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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.146 by root, Mon Apr 21 07:07:36 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 */
333 */ 316 */
334 if (tmp->inv) 317 if (tmp->inv)
335 { 318 {
336 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
337 { 320 {
338 object *fball;
339
340 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
341 322 create_exploding_ball_at (op, op->level);
342 /* Explodes a fireball centered at player */
343 fball = get_archetype (EXPLODING_FIREBALL);
344 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
345 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
346 fball->x = op->x;
347 fball->y = op->y;
348 insert_ob_in_map (fball, op->map, NULL, 0);
349 } 323 }
350 else 324 else
351 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
352 326
353 tmp->decrease (); 327 tmp->decrease ();
396 } 370 }
397 371
398 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
399 if (op->type == PLAYER) 373 if (op->type == PLAYER)
400 { /* only for players */ 374 { /* only for players */
401 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)
402 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
403 else 379 else
404 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
405 381
406 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
412 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
413 * up all the stats. 389 * up all the stats.
414 */ 390 */
415 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
416 op->update_stats (); 392 op->update_stats ();
417 op->decrease (); 393 tmp->decrease ();
418 return 1; 394 return 1;
419} 395}
420 396
421/**************************************************************************** 397/****************************************************************************
422 * Weapon improvement code follows 398 * Weapon improvement code follows
423 ****************************************************************************/ 399 ****************************************************************************/
424 400
425/** 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/**
426 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
427 */ 419 */
428static int 420static int
429check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
430{ 422{
431 int count = 0; 423 int count = 0;
432 424
433 if (!item) 425 if (!item)
434 return 0; 426 return 0;
435 427
436 for (op = op->below; op; op = op->below) 428 for (op = op->below; op; op = op->below)
437 {
438 if (strcmp (op->arch->archname, item) == 0) 429 if (op->arch->archname == item)
439 {
440 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
441 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
442 {
443 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
444 count++;
445 else
446 count += op->nrof; 432 count += op->number_of ();
447 }
448 }
449 }
450 433
451 return count; 434 return count;
452} 435}
453 436
454/** 437/**
456 * op is typically the player, which is only 439 * op is typically the player, which is only
457 * really used to determine what space to look at. 440 * really used to determine what space to look at.
458 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
459 */ 442 */
460static void 443static void
461eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
462{ 445{
463 object *prev; 446 object *prev;
464 447
465 prev = op; 448 prev = op;
466 op = op->below; 449 op = op->below;
467 450
468 while (op) 451 while (op)
469 { 452 {
470 if (strcmp (op->arch->archname, item) == 0) 453 if (op->arch->archname == item)
471 { 454 {
472 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
473 { 456 {
474 op->decrease (nrof); 457 op->decrease (nrof);
475 return; 458 return;
484 } 467 }
485 468
486 prev = op; 469 prev = op;
487 op = op->below; 470 op = op->below;
488 } 471 }
489}
490
491/**
492 * This checks to see of the player (who) is sufficient level to use a weapon
493 * with improvs improvements (typically last_eat). We take an int here
494 * instead of the object so that the improvement code can pass along the
495 * increased value to see if the object is usuable.
496 * we return 1 (true) if the player can use the weapon.
497 */
498static int
499check_weapon_power (const object *who, int improvs)
500{
501/* Old code is below (commented out). Basically, since weapons are the only
502 * object players really have any control to improve, it's a bit harsh to
503 * require high level in some combat skill, so we just use overall level.
504 */
505#if 1
506 if (((who->level / 5) + 5) >= improvs)
507 return 1;
508 else
509 return 0;
510
511#else
512 int level = 0;
513
514 /* The skill system hands out wc and dam bonuses to fighters
515 * more generously than the old system (see fix_player). Thus
516 * we need to curtail the power of player enchanted weapons.
517 * I changed this to 1 improvement per "fighter" level/5 -b.t.
518 * Note: Nothing should break by allowing this ratio to be different or
519 * using normal level - it is just a matter of play balance.
520 */
521 if (who->type == PLAYER)
522 {
523 object *wc_obj = NULL;
524
525 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
526 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
527 level = wc_obj->level;
528
529 if (!level)
530 {
531 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
532 level = who->level;
533 }
534 }
535 else
536 level = who->level;
537
538 return (improvs <= ((level / 5) + 5));
539#endif
540} 472}
541 473
542/** 474/**
543 * 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.
544 * 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.
626 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
627 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
628 { 560 {
629 op->failmsg ("You cannot prepare magic weapons. " 561 op->failmsg ("You cannot prepare magic weapons. "
630 "H<A weapon is considered magical if it changes regeneration, " 562 "H<A weapon is considered magical if it changes regeneration, "
631 "speed or ac.>"); 563 "speed or ac, or has other protections.>");
632 return 0; 564 return 0;
633 } 565 }
634 566
635 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
636 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
651 slot at once! */ 583 slot at once! */
652 improver->decrease (); 584 improver->decrease ();
653 weapon->last_eat = 0; 585 weapon->last_eat = 0;
654 return 1; 586 return 1;
655} 587}
656
657 588
658/** 589/**
659 * 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.
660 * This is the new improve weapon code. 591 * This is the new improve weapon code.
661 * 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.
