORCH)
2387 && item->glow_radius > 0))
2388 who->statusmsg (format (
2389 "You light the %s with the %s.",
2390 &item->name, &lighter->name));
2391 else
2392 who->failmsg (format (
2393 "You attempt to light the %s with the %s and fail.",
2394 &item->name, &lighter->name));
2395 }
2396 else
2397 who->failmsg ("You need to mark a lightable object.");
2398}
2399
2400/**
2401 * This function generates a cursed effect for cursed lamps and torches.
2402 */
2403void player_apply_lamp_cursed_effect (object *who, object *op)
2404{
2405 if (op->level)
2406 {
2407 who->failmsg (format (
2408 "The %s was cursed, it explodes in a big fireball!",
2409 &op->name));
2410 create_exploding_ball_at (who, op->level);
2411 }
2412 else
2413 {
2414 who->failmsg (format (
2415 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2416 &op->name));
2417 }
2418
2419 op->destroy ();
2420}
2421
2422/**
2423 * Apply for players and lamps
2424 *
2425 * who - the player
2426 * op - the lamp
2427 */
2428void player_apply_lamp (object *who, object *op)
2429{
2430 bool switch_on = op->glow_radius ? false : true;
2431
2432 if (switch_on)
2433 {
2434 object *lighter = 0;
2435
2436 if (op->flag [FLAG_IS_LIGHTABLE]
2437 && !(lighter = auto_apply_lighter (who, op, 0)))
2438 return;
2439
2440 if (op->stats.food < 1)
2441 {
2442 if (op->type == LAMP)
2443 who->failmsg (format (
2444 "The %s is out of fuel! "
2445 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2446 &op->name));
2447 else
2448 who->failmsg (format (
2449 "The %s is burnt out! "
2450 "H<Torches and similar items burn out and become worthless.>",
2451 &op->name));
2452 return;
2453 }
2454
2455 if (op->flag [FLAG_CURSED])
2456 {
2457 player_apply_lamp_cursed_effect (who, op);
2458 return;
2459 }
2460
2461 if (lighter)
2462 who->statusmsg (format (
2463 "You light up the %s with the %s.", &op->name, &lighter->name));
2464 else
2465 who->statusmsg (format ("You light up the %s.", &op->name));
2466 }
2467 else
2468 {
2469 if (op->flag [FLAG_CURSED])
2470 {
2471 player_apply_lamp_cursed_effect (who, op);
2472 return;
2473 }
2474
2475 if (op->type == TORCH)
2476 {
2477 if (!op->flag [FLAG_IS_LIGHTABLE])
2478 {
2479 who->statusmsg (format (
2480 "You put out the %s. "
2481 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2482 &op->name, &op->name));
2483 }
2484 else
2485 who->statusmsg (format (
2486 "You put out the %s."
2487 "H<Torches wear out if you put them out.>",
2488 &op->name));
2489 }
2490 else
2491 who->statusmsg (format ("You turn off the %s.", &op->name));
2492 }
2493
2494 apply_lamp (op, switch_on);
2495}
2496
2497void get_animation_from_arch (object *op, arch_ptr a)
2498{
2499 op->animation_id = a->animation_id;
2500 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2501 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2502 op->anim_speed = a->anim_speed;
2503 op->last_anim = 0;
2504 op->state = 0;
2505 op->face = a->face;
2506
2507 if (NUM_ANIMATIONS(op) > 1)
2508 {
2509 SET_ANIMATION(op, 0);
2510 animate_object (op, op->direction);
2511 }
2512 else
2513 update_object (op, UP_OBJ_FACE);
2514}
2515
2516/**
2517 * Apply for LAMPs and TORCHes.
2518 *
2519 * op - the lamp
2520 * switch_on - a flag which says whether the lamp should be switched on or off
2521 */
2522void apply_lamp (object *op, bool switch_on)
2523{
2524 op->set_glow_radius (switch_on ? op->range : 0);
2525 op->set_speed (switch_on ? op->arch->speed : 0);
2526
2527 // torches wear out if you put them out
2528 if (op->type == TORCH && !switch_on)
2529 {
2530 if (op->flag [FLAG_IS_LIGHTABLE])
2531 {
2532 op->stats.food -= (double) op->arch->stats.food / 15;
2533 if (op->stats.food < 0)
2534 op->stats.food = 0;
2535 }
2536 else
2537 op->stats.food = 0;
2538 }
2539
2540 // lamps and torched get worthless when used up
2541 if (op->stats.food <= 0)
2542 op->value = 0;
2543
2544 // FIXME: This is a hack to make the more sane torches and lamps
2545 // still animated ;-/
2546 if (op->other_arch)
2547 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2548
2549 if (object *pl = op->visible_to ())
2550 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2551}
2552
2553/**
2359 * Main apply handler. 2554 * Main apply handler.
