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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.158 by root, Wed May 7 19:19:09 2008 UTC vs.
Revision 1.201 by root, Mon Oct 12 14:00:58 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
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 if (shstr yield = tmp->kv (shstr_on_use_yield)) 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 168}
168 169
169/** 170/**
170 * Handles applying a potion. 171 * Handles applying a potion.
315 */ 316 */
316 if (tmp->inv) 317 if (tmp->inv)
317 { 318 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 320 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
323 322 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 323 }
332 else 324 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 326
335 tmp->decrease (); 327 tmp->decrease ();
378 } 370 }
379 371
380 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 373 if (op->type == PLAYER)
382 { /* only for players */ 374 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 379 else
386 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
387 381
388 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
403/**************************************************************************** 397/****************************************************************************
404 * Weapon improvement code follows 398 * Weapon improvement code follows
405 ****************************************************************************/ 399 ****************************************************************************/
406 400
407/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
408 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
409 */ 419 */
410static int 420static int
411check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
412{ 422{
413 int count = 0; 423 int count = 0;
414 424
415 if (!item) 425 if (!item)
416 return 0; 426 return 0;
417 427
418 for (op = op->below; op; op = op->below) 428 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 429 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 432 count += op->number_of ();
429 }
430 }
431 }
432 433
433 return count; 434 return count;
434} 435}
435 436
436/** 437/**
438 * op is typically the player, which is only 439 * op is typically the player, which is only
439 * really used to determine what space to look at. 440 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
441 */ 442 */
442static void 443static void
443eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 445{
445 object *prev; 446 object *prev;
446 447
447 prev = op; 448 prev = op;
448 op = op->below; 449 op = op->below;
449 450
450 while (op) 451 while (op)
451 { 452 {
452 if (strcmp (op->arch->archname, item) == 0) 453 if (op->arch->archname == item)
453 { 454 {
454 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
455 { 456 {
456 op->decrease (nrof); 457 op->decrease (nrof);
457 return; 458 return;
466 } 467 }
467 468
468 prev = op; 469 prev = op;
469 op = op->below; 470 op = op->below;
470 } 471 }
471}
472
473/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522} 472}
523 473
524/** 474/**
525 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
608 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
609 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
610 { 560 {
611 op->failmsg ("You cannot prepare magic weapons. " 561 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, " 562 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac.>"); 563 "speed or ac, or has other protections.>");
614 return 0; 564 return 0;
615 } 565 }
616 566
617 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
618 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
655 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
657 607
658 if (weapon->level == 0) 608 if (weapon->level == 0)
659 { 609 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 613 return 0;
662 } 614 }
663 615
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 618 {
666 op->failmsg ("This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 620 return 0;
668 } 621 }
669 622
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
671 { 625 {
672 op->failmsg ("Improving the weapon will make it too " 626 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 627 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 628 "really want to improve it.");
675 return 0; 629 return 0;
703 weapon->last_eat++; 657 weapon->last_eat++;
704 weapon->item_power++; 658 weapon->item_power++;
705 improver->decrease (); 659 improver->decrease ();
706 return 1; 660 return 1;
707 } 661 }
662
708 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 664 {
710 weapon->magic++; 665 weapon->magic++;
711 weapon->last_eat++; 666 weapon->last_eat++;
712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
767 op->failmsg ("Something blocks the magic of the scroll!"); 722 op->failmsg ("Something blocks the magic of the scroll!");
768 return 0; 723 return 0;
769 } 724 }
770 725
771 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
772 if (!otmp) 728 if (!otmp)
773 { 729 {
774 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.>");
775 return 0; 731 return 0;
776 } 732 }
902 * Takes one type of items and makes another. 858 * Takes one type of items and makes another.
903 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
904 * 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
905 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
906 */ 862 */
907static int 863int
908convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
909{ 865{
910 sint64 nr, price_in; 866 sint64 nr, price_in;
911 867
912 if (item->flag [FLAG_UNPAID]) 868 if (item->flag [FLAG_UNPAID])
993 item->nrof = give; 949 item->nrof = give;
994 950
995 if (nr) 951 if (nr)
996 item->nrof *= nr; 952 item->nrof *= nr;
997 953
998 if (is_in_shop (converter)) 954 if (converter->flag [FLAG_PRECIOUS])
999 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 }
1000 else if (price_in < sint64 (item->nrof) * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 966 {
1002 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",
1003 &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);
1004 /** 969 /**
1005 * 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
1006 * hopefully had something in mind when doing this. 971 * hopefully had something in mind when doing this.