674 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
675 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
676 607
677 if (weapon->level == 0) 608 if (weapon->level == 0)
678 { 609 {
679 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.>");
680 return 0; 613 return 0;
681 } 614 }
682 615
683 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
684 { 618 {
685 op->failmsg ("This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
686 return 0; 620 return 0;
687 } 621 }
688 622
689 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))
690 { 625 {
691 op->failmsg ("Improving the weapon will make it too " 626 op->failmsg ("Improving the weapon will make it too "
692 "powerful for you to use. Unready it if you " 627 "powerful for you to use. Unready it if you "
693 "really want to improve it."); 628 "really want to improve it.");
694 return 0; 629 return 0;
722 weapon->last_eat++; 657 weapon->last_eat++;
723 weapon->item_power++; 658 weapon->item_power++;
724 improver->decrease (); 659 improver->decrease ();
725 return 1; 660 return 1;
726 } 661 }
662
727 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
728 { 664 {
729 weapon->magic++; 665 weapon->magic++;
730 weapon->last_eat++; 666 weapon->last_eat++;
731 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
786 op->failmsg ("Something blocks the magic of the scroll!"); 722 op->failmsg ("Something blocks the magic of the scroll!");
787 return 0; 723 return 0;
788 } 724 }
789 725
790 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
791 if (!otmp) 728 if (!otmp)
792 { 729 {
793 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.>");
794 return 0; 731 return 0;
795 } 732 }
899 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);
900 837
901 if (op->type == PLAYER) 838 if (op->type == PLAYER)
902 { 839 {
903 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
904 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
905 op->update_stats (); 843 op->update_stats ();
906 } 844 }
907 845
908 improver->decrease (); 846 improver->decrease ();
909 847
910 if (tmp) 848 if (tmp)
911 { 849 op->insert (tmp);
912 insert_ob_in_ob (tmp, op);
913 esrv_send_item (op, tmp);
914 }
915 850
916 return 1; 851 return 1;
917} 852}
918 853
919/* 854/*
923 * Takes one type of items and makes another. 858 * Takes one type of items and makes another.
924 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
925 * 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
926 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
927 */ 862 */
928static int 863int
929convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
930{ 865{
931 sint64 nr, price_in; 866 sint64 nr, price_in;
932 867
933 if (item->flag [FLAG_UNPAID]) 868 if (item->flag [FLAG_UNPAID])
991 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
992 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++)
993 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
994 ob_to_copy = ob; 929 ob_to_copy = ob;
995 930
996 item = object_create_clone (ob_to_copy); 931 item = ob_to_copy->deep_clone ();
997 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
998 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
999 } 934 }
1000 else 935 else
1001 { 936 {
1014 item->nrof = give; 949 item->nrof = give;
1015 950
1016 if (nr) 951 if (nr)
1017 item->nrof *= nr; 952 item->nrof *= nr;
1018 953
1019 if (is_in_shop (converter)) 954 if (converter->flag [FLAG_PRECIOUS])
1020 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 }
1021 else if (price_in < sint64 (item->nrof) * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1022 { 966 {
1023 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",
1024 &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);
1025 /** 969 /**
1026 * 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
1027 * hopefully had something in mind when doing this. 971 * hopefully had something in mind when doing this.
1028 */ 972 */
1029 } 973 }
1030 974
1031 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
1032 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);
1033 return 1; 981 return 1;
1034} 982}
1035 983
1036/** 984/**
1113{ 1061{
1114 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1115 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1116 return 0; 1064 return 0;
1117 1065
1118 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1119 { 1067 {
1120 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1121 * 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
1122 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1123 */ 1071 */
1132/* push_button (altar);*/ 1080/* push_button (altar);*/
1133 } 1081 }
1134 else 1082 else
1135 { 1083 {
1136 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1137 push_button (altar); 1085 push_button (altar, originator);
1138 } 1086 }
1139 1087
1140 return !sacrifice; 1088 return !sacrifice;
1141 } 1089 }
1142 else 1090 else
1159 1107
1160 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1161 1109
1162 bool has_unpaid = false; 1110 bool has_unpaid = false;
1163 1111
1164 // 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
1165 // a quick and small change :( 1113 // a quick and small change :(
1166 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1167 if (item->flag [FLAG_UNPAID]) 1115 if (item->flag [FLAG_UNPAID])
1168 { 1116 {
1169 has_unpaid = true; 1117 has_unpaid = true;
1170 break; 1118 break;
1171 } 1119 }
1172 1120
1173 if (op->type != PLAYER) 1121 if (!op->is_player ())
1174 { 1122 {
1175 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1176 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1177 * the shop. 1125 * the shop.
1178 */ 1126 */
1182 1130
1183 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1184 { 1132 {
1185 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);
1186 1134
1135 if (i >= 0)
1187 tmp->remove (); 1136 tmp->move (i);
1188
1189 if (i == -1)
1190 i = 0;
1191
1192 tmp->map = op->map;
1193 tmp->x = op->x + freearr_x[i];
1194 tmp->y = op->y + freearr_y[i];
1195 insert_ob_in_map (tmp, op->map, op, 0);
1196 } 1137 }
1197 } 1138 }
1198 1139
1199 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1200 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1211 if (i != -1) 1152 if (i != -1)
1212 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);
1213 1154
1214 return 0; 1155 return 0;
1215 } 1156 }
1157
1216 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1217 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1218 */ 1160 */
1219 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1220 } 1162 }
1275 * Handles applying a sign. 1217 * Handles applying a sign.
1276 */ 1218 */
1277static void 1219static void
1278apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1279{ 1221{
1280 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 }
1281 1230
1282 if (!sign->msg) 1231 if (!sign->msg)
1283 { 1232 {
1284 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 "));
1285 return; 1237 return;
1286 } 1238 }
1287 1239
1288 if (sign->stats.food) 1240 if (sign->stats.food)
1289 { 1241 {
1290 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1291 { 1243 {
1292 if (!sign->move_on) 1244 if (!sign->move_on)
1293 op->statusmsg ("You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1294 1246
1295 return; 1247 return;
1296 } 1248 }
1297 1249
1298 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1316 if (sign->sound) 1268 if (sign->sound)
1317 ns->play_sound (sign->sound); 1269 ns->play_sound (sign->sound);
1318 else if (autoapply) 1270 else if (autoapply)
1319 ns->play_sound (sound_find ("msg_voice")); 1271 ns->play_sound (sound_find ("msg_voice"));
1320 1272
1321 if (ns->can_msg)
1322 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));
1323 else
1324 {
1325 msgType = get_readable_message_type (sign);
1326 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1327 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1328 }
1329 } 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);
1330} 1307}
1331 1308
1332/** 1309/**
1333 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1334 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1365 1342
1366 recursion_depth++; 1343 recursion_depth++;
1367 if (trap->head) 1344 if (trap->head)
1368 trap = trap->head; 1345 trap = trap->head;
1369 1346
1370 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)))
1371 goto leave;
1372
1373 switch (trap->type) 1348 switch (trap->type)
1374 { 1349 {
1375 case PLAYERMOVER: 1350 case PLAYERMOVER:
1376 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:
1377 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1378 if (!trap->stats.maxsp) 1422 if (!trap->value)
1379 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1380 1425
1381 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1382 * 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
1383 */ 1441 */
1384 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1385 1443
1386 /* 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)
1387 * above with some objects have zero speed, and thus the player 1445 {
1388 * 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 }
1389 */ 1455 }
1390 if (victim->speed_left < -50.f) 1456 break;
1391 victim->speed_left = -50.f;
1392 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1393 } 1457 }
1394 goto leave;
1395 1458
1396 case SPINNER: 1459 case CONVERTER:
1397 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1398 {
1399 victim->direction = absdir (victim->direction - trap->stats.sp);
1400 update_turn_face (victim);
1401 }
1402 goto leave;
1403
1404 case DIRECTOR:
1405 if (victim->direction && !should_director_abort (trap, victim))
1406 {
1407 victim->direction = trap->stats.sp;
1408 update_turn_face (victim);
1409 }
1410 goto leave;
1411
1412 case BUTTON:
1413 case PEDESTAL:
1414 update_button (trap);
1415 goto leave;
1416
1417 case ALTAR:
1418 /* sacrifice victim on trap */
1419 apply_altar (trap, victim, originator);
1420 goto leave;
1421
1422 case THROWN_OBJ:
1423 if (trap->inv == NULL)
1424 goto leave;
1425 /* fallthrough */
1426
1427 case ARROW:
1428 /* bad bug: monster throw a object, make a step forwards, step on object ,
1429 * trigger this here and get hit by own missile - and will be own enemy.