2360 * 2555 *
2361 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2362 * 2557 *
2363 * Return value: 2558 * Return value:
2364 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2365 * 1: has been applied, or there was an error applying the object 2560 * 1: has been applied, or there was an error applying the object
2366 * 2: objects of that type can't be applied if not in inventory 2561 * 2: objects of that type can't be applied if not in inventory
2367 * 2562 *
2368 * op is the object that is causing object to be applied, tmp is the object 2563 * who is the object that is causing object to be applied, op is the object
2369 * being applied. 2564 * being applied.
2370 * 2565 *
2371 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2372 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2373 */ 2568 */
2374int 2569int
2375manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2376{ 2571{
2377 if (tmp->head) 2572 op = op->head_ ();
2378 tmp = tmp->head;
2379 2573
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2381 { 2575 {
2382 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2383 { 2577 {
2578 examine (who, op);
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2579 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2385 return 1; 2580 return 1;
2386 } 2581 }
2387 else 2582 else
2388 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2389 } 2584 }
2390 2585
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2392 return RESULT_INT (0); 2587 return RESULT_INT (0);
2393 2588
2394 switch (tmp->type) 2589 switch (op->type)
2395 { 2590 {
2396 case CF_HANDLE: 2591 case CF_HANDLE:
2397 op->play_sound (sound_find ("turn_handle")); 2592 who->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle."); 2593 who->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2401 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2402 push_button (tmp); 2597 push_button (op, who);
2403 return 1; 2598 return 1;
2404 2599
2405 case TRIGGER: 2600 case TRIGGER:
2406 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2407 { 2602 {
2408 op->statusmsg ("You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle")); 2604 who->play_sound (sound_find ("turn_handle"));
2410 } 2605 }
2411 else 2606 else
2412 op->failmsg ("The handle doesn't move."); 2607 who->failmsg ("The handle doesn't move.");
2413 2608
2414 return 1; 2609 return 1;
2415 2610
2416 case EXIT: 2611 case EXIT:
2417 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2418 return 0; 2613 return 0;
2419 2614
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2616 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2422 else 2617 else
2423 { 2618 {
2424 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2426 op->statusmsg (tmp->msg, NDI_NAVY); 2621 who->statusmsg (op->msg, NDI_NAVY);
2427 2622
2428 op->enter_exit (tmp); 2623 who->enter_exit (op);
2429 } 2624 }
2430 2625
2431 return 1; 2626 return 1;
2432 2627
2433 case INSCRIBABLE: 2628 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg); 2629 who->statusmsg (op->msg);
2435 // maybe show a spell menu to chose from or something like that 2630 // maybe show a spell menu to chose from or something like that
2436 return 1; 2631 return 1;
2437 2632
2438 case SIGN: 2633 case SIGN:
2439 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2440 return 1; 2635 return 1;
2441 2636
2442 case BOOK: 2637 case BOOK:
2443 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2444 { 2639 {
2445 apply_book (op, tmp); 2640 apply_book (who, op);
2446 return 1; 2641 return 1;
2447 } 2642 }
2448 else 2643 else
2449 return 0; 2644 return 0;
2450 2645
2451 case SKILLSCROLL: 2646 case SKILLSCROLL:
2452 if (op->type == PLAYER) 2647 if (who->type == PLAYER)
2453 { 2648 {
2454 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2455 return 1; 2650 return 1;
2456 } 2651 }
2457 else 2652 else
2458 return 0; 2653 return 0;
2459 2654
2460 case SPELLBOOK: 2655 case SPELLBOOK:
2461 if (op->type == PLAYER) 2656 if (who->type == PLAYER)
2462 { 2657 {
2463 apply_spellbook (op, tmp); 2658 apply_spellbook (who, op);
2464 return 1; 2659 return 1;
2465 } 2660 }
2466 else 2661 else
2467 return 0; 2662 return 0;
2468 2663
2469 case SCROLL: 2664 case SCROLL:
2470 apply_scroll (op, tmp, 0); 2665 apply_scroll (who, op, 0);
2471 return 1; 2666 return 1;
2472 2667
2473 case POTION: 2668 case POTION:
2474 apply_potion (op, tmp); 2669 apply_potion (who, op);
2475 return 1; 2670 return 1;
2476 2671
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed? 2673 //TODO: remove, as it is unsed?