1430 * Victim then is his own enemy and will start to kill herself (this is
1431 * removed) but we have not synced victim and his missile. To avoid senseless
1432 * action, we avoid hits here
1433 */
1434 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1435 hit_with_arrow (trap, victim);
1436 goto leave;
1437
1438 case SPELL_EFFECT:
1439 apply_spell_effect (trap, victim);
1440 goto leave;
1441
1442 case TRAPDOOR:
1443 {
1444 int max, sound_was_played;
1445 object *ab, *ab_next;
1446
1447 if (!trap->value)
1448 { 1461 {
1449 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1450 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1451 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1453 tot += ab->head_ ()->total_weight ();
1454
1455 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1456 goto leave;
1457
1458 SET_ANIMATION (trap, trap->value);
1459 update_object (trap, UP_OBJ_FACE);
1460 } 1464 }
1461 1465
1462 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))
1463 { 1488 {
1464 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1465 * ab->above would be bogus 1490 * players output.
1466 */ 1491 */
1467 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1468 1494
1469 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1470 { 1496 victim->enter_exit (trap);
1471 if (!sound_was_played)
1472 {
1473 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1474 sound_was_played = 1;
1475 }
1476
1477 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1478 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1479 }
1480 } 1497 }
1481 goto leave; 1498 break;
1482 }
1483 1499
1484 case CONVERTER:
1485 if (convert_item (victim, trap) < 0)
1486 {
1487 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1488 get_archetype ("burnout")->insert_at (trap, trap);
1489 }
1490
1491 goto leave;
1492
1493 case TRIGGER_BUTTON:
1494 case TRIGGER_PEDESTAL:
1495 case TRIGGER_ALTAR:
1496 check_trigger (trap, victim);
1497 goto leave;
1498
1499 case DEEP_SWAMP:
1500 walk_on_deep_swamp (trap, victim);
1501 goto leave;
1502
1503 case CHECK_INV:
1504 check_inv (victim, trap);
1505 goto leave;
1506
1507 case HOLE:
1508 /* Hole not open? */
1509 if (trap->stats.wc > 0)
1510 goto leave;
1511
1512 /* Is this a multipart monster and not the head? If so, return.
1513 * Processing will happen if the head runs into the pit
1514 */
1515 if (victim->head)
1516 goto leave;
1517
1518 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1519 victim->statusmsg ("You fall through the hole!", NDI_RED);
1520 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1521 goto leave;
1522
1523 case EXIT:
1524 if (victim->type == PLAYER && EXIT_PATH (trap))
1525 {
1526 /* Basically, don't show exits leading to random maps the
1527 * players output.
1528 */
1529 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1530 victim->statusmsg (trap->msg, NDI_NAVY);
1531
1532 trap->play_sound (trap->sound);
1533 victim->enter_exit (trap);
1534 }
1535 goto leave;
1536
1537 case ENCOUNTER: 1500 case ENCOUNTER:
1538 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1539 goto leave; 1502 break;
1540 1503
1541 case SHOP_MAT: 1504 case SHOP_MAT:
1542 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1543 goto leave; 1506 break;
1544 1507
1545 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1546 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1547 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1548 goto leave; 1511 break;
1549 1512
1550 case SIGN: 1513 case SIGN:
1551 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1552 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1553 1516
1554 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1555 goto leave; 1518 break;
1556 1519
1557 case CONTAINER: 1520 case CONTAINER:
1558 apply_container (victim, trap); 1521 apply_container (victim, trap);
1559 goto leave; 1522 break;
1560 1523
1561 case RUNE: 1524 case RUNE:
1562 case TRAP: 1525 case TRAP:
1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1565 goto leave; 1528 break;
1566 1529
1567 default: 1530 default:
1568 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 "
1569 "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);
1570 goto leave; 1533 break;
1571 } 1534 }
1572 1535
1573leave:
1574 recursion_depth--; 1536 recursion_depth--;
1575} 1537}
1576 1538
1577/** 1539/**
1578 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1617 1579
1618 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1619 1581
1620 if (player *pl = op->contr) 1582 if (player *pl = op->contr)
1621 if (client *ns = pl->ns) 1583 if (client *ns = pl->ns)
1622 if (ns->can_msg)
1623 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));
1624 else
1625 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1626 msgType->message_type, msgType->message_subtype,
1627 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1628 long_desc (tmp, op), &tmp->msg);
1629 1585
1630 /* gain xp from reading */ 1586 /* gain xp from reading */
1631 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1632 { /* only if not read before */ 1588 { /* only if not read before */
1633 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1635 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1636 { 1592 {
1637 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1638 SET_FLAG (tmp, FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1639 1595
1640 /* If in a container, update how it looks */ 1596 if (object *pl = tmp->visible_to ())
1641 if (tmp->env)
1642 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1643 else
1644 op->contr->ns->floorbox_update ();
1645 } 1598 }
1646 1599
1647 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1648 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 */
1649 } 1602 }
1790 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);
1791 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!");
1792 return; 1745 return;
1793 } 1746 }
1794 1747
1795 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1796 { 1750 {
1797 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));
1798 return; 1753 return;
1799 } 1754 }
1800 1755
1801 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));
1802 1757
1803 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1804 {
1805 identify (tmp); 1759 identify (tmp);
1806
1807 if (tmp->env)
1808 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1809 else
1810 op->contr->ns->floorbox_update ();
1811 }
1812 1760
1813 /* 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
1814 * 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
1815 * 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
1816 * they would have a special prayer mark. 1764 * they would have a special prayer mark.
1966 if (op->destroyed () || tmp->destroyed ()) 1914 if (op->destroyed () || tmp->destroyed ())
1967 break; 1915 break;
1968 } 1916 }
1969 1917
1970 if (!tmp->destroyed () && !tmp->inv) 1918 if (!tmp->destroyed () && !tmp->inv)
1971 tmp->decrease (); 1919 tmp->decrease (true);
1972} 1920}
1973 1921
1974/** 1922/**
1975 * op eats food. 1923 * op eats food.
1976 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
2171 op->statusmsg (buf); 2119 op->statusmsg (buf);
2172 2120
2173 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2174 i = -1; 2122 i = -1;
2175 if (winners > 0) 2123 if (winners > 0)
2176 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2177 2125
2178 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2179 { 2127 {
2180 /* resistance increased! */ 2128 /* resistance increased! */
2181 skin->resist[i]++; 2129 skin->resist[i]++;
2240 2188
2241 op->statusmsg ("Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2242 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2243} 2191}
2244 2192
2245extern void 2193void
2246apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2247{ 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
2248 if (op->type == PLAYER) 2201 if (op->type == PLAYER)
2249 { 2202 {
2250 op->contr->play_sound (sound_find ("drink_poison")); 2203 op->contr->play_sound (sound_find ("drink_poison"));
2251 op->failmsg ("Yech! That tasted poisonous!"); 2204 op->failmsg ("Yech! That tasted poisonous!");
2252 strcpy (op->contr->killer, "poisonous booze"); 2205 op->contr->killer = poison;
2253 } 2206 }
2254 2207
2255 if (tmp->stats.hp > 0) 2208 if (poison->stats.hp > 0)
2256 { 2209 {
2257 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);
2258 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2259 } 2212 }
2260 2213
2261 op->stats.food -= op->stats.food / 4; 2214 op->stats.food -= op->stats.food / 4;
2262 handle_apply_yield (tmp); 2215 poison->destroy ();
2263 tmp->decrease ();
2264} 2216}
2265 2217
2266/** 2218/**
2267 * 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.
2268 * A valid 2 way exit means: 2220 * A valid 2 way exit means:
2352 2304
2353 return 0; 2305 return 0;
2354} 2306}
2355 2307
2356/** 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/**
2357 * Main apply handler. 2554 * Main apply handler.
2358 * 2555 *
2359 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2360 * 2557 *
2361 * Return value: 2558 * Return value:
2362 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2363 * 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
2364 * 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
2365 * 2562 *
2366 * 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
2367 * being applied. 2564 * being applied.
2368 * 2565 *
2369 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2370 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2371 */ 2568 */
2372int 2569int
2373manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2374{ 2571{
2375 if (tmp->head) 2572 op = op->head_ ();
2376 tmp = tmp->head;
2377 2573
2378 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2379 { 2575 {
2380 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2381 { 2577 {
2578 examine (who, op);
2382 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
2383 return 1; 2580 return 1;
2384 } 2581 }
2385 else 2582 else
2386 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2387 } 2584 }
2388 2585
2389 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2390 return RESULT_INT (0); 2587 return RESULT_INT (0);
2391 2588
2392 switch (tmp->type) 2589 switch (op->type)
2393 { 2590 {
2394 case CF_HANDLE: 2591 case CF_HANDLE:
2395 op->play_sound (sound_find ("turn_handle")); 2592 who->play_sound (sound_find ("turn_handle"));
2396 op->statusmsg ("You turn the handle."); 2593 who->statusmsg ("You turn the handle.");
2397 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2398 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2399 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2400 push_button (tmp); 2597 push_button (op, who);
2401 return 1; 2598 return 1;
2402 2599
2403 case TRIGGER: 2600 case TRIGGER:
2404 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2405 { 2602 {
2406 op->statusmsg ("You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2407 op->play_sound (sound_find ("turn_handle")); 2604 who->play_sound (sound_find ("turn_handle"));
2408 } 2605 }
2409 else 2606 else
2410 op->failmsg ("The handle doesn't move."); 2607 who->failmsg ("The handle doesn't move.");
2411 2608
2412 return 1; 2609 return 1;
2413 2610
2414 case EXIT: 2611 case EXIT:
2415 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2416 return 0; 2613 return 0;
2417 2614
2418 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2419 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)));
2420 else 2617 else
2421 { 2618 {
2422 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2424 op->statusmsg (tmp->msg, NDI_NAVY); 2621 who->statusmsg (op->msg, NDI_NAVY);
2425 2622
2426 op->enter_exit (tmp); 2623 who->enter_exit (op);
2427 } 2624 }
2428 2625
2429 return 1; 2626 return 1;
2430 2627
2431 case INSCRIBABLE: 2628 case INSCRIBABLE:
2432 op->statusmsg (tmp->msg); 2629 who->statusmsg (op->msg);
2433 // 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
2434 return 1; 2631 return 1;
2435 2632
2436 case SIGN: 2633 case SIGN:
2437 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2438 return 1; 2635 return 1;
2439 2636
2440 case BOOK: 2637 case BOOK:
2441 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2442 { 2639 {
2443 apply_book (op, tmp); 2640 apply_book (who, op);
2444 return 1; 2641 return 1;
2445 } 2642 }
2446 else 2643 else
2447 return 0; 2644 return 0;
2448 2645
2449 case SKILLSCROLL: 2646 case SKILLSCROLL:
2450 if (op->type == PLAYER) 2647 if (who->type == PLAYER)
2451 { 2648 {
2452 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2453 return 1; 2650 return 1;
2454 } 2651 }
2455 else 2652 else
2456 return 0; 2653 return 0;
2457 2654
2458 case SPELLBOOK: 2655 case SPELLBOOK:
2459 if (op->type == PLAYER) 2656 if (who->type == PLAYER)
2460 { 2657 {
2461 apply_spellbook (op, tmp); 2658 apply_spellbook (who, op);
2462 return 1; 2659 return 1;
2463 } 2660 }
2464 else 2661 else
2465 return 0; 2662 return 0;
2466 2663
2467 case SCROLL: 2664 case SCROLL:
2468 apply_scroll (op, tmp, 0); 2665 apply_scroll (who, op, 0);
2469 return 1; 2666 return 1;
2470 2667
2471 case POTION: 2668 case POTION:
2472 apply_potion (op, tmp); 2669 apply_potion (who, op);
2473 return 1; 2670 return 1;
2474 2671
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 //TODO: remove, as it is unsed? 2673 //TODO: remove, as it is unsed?