2479 case CLOSE_CON: 2674 case CLOSE_CON:
2480 apply_container (op, tmp->env); 2675 apply_container (who, op->env);
2481 return 1; 2676 return 1;
2482 2677
2483 case CONTAINER: 2678 case CONTAINER:
2484 apply_container (op, tmp); 2679 apply_container (who, op);
2485 return 1; 2680 return 1;
2486 2681
2487 case TREASURE: 2682 case TREASURE:
2488 if (op->type == PLAYER) 2683 if (who->type == PLAYER)
2489 { 2684 {
2490 apply_treasure (op, tmp); 2685 apply_treasure (who, op);
2491 return 1; 2686 return 1;
2492 } 2687 }
2493 else 2688 else
2494 return 0; 2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2495 2695
2496 case WEAPON: 2696 case WEAPON:
2497 case ARMOUR: 2697 case ARMOUR:
2498 case BOOTS: 2698 case BOOTS:
2499 case GLOVES: 2699 case GLOVES:
2507 case WAND: 2707 case WAND:
2508 case ROD: 2708 case ROD:
2509 case HORN: 2709 case HORN:
2510 case SKILL: 2710 case SKILL:
2511 case BOW: 2711 case BOW:
2512 case LAMP:
2513 case BUILDER: 2712 case BUILDER:
2514 case SKILL_TOOL: 2713 case SKILL_TOOL:
2515 if (tmp->env != op) 2714 if (op->env != who)
2516 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2517 2716
2518 apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2519 return 1; 2718 return 1;
2520 2719
2521 case DRINK: 2720 case DRINK:
2522 case FOOD: 2721 case FOOD:
2523 case FLESH: 2722 case FLESH:
2524 apply_food (op, tmp); 2723 apply_food (who, op);
2525 return 1; 2724 return 1;
2526 2725
2527 case POISON: 2726 case POISON:
2528 apply_poison (op, tmp); 2727 apply_poison (who, op);
2529 return 1; 2728 return 1;
2530 2729
2531 case SAVEBED: 2730 case SAVEBED:
2532 return 1; 2731 return 1;
2533 2732
2534 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2536 { 2735 {
2537 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2538 return 1; 2737 return 1;
2539 } 2738 }
2540 else 2739 else
2541 return 0; 2740 return 0;
2542 2741
2543 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2545 return 1; 2744 return 1;
2546 2745
2547 case CLOCK: 2746 case CLOCK:
2548 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2549 { 2748 {
2550 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2551 timeofday_t tod; 2750 timeofday_t tod;
2552 2751
2553 get_tod (&tod); 2752 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock")); 2753 who->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format ( 2754 who->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s", 2755 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2757 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 )); 2758 ));
2560 return 1; 2759 return 1;
2561 } 2760 }
2562 else 2761 else
2563 return 0; 2762 return 0;
2564 2763
2565 case MENU: 2764 case MENU:
2566 if (op->type == PLAYER) 2765 if (who->type == PLAYER)
2567 { 2766 {
2568 shop_listing (tmp, op); 2767 shop_listing (op, who);
2569 return 1; 2768 return 1;
2570 } 2769 }
2571 else 2770 else
2572 return 0; 2771 return 0;
2573 2772
2574 case POWER_CRYSTAL: 2773 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */ 2774 apply_power_crystal (who, op); /* see egoitem.c */
2576 return 1; 2775 return 1;
2577 2776
2578 case LIGHTER: /* for lighting torches/lanterns/etc */ 2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER) 2778 if (who->type == PLAYER)
2580 { 2779 {
2581 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2582 return 1; 2781 return 1;
2583 } 2782 }
2584 else 2783 else
2585 return 0; 2784 return 0;
2586 2785
2587 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2589 return 1; 2788 return 1;
2590 2789
2591 default: 2790 default:
2592 return 0; 2791 return 0;
2593 } 2792 }
2594} 2793}
2595
2596 2794
2597/* quiet suppresses the "don't know how to apply" and "you must get it first" 2795/* quiet suppresses the "don't know how to apply" and "you must get it first"
2598 * messages as needed by player_apply_below(). But there can still be 2796 * messages as needed by player_apply_below(). But there can still be
2599 * "but you are floating high above the ground" messages. 2797 * "but you are floating high above the ground" messages.
2600 * 2798 *
2601 * Same return value as apply() function. 2799 * Same return value as apply() function.
2602 */ 2800 */
2603int 2801int
2604player_apply (object *pl, object *op, int aflag, int quiet) 2802player_apply (object *pl, object *op, int aflag, int quiet)
2605{ 2803{
2606 int tmp;
2607
2608 if (op->env && (pl->move_type & MOVE_FLYING)) 2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2609 { 2805 {
2610 /* player is flying and applying object not in inventory */ 2806 /* player is flying and applying object not in inventory */
2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2612 { 2808 {
2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2809 pl->failmsg ("But you are floating high above the ground! "
2810 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2811 "or waiting till the levitation effect wears off.>");
2614 return 0; 2812 return 0;
2615 } 2813 }
2616 } 2814 }
2617 2815
2618 pl->contr->last_used = op; 2816 pl->contr->last_used = op;
2619 2817
2620 tmp = manual_apply (pl, op, aflag); 2818 int tmp = manual_apply (pl, op, aflag);
2819
2621 if (!quiet) 2820 if (!quiet)
2622 { 2821 {
2623 if (tmp == 0) 2822 if (tmp == 0)
2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2823 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2625 else if (tmp == 2) 2824 else if (tmp == 2)
2660 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which 2860 * so that at least one of players movement types be that which
2662 * the item needs. 2861 * the item needs.
2663 */ 2862 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return; 2865 return;
2668 } 2866
2669 if (floors >= 2) 2867 if (floors >= 2)
2670 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2671 } 2869 }
2672} 2870}
2673 2871
2717 break; 2915 break;
2718 2916
2719 case SKILL: 2917 case SKILL:
2720 if (who->contr) 2918 if (who->contr)
2721 { 2919 {
2920 if (IS_COMBAT_SKILL (op->subtype))
2921 who->change_weapon (who->contr->combat_ob = 0);
2922 else if (IS_RANGED_SKILL (op->subtype))
2923 who->change_weapon (who->contr->ranged_ob = 0);
2924
2722 if (!op->invisible) 2925 if (op->invisible)
2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2927 else
2723 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2928 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2724 else
2725 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2726 } 2929 }
2727 2930
2728 change_abil (who, op); 2931 change_abil (who, op);
2729 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730 break; 2933 break;
2741 case CLOAK: 2944 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op))); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op); 2946 change_abil (who, op);
2744 break; 2947 break;
2745 2948
2746 case LAMP:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 if (who->contr)
2763 esrv_del_item (who->contr, op->count);
2764
2765 op->destroy ();
2766 insert_ob_in_ob (tmp2, who);
2767 who->update_stats ();
2768
2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2770 {
2771 if (who->contr)
2772 {
2773 who->failmsg ("Oops, it feels deadly cold!");
2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2775 }
2776 }
2777
2778 if (who->contr)
2779 esrv_send_item (who, tmp2);
2780 }
2781
2782 return 1; /* otherwise, an attempt to drop causes problems */
2783
2784 case BOW: 2949 case BOW:
2785 case WAND: 2950 case WAND:
2786 case ROD: 2951 case ROD:
2787 case HORN: 2952 case HORN:
2788 if (player *pl = who->contr) 2953 if (player *pl = who->contr)
2815 default: 2980 default:
2816 who->statusmsg (format ("You unapply %s.", query_name (op))); 2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
2817 break; 2982 break;
2818 } 2983 }
2819 2984
2985 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2986 if (object *pl = op->visible_to ())
2987 esrv_send_item (pl, op);
2988
2820 who->update_stats (); 2989 who->update_stats ();
2821
2822 if (!(aflags & AP_NO_MERGE))
2823 {
2824 object *tmp = merge_ob (op, 0);
2825
2826 if (who->contr)
2827 {
2828 if (tmp)
2829 { /* it was merged */
2830 esrv_del_item (who->contr, op->count);
2831 op = tmp;
2832 }
2833
2834 esrv_send_item (who, op);
2835 }
2836 }
2837 2990
2838 return 0; 2991 return 0;
2839} 2992}
2840 2993
2841/** 2994/**
3139 return 1; 3292 return 1;
3140 } 3293 }
3141 3294
3142 return unapply_special (who, op, aflags); 3295 return unapply_special (who, op, aflags);
3143 } 3296 }
3144
3145 if (basic_flag == AP_UNAPPLY) 3297 else if (basic_flag == AP_UNAPPLY)
3146 return 0; 3298 return 0;
3147 3299
3148 // if the item is combat/ranged, wield the relevant slot first 3300 // if the item is combat/ranged, wield the relevant slot first
3149 // to resolve conflicts. 3301 // to resolve conflicts.