2477 case CLOSE_CON: 2674 case CLOSE_CON:
2478 apply_container (op, tmp->env); 2675 apply_container (who, op->env);
2479 return 1; 2676 return 1;
2480 2677
2481 case CONTAINER: 2678 case CONTAINER:
2482 apply_container (op, tmp); 2679 apply_container (who, op);
2483 return 1; 2680 return 1;
2484 2681
2485 case TREASURE: 2682 case TREASURE:
2486 if (op->type == PLAYER) 2683 if (who->type == PLAYER)
2487 { 2684 {
2488 apply_treasure (op, tmp); 2685 apply_treasure (who, op);
2489 return 1; 2686 return 1;
2490 } 2687 }
2491 else 2688 else
2492 return 0; 2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2493 2695
2494 case WEAPON: 2696 case WEAPON:
2495 case ARMOUR: 2697 case ARMOUR:
2496 case BOOTS: 2698 case BOOTS:
2497 case GLOVES: 2699 case GLOVES:
2505 case WAND: 2707 case WAND:
2506 case ROD: 2708 case ROD:
2507 case HORN: 2709 case HORN:
2508 case SKILL: 2710 case SKILL:
2509 case BOW: 2711 case BOW:
2510 case LAMP:
2511 case BUILDER: 2712 case BUILDER:
2512 case SKILL_TOOL: 2713 case SKILL_TOOL:
2513 if (tmp->env != op) 2714 if (op->env != who)
2514 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2515 2716
2516 apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2517 return 1; 2718 return 1;
2518 2719
2519 case DRINK: 2720 case DRINK:
2520 case FOOD: 2721 case FOOD:
2521 case FLESH: 2722 case FLESH:
2522 apply_food (op, tmp); 2723 apply_food (who, op);
2523 return 1; 2724 return 1;
2524 2725
2525 case POISON: 2726 case POISON:
2526 apply_poison (op, tmp); 2727 apply_poison (who, op);
2527 return 1; 2728 return 1;
2528 2729
2529 case SAVEBED: 2730 case SAVEBED:
2530 return 1; 2731 return 1;
2531 2732
2532 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2533 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2534 { 2735 {
2535 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2536 return 1; 2737 return 1;
2537 } 2738 }
2538 else 2739 else
2539 return 0; 2740 return 0;
2540 2741
2541 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2542 check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2543 return 1; 2744 return 1;
2544 2745
2545 case CLOCK: 2746 case CLOCK:
2546 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2547 { 2748 {
2548 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2549 timeofday_t tod; 2750 timeofday_t tod;
2550 2751
2551 get_tod (&tod); 2752 get_tod (&tod);
2552 op->play_sound (sound_find ("sound_clock")); 2753 who->play_sound (sound_find ("sound_clock"));
2553 op->statusmsg (format ( 2754 who->statusmsg (format (
2554 "It is %d minute%s past %d o'clock %s", 2755 "It is %d minute%s past %d o'clock %s",
2555 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2556 ((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")
2557 )); 2758 ));
2558 return 1; 2759 return 1;
2559 } 2760 }
2560 else 2761 else
2561 return 0; 2762 return 0;
2562 2763
2563 case MENU: 2764 case MENU:
2564 if (op->type == PLAYER) 2765 if (who->type == PLAYER)
2565 { 2766 {
2566 shop_listing (tmp, op); 2767 shop_listing (op, who);
2567 return 1; 2768 return 1;
2568 } 2769 }
2569 else 2770 else
2570 return 0; 2771 return 0;
2571 2772
2572 case POWER_CRYSTAL: 2773 case POWER_CRYSTAL:
2573 apply_power_crystal (op, tmp); /* see egoitem.c */ 2774 apply_power_crystal (who, op); /* see egoitem.c */
2574 return 1; 2775 return 1;
2575 2776
2576 case LIGHTER: /* for lighting torches/lanterns/etc */ 2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2577 if (op->type == PLAYER) 2778 if (who->type == PLAYER)
2578 { 2779 {
2579 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2580 return 1; 2781 return 1;
2581 } 2782 }
2582 else 2783 else
2583 return 0; 2784 return 0;
2584 2785
2585 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2586 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2587 return 1; 2788 return 1;
2588 2789
2589 default: 2790 default:
2590 return 0; 2791 return 0;
2591 } 2792 }
2592} 2793}
2593
2594 2794
2595/* 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"
2596 * 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
2597 * "but you are floating high above the ground" messages. 2797 * "but you are floating high above the ground" messages.
2598 * 2798 *
2599 * Same return value as apply() function. 2799 * Same return value as apply() function.
2600 */ 2800 */
2601int 2801int
2602player_apply (object *pl, object *op, int aflag, int quiet) 2802player_apply (object *pl, object *op, int aflag, int quiet)
2603{ 2803{
2604 int tmp;
2605
2606 if (op->env && (pl->move_type & MOVE_FLYING)) 2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2607 { 2805 {
2608 /* player is flying and applying object not in inventory */ 2806 /* player is flying and applying object not in inventory */
2609 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2610 { 2808 {
2611 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.>");
2612 return 0; 2812 return 0;
2613 } 2813 }
2614 } 2814 }
2615 2815
2616 pl->contr->last_used = op; 2816 pl->contr->last_used = op;
2617 2817
2618 tmp = manual_apply (pl, op, aflag); 2818 int tmp = manual_apply (pl, op, aflag);
2819
2619 if (!quiet) 2820 if (!quiet)
2620 { 2821 {
2621 if (tmp == 0) 2822 if (tmp == 0)
2622 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)));
2623 else if (tmp == 2) 2824 else if (tmp == 2)
2658 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2659 * 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
2660 * the item needs. 2861 * the item needs.
2661 */ 2862 */
2662 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2663 {
2664 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2665 return; 2865 return;
2666 } 2866
2667 if (floors >= 2) 2867 if (floors >= 2)
2668 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2669 } 2869 }
2670} 2870}
2671 2871
2715 break; 2915 break;
2716 2916
2717 case SKILL: 2917 case SKILL:
2718 if (who->contr) 2918 if (who->contr)
2719 { 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
2720 if (!op->invisible) 2925 if (op->invisible)
2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2927 else
2721 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2928 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2722 else
2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2724 } 2929 }
2725 2930
2726 change_abil (who, op); 2931 change_abil (who, op);
2727 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2728 break; 2933 break;
2739 case CLOAK: 2944 case CLOAK:
2740 who->statusmsg (format ("You unwear %s.", query_name (op))); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2741 change_abil (who, op); 2946 change_abil (who, op);
2742 break; 2947 break;
2743 2948
2744 case LAMP:
2745 {
2746 who->statusmsg (format ("You turn off your %s.", &op->name));
2747
2748 object *tmp2 = arch_to_object (op->other_arch);
2749 tmp2->x = op->x;
2750 tmp2->y = op->y;
2751 tmp2->map = op->map;
2752 tmp2->below = op->below;
2753 tmp2->above = op->above;
2754 tmp2->stats.food = op->stats.food;
2755 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2756
2757 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2758 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2759
2760 if (who->contr)
2761 esrv_del_item (who->contr, op->count);
2762
2763 op->destroy ();
2764 insert_ob_in_ob (tmp2, who);
2765 who->update_stats ();
2766
2767 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2768 {
2769 if (who->contr)
2770 {
2771 who->failmsg ("Oops, it feels deadly cold!");
2772 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2773 }
2774 }
2775
2776 if (who->contr)
2777 esrv_send_item (who, tmp2);
2778 }
2779
2780 return 1; /* otherwise, an attempt to drop causes problems */
2781
2782 case BOW: 2949 case BOW:
2783 case WAND: 2950 case WAND:
2784 case ROD: 2951 case ROD:
2785 case HORN: 2952 case HORN:
2786 if (player *pl = who->contr) 2953 if (player *pl = who->contr)
2813 default: 2980 default:
2814 who->statusmsg (format ("You unapply %s.", query_name (op))); 2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
2815 break; 2982 break;
2816 } 2983 }
2817 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
2818 who->update_stats (); 2989 who->update_stats ();
2819
2820 if (!(aflags & AP_NO_MERGE))
2821 {
2822 object *tmp = merge_ob (op, 0);
2823
2824 if (who->contr)
2825 {
2826 if (tmp)
2827 { /* it was merged */
2828 esrv_del_item (who->contr, op->count);
2829 op = tmp;
2830 }
2831
2832 esrv_send_item (who, op);
2833 }
2834 }
2835 2990
2836 return 0; 2991 return 0;
2837} 2992}
2838 2993
2839/** 2994/**
3137 return 1; 3292 return 1;
3138 } 3293 }
3139 3294
3140 return unapply_special (who, op, aflags); 3295 return unapply_special (who, op, aflags);
3141 } 3296 }
3142
3143 if (basic_flag == AP_UNAPPLY) 3297 else if (basic_flag == AP_UNAPPLY)
3144 return 0; 3298 return 0;
3145 3299
3146 // if the item is combat/ranged, wield the relevant slot first 3300 // if the item is combat/ranged, wield the relevant slot first
3147 // to resolve conflicts. 3301 // to resolve conflicts.
3148 if (player *pl = who->contr) 3302 if (player *pl = who->contr)
3206 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3207 */ 3361 */
3208 who->change_skill (skop); 3362 who->change_skill (skop);
3209 } 3363 }
3210 3364
3211 if (who->type == PLAYER 3365 if (!check_item_power (who, op->item_power))
3212 && op->item_power
3213 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3214 { 3366 {
3215 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);
3216 return 1; 3368 return 1;
3217 } 3369 }
3218 3370
3226 return RESULT_INT (0); 3378 return RESULT_INT (0);
3227 3379
3228 switch (op->type) 3380 switch (op->type)
3229 { 3381 {
3230 case WEAPON: 3382 case WEAPON:
3231 if (!check_weapon_power (who, op->last_eat))
3232 {
3233 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3234
3235 if (tmp)
3236 insert_ob_in_ob (tmp, who);
3237
3238 return 1;
3239 }
3240
3241 //TODO: this obviously fails for players using a shorter prefix 3383 //TODO: this obviously fails for players using a shorter prefix
3242 // i.e. "R" can use Ragnarok's sword. 3384 // i.e. "R" can use Ragnarok's sword.