3150 if (player *pl = who->contr) 3302 if (player *pl = who->contr)
3208 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3209 */ 3361 */
3210 who->change_skill (skop); 3362 who->change_skill (skop);
3211 } 3363 }
3212 3364
3213 if (who->type == PLAYER 3365 if (!check_item_power (who, op->item_power))
3214 && op->item_power
3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3216 { 3366 {
3217 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3218 return 1; 3368 return 1;
3219 } 3369 }
3220 3370
3221 /* Ok. We are now at the state where we can apply the new object. 3371 /* Ok. We are now at the state where we can apply the new object.
3222 * Note that we don't have the checks for can_use_... 3372 * Note that we don't have the checks for can_use_...
3223 * below - that is already taken care of by can_apply_object. 3373 * below - that is already taken care of by can_apply_object.
3224 */ 3374 */
3225 if (op->nrof > 1) 3375 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3226 tmp = get_split_ob (op, op->nrof - 1);
3227 else
3228 tmp = 0;
3229 3376
3230 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3377 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3231 return RESULT_INT (0); 3378 return RESULT_INT (0);
3232 3379
3233 switch (op->type) 3380 switch (op->type)
3234 { 3381 {
3235 case WEAPON: 3382 case WEAPON:
3236 if (!check_weapon_power (who, op->last_eat))
3237 {
3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3239
3240 if (tmp)
3241 insert_ob_in_ob (tmp, who);
3242
3243 return 1;
3244 }
3245
3246 //TODO: this obviously fails for players using a shorter prefix 3383 //TODO: this obviously fails for players using a shorter prefix
3247 // i.e. "R" can use Ragnarok's sword. 3384 // i.e. "R" can use Ragnarok's sword.
3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3385 if (op->level && !op->name.starts_with (who->name))
3249 { 3386 {
3250 /* if the weapon does not have the name as the character, can't use it. */ 3387 /* if the weapon does not have the name as the character, can't use it. */
3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3388 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3389 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3253 3390
3287 case AMULET: 3424 case AMULET:
3288 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3289 who->statusmsg (format ("You wear %s.", query_name (op))); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3290 change_abil (who, op); 3427 change_abil (who, op);
3291 break; 3428 break;
3292
3293 case LAMP:
3294 if (op->stats.food < 1)
3295 {
3296 who->failmsg (format (
3297 "Your %s is out of fuel! "
3298 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3299 &op->name
3300 ));
3301 return 1;
3302 }
3303
3304 who->statusmsg (format ("You turn on your %s.", &op->name));
3305
3306 tmp2 = arch_to_object (op->other_arch);
3307 tmp2->stats.food = op->stats.food;
3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3313 insert_ob_in_ob (tmp2, who);
3314
3315 /* Remove the old lantern */
3316 if (who->type == PLAYER)
3317 esrv_del_item (who->contr, op->count);
3318
3319 op->destroy ();
3320
3321 /* insert the portion that was split off */
3322 if (tmp)
3323 {
3324 insert_ob_in_ob (tmp, who);
3325 if (who->type == PLAYER)
3326 esrv_send_item (who, tmp);
3327 }
3328
3329 who->update_stats ();
3330
3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3332 if (who->type == PLAYER)
3333 {
3334 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3336 }
3337
3338 if (who->type == PLAYER)
3339 esrv_send_item (who, tmp2);
3340
3341 return 0;
3342 3429
3343 case SKILL_TOOL: 3430 case SKILL_TOOL:
3344 // applying a skill tool also readies the skill 3431 // applying a skill tool also readies the skill
3345 SET_FLAG (op, FLAG_APPLIED); 3432 SET_FLAG (op, FLAG_APPLIED);
3346 3433
3426 } 3513 }
3427 3514
3428 break; 3515 break;
3429 3516
3430 case BOW: 3517 case BOW:
3431 if (!check_weapon_power (who, op->last_eat)) 3518 if (op->level && !op->name.starts_with (who->name))
3432 {
3433 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3434
3435 if (tmp)
3436 insert_ob_in_ob (tmp, who);
3437
3438 return 1;
3439 }
3440
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3519 {
3443 who->failmsg ("The weapon does not recognize you as its owner. " 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3444 "H<Its name indicates that it belongs to somebody else.>"); 3521 "H<Its name indicates that it belongs to somebody else.>");
3445 if (tmp) 3522 if (tmp)
3446 insert_ob_in_ob (tmp, who); 3523 insert_ob_in_ob (tmp, who);
3504 } 3581 }
3505 3582
3506 SET_FLAG (op, FLAG_APPLIED); 3583 SET_FLAG (op, FLAG_APPLIED);
3507 3584
3508 if (tmp) 3585 if (tmp)
3509 tmp = insert_ob_in_ob (tmp, who); 3586 who->insert (tmp);
3510 3587
3511 who->update_stats (); 3588 who->update_stats ();
3512 3589
3513 /* We exclude spell casting objects. The fire code will set the 3590 /* We exclude spell casting objects. The fire code will set the
3514 * been applied flag when they are used - until that point, 3591 * been applied flag when they are used - until that point,
3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3521 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3522 { 3599 {
3523 who->failmsg ( 3600 who->failmsg (
3524 "Oops, it feels deadly cold! " 3601 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3602 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3526 ); 3603 );
3527 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3528 } 3605 }
3529 3606
3530 if (who->type == PLAYER) 3607 if (object *pl = op->visible_to ())
3531 {
3532 /* if multiple objects were applied, update both slots */
3533 if (tmp)
3534 esrv_send_item (who, tmp);
3535
3536 esrv_send_item (who, op); 3608 esrv_send_item (pl, op);
3537 }
3538 3609
3539 return 0; 3610 return 0;
3540} 3611}
3541 3612
3542int 3613int
3556int 3627int
3557auto_apply (object *op) 3628auto_apply (object *op)
3558{ 3629{
3559 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3560 int i; 3631 int i;
3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3561 3634
3562 switch (op->type) 3635 switch (op->type)
3563 { 3636 {
3564 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3565 if (!op->has_random_items ()) 3638 if (!op->has_random_items ())
3567 3640
3568 do 3641 do
3569 { 3642 {
3570 i = 10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3571 while ((tmp = generate_treasure (op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3572 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3645 op->stats.exp
3646 ? (int) op->stats.exp
3647 : max (op->map->difficulty, 5)))
3648 == NULL && --i);
3649
3573 if (tmp == NULL) 3650 if (tmp == NULL)
3574 return 0; 3651 return 0;
3652
3575 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3576 { 3654 {
3577 tmp->destroy (); 3655 tmp->destroy ();
3578 tmp = NULL; 3656 tmp = NULL;
3579 } 3657 }
3582 3660
3583 tmp->x = op->x; 3661 tmp->x = op->x;
3584 tmp->y = op->y; 3662 tmp->y = op->y;
3585 SET_FLAG (tmp, FLAG_UNPAID); 3663 SET_FLAG (tmp, FLAG_UNPAID);
3586 insert_ob_in_map (tmp, op->map, NULL, 0); 3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3587 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3588 identify (tmp); 3665 identify (tmp);
3589 break; 3666 break;
3590 3667
3591 case TREASURE: 3668 case TREASURE:
3592 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3599 /* If we generated an object and put it in this object inventory, 3676 /* If we generated an object and put it in this object inventory,
3600 * move it to the parent object as the current object is about 3677 * move it to the parent object as the current object is about
3601 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3602 * that is put inside other objects. 3679 * that is put inside other objects.