3243 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3385 if (op->level && !op->name.starts_with (who->name))
3244 { 3386 {
3245 /* 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. */
3246 /* (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) */
3247 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.>");
3248 3390
3282 case AMULET: 3424 case AMULET:
3283 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3284 who->statusmsg (format ("You wear %s.", query_name (op))); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3285 change_abil (who, op); 3427 change_abil (who, op);
3286 break; 3428 break;
3287
3288 case LAMP:
3289 if (op->stats.food < 1)
3290 {
3291 who->failmsg (format (
3292 "Your %s is out of fuel! "
3293 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3294 &op->name
3295 ));
3296 return 1;
3297 }
3298
3299 who->statusmsg (format ("You turn on your %s.", &op->name));
3300
3301 tmp2 = arch_to_object (op->other_arch);
3302 tmp2->stats.food = op->stats.food;
3303 SET_FLAG (tmp2, FLAG_APPLIED);
3304
3305 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3306 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3307
3308 insert_ob_in_ob (tmp2, who);
3309
3310 /* Remove the old lantern */
3311 if (who->type == PLAYER)
3312 esrv_del_item (who->contr, op->count);
3313
3314 op->destroy ();
3315
3316 /* insert the portion that was split off */
3317 if (tmp)
3318 {
3319 insert_ob_in_ob (tmp, who);
3320 if (who->type == PLAYER)
3321 esrv_send_item (who, tmp);
3322 }
3323
3324 who->update_stats ();
3325
3326 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3327 if (who->type == PLAYER)
3328 {
3329 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3330 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3331 }
3332
3333 if (who->type == PLAYER)
3334 esrv_send_item (who, tmp2);
3335
3336 return 0;
3337 3429
3338 case SKILL_TOOL: 3430 case SKILL_TOOL:
3339 // applying a skill tool also readies the skill 3431 // applying a skill tool also readies the skill
3340 SET_FLAG (op, FLAG_APPLIED); 3432 SET_FLAG (op, FLAG_APPLIED);
3341 3433
3421 } 3513 }
3422 3514
3423 break; 3515 break;
3424 3516
3425 case BOW: 3517 case BOW:
3426 if (!check_weapon_power (who, op->last_eat)) 3518 if (op->level && !op->name.starts_with (who->name))
3427 {
3428 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3429
3430 if (tmp)
3431 insert_ob_in_ob (tmp, who);
3432
3433 return 1;
3434 }
3435
3436 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3437 { 3519 {
3438 who->failmsg ("The weapon does not recognize you as its owner. " 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3439 "H<Its name indicates that it belongs to somebody else.>"); 3521 "H<Its name indicates that it belongs to somebody else.>");
3440 if (tmp) 3522 if (tmp)
3441 insert_ob_in_ob (tmp, who); 3523 insert_ob_in_ob (tmp, who);
3499 } 3581 }
3500 3582
3501 SET_FLAG (op, FLAG_APPLIED); 3583 SET_FLAG (op, FLAG_APPLIED);
3502 3584
3503 if (tmp) 3585 if (tmp)
3504 tmp = insert_ob_in_ob (tmp, who); 3586 who->insert (tmp);
3505 3587
3506 who->update_stats (); 3588 who->update_stats ();
3507 3589
3508 /* We exclude spell casting objects. The fire code will set the 3590 /* We exclude spell casting objects. The fire code will set the
3509 * been applied flag when they are used - until that point, 3591 * been applied flag when they are used - until that point,
3515 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3516 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3517 { 3599 {
3518 who->failmsg ( 3600 who->failmsg (
3519 "Oops, it feels deadly cold! " 3601 "Oops, it feels deadly cold! "
3520 "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.>"
3521 ); 3603 );
3522 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3523 } 3605 }
3524 3606
3525 if (who->type == PLAYER) 3607 if (object *pl = op->visible_to ())
3526 {
3527 /* if multiple objects were applied, update both slots */
3528 if (tmp)
3529 esrv_send_item (who, tmp);
3530
3531 esrv_send_item (who, op); 3608 esrv_send_item (pl, op);
3532 }
3533 3609
3534 return 0; 3610 return 0;
3535} 3611}
3536 3612
3537int 3613int
3551int 3627int
3552auto_apply (object *op) 3628auto_apply (object *op)
3553{ 3629{
3554 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3555 int i; 3631 int i;
3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3556 3634
3557 switch (op->type) 3635 switch (op->type)
3558 { 3636 {
3559 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3560 if (!op->has_random_items ()) 3638 if (!op->has_random_items ())
3562 3640
3563 do 3641 do
3564 { 3642 {
3565 i = 10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3566 while ((tmp = generate_treasure (op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3567 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
3568 if (tmp == NULL) 3650 if (tmp == NULL)
3569 return 0; 3651 return 0;
3652
3570 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3571 { 3654 {
3572 tmp->destroy (); 3655 tmp->destroy ();
3573 tmp = NULL; 3656 tmp = NULL;
3574 } 3657 }
3577 3660
3578 tmp->x = op->x; 3661 tmp->x = op->x;
3579 tmp->y = op->y; 3662 tmp->y = op->y;
3580 SET_FLAG (tmp, FLAG_UNPAID); 3663 SET_FLAG (tmp, FLAG_UNPAID);
3581 insert_ob_in_map (tmp, op->map, NULL, 0); 3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3582 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3583 identify (tmp); 3665 identify (tmp);
3584 break; 3666 break;
3585 3667
3586 case TREASURE: 3668 case TREASURE:
3587 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3594 /* 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,
3595 * 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
3596 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3597 * that is put inside other objects. 3679 * that is put inside other objects.