3603 */ 3680 */
3604 for (tmp = op->inv; tmp; tmp = tmp2)
3605 {
3606 tmp2 = tmp->below;
3607 tmp->remove ();
3608
3609 if (op->env) 3681 if (op->env)
3610 insert_ob_in_ob (tmp, op->env); 3682 while (op->inv)
3611 else 3683 op->env->insert (op->inv);
3612 tmp->destroy ();
3613 }
3614 3684
3615 op->destroy (); 3685 op->destroy ();
3616 break; 3686 break;
3617 } 3687 }
3618 return tmp ? 1 : 0; 3688
3689 return !!tmp;
3619} 3690}
3620 3691
3621/** 3692/**
3622 * fix_auto_apply goes through the entire map every time a map 3693 * fix_auto_apply goes through the entire map every time a map
3623 * is loaded or swapped in and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3637 3708
3638 if (tmp->inv) 3709 if (tmp->inv)
3639 { 3710 {
3640 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3641 3712
3642 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3643 { 3714 {
3644 invnext = invtmp->below; 3715 invnext = invtmp->below;
3645 3716
3646 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3647 auto_apply (invtmp); 3718 auto_apply (invtmp);
3648 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3649 { 3720 {
3650 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3652 3723
3653 invtmp->randomitems = NULL; 3724 invtmp->randomitems = NULL;
3654 } 3725 }
3655 else if (invtmp && invtmp->arch 3726 else if (invtmp && invtmp->arch
3716 } 3787 }
3717 3788
3718 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3719 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3720 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3721 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3722} 3793}
3723 3794
3724/** 3795/**
3725 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3726 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3731eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3732{ 3803{
3733 object *force; 3804 object *force;
3734 int i, did_one = 0; 3805 int i, did_one = 0;
3735 3806
3736 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3737 3810
3738 for (i = 0; i < NUM_STATS; i++)
3739 if (sint8 k = food->stats.stat (i))
3740 {
3741 force->stats.stat (i) = k;
3742 did_one = 1;
3743 }
3744
3745 /* check if we can protect the eater */
3746 for (i = 0; i < NROFATTACKS; i++)
3747 {
3748 if (food->resist[i] > 0)
3749 {
3750 force->resist[i] = food->resist[i] / 2;
3751 did_one = 1;
3752 }
3753 }
3754
3755 if (did_one)
3756 {
3757 force->set_speed (0.1);
3758 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3759 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3760 SET_FLAG (force, FLAG_APPLIED); 3813
3761 change_abil (who, force); 3814 if (force = who->force_find (key))
3762 insert_ob_in_ob (force, who); 3815 {
3816 if (duration > abs (force->speed_left / force->speed))
3817 {
3818 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3819 force->force_set_timer (duration);
3820 }
3821 else
3822 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3823
3824 return;
3763 } 3825 }
3764 else 3826 else
3827 {
3828 force = who->force_add (key, duration);
3829 force->name = key;
3830
3831 /* check if the food affects a stat */
3832 for (i = 0; i < NUM_STATS; i++)
3833 if (sint8 k = food->stats.stat (i))
3834 {
3835 force->stats.stat (i) = k;
3836 did_one = 1;
3837 }
3838
3839 /* check if we can protect the eater */
3840 for (i = 0; i < NROFATTACKS; i++)
3841 {
3842 if (food->resist[i] > 0)
3843 {
3844 force->resist[i] = food->resist[i];
3845 did_one = 1;
3846 }
3847 }
3848
3849 if (did_one)
3850 {
3851 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3852
3853 /* make the force take effect and report effects to user */
3854 change_abil (who, force);
3855 }
3856 else
3765 force->destroy (); 3857 force->destroy ();
3858 }
3766 3859
3767 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3768 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3769 { 3862 {
3770 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3771 { 3864 {
3772 assign (who->contr->killer, food->name); 3865 who->contr->killer = food;
3773 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3774 who->failmsg ("Eck!...that was poisonous!"); 3867 who->failmsg ("Eck!...that was poisonous!");
3775 } 3868 }
3776 else 3869 else
3777 { 3870 {
3781 who->failmsg ("Eck!...that was poisonous!"); 3874 who->failmsg ("Eck!...that was poisonous!");
3782 3875
3783 who->stats.hp += food->stats.hp; 3876 who->stats.hp += food->stats.hp;
3784 } 3877 }
3785 } 3878 }
3879
3786 if (food->stats.sp != 0) 3880 if (food->stats.sp != 0)
3787 { 3881 {
3788 if (QUERY_FLAG (food, FLAG_CURSED)) 3882 if (QUERY_FLAG (food, FLAG_CURSED))
3789 { 3883 {
3790 who->failmsg ("You are drained of mana!"); 3884 who->failmsg ("You are drained of mana!");
3801 } 3895 }
3802 3896
3803 who->update_stats (); 3897 who->update_stats ();
3804} 3898}
3805 3899
3806/**
3807 * Designed primarily to light torches/lanterns/etc.
3808 * Also burns up burnable material too. First object in the inventory is
3809 * the selected object to "burn". -b.t.
3810 */
3811void
3812apply_lighter (object *who, object *lighter)
3813{
3814 object *item;
3815 int is_player_env = 0;
3816
3817 item = find_marked_object (who);
3818 if (item)
3819 {
3820 if (lighter->last_eat && lighter->stats.food)
3821 { /* lighter gets used up */
3822 /* Split multiple lighters if they're being used up. Otherwise *
3823 * one charge from each would be used up. --DAMN */
3824 if (lighter->nrof > 1)
3825 {
3826 object *oneLighter = lighter->clone ();
3827
3828 lighter->nrof -= 1;
3829 oneLighter->nrof = 1;
3830 oneLighter->stats.food--;
3831 esrv_send_item (who, lighter);
3832 oneLighter = insert_ob_in_ob (oneLighter, who);
3833 esrv_send_item (who, oneLighter);
3834 }
3835 else
3836 lighter->stats.food--;
3837 }
3838 else if (lighter->last_eat)
3839 {
3840 /* no charges left in lighter */
3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3842 return;
3843 }
3844
3845 /* Perhaps we should split what we are trying to light on fire?
3846 * I can't see many times when you would want to light multiple
3847 * objects at once.
3848 */
3849
3850 if (who == item->in_player ())
3851 is_player_env = 1;
3852
3853 save_throw_object (item, AT_FIRE, who);
3854
3855 if (item->destroyed ())
3856 {
3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3858 /* Need to update the player so that the players glow radius
3859 * gets changed.
3860 */
3861 if (is_player_env)
3862 who->update_stats ();
3863 }
3864 else
3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3866 }
3867 else
3868 who->failmsg ("You need to mark a lightable object.");
3869}
3870 3900
3871/** 3901/**
3872 * op made some mistake with a scroll, this takes care of punishment. 3902 * op made some mistake with a scroll, this takes care of punishment.
3873 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3874 */ 3904 */
3974 } 4004 }
3975 4005
3976 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
3977 * the player ref: player.c 4007 * the player ref: player.c
3978 */ 4008 */
3979 if (change->randomitems != NULL) 4009 if (change->randomitems)
3980 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
3981 4011
3982 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
3983 4013
3984 /* first, look for the force object banning 4014 /* first, look for the force object banning
3985 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
3986 */ 4016 */
3987 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
3988 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
3989 flag_change_face = 0; 4019 flag_change_face = 0;
3990 4020
3991 if (flag_change_face) 4021 if (flag_change_face)
3992 { 4022 {
3993 pl->animation_id = GET_ANIM_ID (change);
3994 pl->face = change->face; 4023 pl->face = change->face;
3995 4024 pl->animation_id = change->animation_id;
3996 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3997 SET_FLAG (pl, FLAG_ANIMATE);
3998 else
3999 CLEAR_FLAG (pl, FLAG_ANIMATE);
4000 } 4026 }
4001 4027
4002 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
4003 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4029 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4004 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
4005 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4006 4032
4007 break; 4033 break;
4008 } 4034 }
4009 } 4035 }
4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4072 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4047 return; 4073 return;
4048 } 4074 }
4049 4075
4050 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
4051 find = strstr (marked->slaying, transformer->arch->archname); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4053 { 4079 {
4054 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); 4080 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4055 return; 4081 return;
4056 } 4082 }
4098 4124
4099 new_item->nrof = yield; 4125 new_item->nrof = yield;
4100 4126
4101 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); 4127 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102 4128
4103 insert_ob_in_ob (new_item, pl); 4129 pl->insert (new_item);
4104 esrv_send_inventory (pl, pl);
4105 /* Eat up one item */ 4130 /* Eat up one item */
4106 decrease_ob_nr (marked, 1); 4131 marked->decrease ();
4107 4132
4108 /* Eat one transformer if needed */ 4133 /* Eat one transformer if needed */
4109 if (transformer->stats.food) 4134 if (transformer->stats.food)
4110 if (--transformer->stats.food == 0) 4135 if (--transformer->stats.food == 0)
4111 decrease_ob_nr (transformer, 1); 4136 transformer->decrease ();
4112} 4137}
4113 4138

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