3598 */ 3680 */
3599 for (tmp = op->inv; tmp; tmp = tmp2)
3600 {
3601 tmp2 = tmp->below;
3602 tmp->remove ();
3603
3604 if (op->env) 3681 if (op->env)
3605 insert_ob_in_ob (tmp, op->env); 3682 while (op->inv)
3606 else 3683 op->env->insert (op->inv);
3607 tmp->destroy ();
3608 }
3609 3684
3610 op->destroy (); 3685 op->destroy ();
3611 break; 3686 break;
3612 } 3687 }
3613 return tmp ? 1 : 0; 3688
3689 return !!tmp;
3614} 3690}
3615 3691
3616/** 3692/**
3617 * 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
3618 * is loaded or swapped in and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3632 3708
3633 if (tmp->inv) 3709 if (tmp->inv)
3634 { 3710 {
3635 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3636 3712
3637 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3638 { 3714 {
3639 invnext = invtmp->below; 3715 invnext = invtmp->below;
3640 3716
3641 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3642 auto_apply (invtmp); 3718 auto_apply (invtmp);
3643 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3644 { 3720 {
3645 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3646 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3647 3723
3648 invtmp->randomitems = NULL; 3724 invtmp->randomitems = NULL;
3649 } 3725 }
3650 else if (invtmp && invtmp->arch 3726 else if (invtmp && invtmp->arch
3711 } 3787 }
3712 3788
3713 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3714 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3715 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3716 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3717} 3793}
3718 3794
3719/** 3795/**
3720 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3721 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3726eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3727{ 3803{
3728 object *force; 3804 object *force;
3729 int i, did_one = 0; 3805 int i, did_one = 0;
3730 3806
3731 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3732 3810
3733 for (i = 0; i < NUM_STATS; i++)
3734 if (sint8 k = food->stats.stat (i))
3735 {
3736 force->stats.stat (i) = k;
3737 did_one = 1;
3738 }
3739
3740 /* check if we can protect the eater */
3741 for (i = 0; i < NROFATTACKS; i++)
3742 {
3743 if (food->resist[i] > 0)
3744 {
3745 force->resist[i] = food->resist[i] / 2;
3746 did_one = 1;
3747 }
3748 }
3749
3750 if (did_one)
3751 {
3752 force->set_speed (0.1);
3753 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3754 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3755 SET_FLAG (force, FLAG_APPLIED); 3813
3756 change_abil (who, force); 3814 if (force = who->force_find (key))
3757 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;
3758 } 3825 }
3759 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
3760 force->destroy (); 3857 force->destroy ();
3858 }
3761 3859
3762 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3763 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3764 { 3862 {
3765 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3766 { 3864 {
3767 assign (who->contr->killer, food->name); 3865 who->contr->killer = food;
3768 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3769 who->failmsg ("Eck!...that was poisonous!"); 3867 who->failmsg ("Eck!...that was poisonous!");
3770 } 3868 }
3771 else 3869 else
3772 { 3870 {
3776 who->failmsg ("Eck!...that was poisonous!"); 3874 who->failmsg ("Eck!...that was poisonous!");
3777 3875
3778 who->stats.hp += food->stats.hp; 3876 who->stats.hp += food->stats.hp;
3779 } 3877 }
3780 } 3878 }
3879
3781 if (food->stats.sp != 0) 3880 if (food->stats.sp != 0)
3782 { 3881 {
3783 if (QUERY_FLAG (food, FLAG_CURSED)) 3882 if (QUERY_FLAG (food, FLAG_CURSED))
3784 { 3883 {
3785 who->failmsg ("You are drained of mana!"); 3884 who->failmsg ("You are drained of mana!");
3796 } 3895 }
3797 3896
3798 who->update_stats (); 3897 who->update_stats ();
3799} 3898}
3800 3899
3801/**
3802 * Designed primarily to light torches/lanterns/etc.
3803 * Also burns up burnable material too. First object in the inventory is
3804 * the selected object to "burn". -b.t.
3805 */
3806void
3807apply_lighter (object *who, object *lighter)
3808{
3809 object *item;
3810 int is_player_env = 0;
3811
3812 item = find_marked_object (who);
3813 if (item)
3814 {
3815 if (lighter->last_eat && lighter->stats.food)
3816 { /* lighter gets used up */
3817 /* Split multiple lighters if they're being used up. Otherwise *
3818 * one charge from each would be used up. --DAMN */
3819 if (lighter->nrof > 1)
3820 {
3821 object *oneLighter = lighter->clone ();
3822
3823 lighter->nrof -= 1;
3824 oneLighter->nrof = 1;
3825 oneLighter->stats.food--;
3826 esrv_send_item (who, lighter);
3827 oneLighter = insert_ob_in_ob (oneLighter, who);
3828 esrv_send_item (who, oneLighter);
3829 }
3830 else
3831 lighter->stats.food--;
3832 }
3833 else if (lighter->last_eat)
3834 {
3835 /* no charges left in lighter */
3836 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3837 return;
3838 }
3839
3840 /* Perhaps we should split what we are trying to light on fire?
3841 * I can't see many times when you would want to light multiple
3842 * objects at once.
3843 */
3844
3845 if (who == item->in_player ())
3846 is_player_env = 1;
3847
3848 save_throw_object (item, AT_FIRE, who);
3849
3850 if (item->destroyed ())
3851 {
3852 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3853 /* Need to update the player so that the players glow radius
3854 * gets changed.
3855 */
3856 if (is_player_env)
3857 who->update_stats ();
3858 }
3859 else
3860 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3861 }
3862 else
3863 who->failmsg ("You need to mark a lightable object.");
3864}
3865 3900
3866/** 3901/**
3867 * 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.
3868 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3869 */ 3904 */
3969 } 4004 }
3970 4005
3971 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
3972 * the player ref: player.c 4007 * the player ref: player.c
3973 */ 4008 */
3974 if (change->randomitems != NULL) 4009 if (change->randomitems)
3975 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
3976 4011
3977 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
3978 4013
3979 /* first, look for the force object banning 4014 /* first, look for the force object banning
3980 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
3981 */ 4016 */
3982 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
3983 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
3984 flag_change_face = 0; 4019 flag_change_face = 0;
3985 4020
3986 if (flag_change_face) 4021 if (flag_change_face)
3987 { 4022 {
3988 pl->animation_id = GET_ANIM_ID (change);
3989 pl->face = change->face; 4023 pl->face = change->face;
3990 4024 pl->animation_id = change->animation_id;
3991 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3992 SET_FLAG (pl, FLAG_ANIMATE);
3993 else
3994 CLEAR_FLAG (pl, FLAG_ANIMATE);
3995 } 4026 }
3996 4027
3997 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
3998 /*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); */
3999 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
4000 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4001 4032
4002 break; 4033 break;
4003 } 4034 }
4004 } 4035 }
4041 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)));
4042 return; 4073 return;
4043 } 4074 }
4044 4075
4045 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
4046 find = strstr (marked->slaying, transformer->arch->archname); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
4047 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4048 { 4079 {
4049 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)));
4050 return; 4081 return;
4051 } 4082 }
4093 4124
4094 new_item->nrof = yield; 4125 new_item->nrof = yield;
4095 4126
4096 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)));
4097 4128
4098 insert_ob_in_ob (new_item, pl); 4129 pl->insert (new_item);
4099 esrv_send_inventory (pl, pl);
4100 /* Eat up one item */ 4130 /* Eat up one item */
4101 marked->decrease (); 4131 marked->decrease ();
4102 4132
4103 /* Eat one transformer if needed */ 4133 /* Eat one transformer if needed */
4104 if (transformer->stats.food) 4134 if (transformer->stats.food)

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