1007 */ 972 */
1008 } 973 }
1009 974
1010 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
1011 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);
1012 return 1; 981 return 1;
1013} 982}
1014 983
1015/** 984/**
1092{ 1061{
1093 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1094 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1095 return 0; 1064 return 0;
1096 1065
1097 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1098 { 1067 {
1099 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1100 * 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
1101 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1102 */ 1071 */
1111/* push_button (altar);*/ 1080/* push_button (altar);*/
1112 } 1081 }
1113 else 1082 else
1114 { 1083 {
1115 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1116 push_button (altar); 1085 push_button (altar, originator);
1117 } 1086 }
1118 1087
1119 return !sacrifice; 1088 return !sacrifice;
1120 } 1089 }
1121 else 1090 else
1138 1107
1139 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1140 1109
1141 bool has_unpaid = false; 1110 bool has_unpaid = false;
1142 1111
1143 // 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
1144 // a quick and small change :( 1113 // a quick and small change :(
1145 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1146 if (item->flag [FLAG_UNPAID]) 1115 if (item->flag [FLAG_UNPAID])
1147 { 1116 {
1148 has_unpaid = true; 1117 has_unpaid = true;
1149 break; 1118 break;
1150 } 1119 }
1151 1120
1152 if (op->type != PLAYER) 1121 if (!op->is_player ())
1153 { 1122 {
1154 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1155 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1156 * the shop. 1125 * the shop.
1157 */ 1126 */
1161 1130
1162 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1163 { 1132 {
1164 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);
1165 1134
1135 if (i >= 0)
1166 tmp->remove (); 1136 tmp->move (i);
1167
1168 if (i == -1)
1169 i = 0;
1170
1171 tmp->map = op->map;
1172 tmp->x = op->x + freearr_x[i];
1173 tmp->y = op->y + freearr_y[i];
1174 insert_ob_in_map (tmp, op->map, op, 0);
1175 } 1137 }
1176 } 1138 }
1177 1139
1178 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1179 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1190 if (i != -1) 1152 if (i != -1)
1191 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);
1192 1154
1193 return 0; 1155 return 0;
1194 } 1156 }
1157
1195 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1196 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1197 */ 1160 */
1198 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1199 } 1162 }
1254 * Handles applying a sign. 1217 * Handles applying a sign.
1255 */ 1218 */
1256static void 1219static void
1257apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1258{ 1221{
1259 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 }
1260 1230
1261 if (!sign->msg) 1231 if (!sign->msg)
1262 { 1232 {
1263 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 "));
1264 return; 1237 return;
1265 } 1238 }
1266 1239
1267 if (sign->stats.food) 1240 if (sign->stats.food)
1268 { 1241 {
1269 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1270 { 1243 {
1271 if (!sign->move_on) 1244 if (!sign->move_on)
1272 op->statusmsg ("You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1273 1246
1274 return; 1247 return;
1275 } 1248 }
1276 1249
1277 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1295 if (sign->sound) 1268 if (sign->sound)
1296 ns->play_sound (sign->sound); 1269 ns->play_sound (sign->sound);
1297 else if (autoapply) 1270 else if (autoapply)
1298 ns->play_sound (sound_find ("msg_voice")); 1271 ns->play_sound (sound_find ("msg_voice"));
1299 1272
1300 if (ns->can_msg)
1301 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));
1302 else
1303 {
1304 msgType = get_readable_message_type (sign);
1305 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1306 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1307 }
1308 } 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);
1309} 1307}
1310 1308
1311/** 1309/**
1312 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1313 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1344 1342
1345 recursion_depth++; 1343 recursion_depth++;
1346 if (trap->head) 1344 if (trap->head)
1347 trap = trap->head; 1345 trap = trap->head;
1348 1346
1349 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)))
1350 goto leave;
1351
1352 switch (trap->type) 1348 switch (trap->type)
1353 { 1349 {
1354 case PLAYERMOVER: 1350 case PLAYERMOVER:
1355 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:
1356 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1357 if (!trap->stats.maxsp) 1422 if (!trap->value)
1358 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1359 1425
1360 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1361 * 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
1362 */ 1441 */
1363 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1364 1443
1365 /* 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)
1366 * above with some objects have zero speed, and thus the player 1445 {
1367 * 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 }
1368 */ 1455 }
1369 if (victim->speed_left < -50.f) 1456 break;
1370 victim->speed_left = -50.f;
1371 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1372 } 1457 }
1373 goto leave;
1374 1458
1375 case SPINNER: 1459 case CONVERTER:
1376 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1377 {
1378 victim->direction = absdir (victim->direction - trap->stats.sp);
1379 update_turn_face (victim);
1380 }
1381 goto leave;
1382
1383 case DIRECTOR:
1384 if (victim->direction && !should_director_abort (trap, victim))
1385 {
1386 victim->direction = trap->stats.sp;
1387 update_turn_face (victim);
1388 }
1389 goto leave;
1390
1391 case BUTTON:
1392 case PEDESTAL:
1393 update_button (trap);
1394 goto leave;
1395
1396 case ALTAR:
1397 /* sacrifice victim on trap */
1398 apply_altar (trap, victim, originator);
1399 goto leave;
1400
1401 case THROWN_OBJ:
1402 if (trap->inv == NULL)
1403 goto leave;
1404 /* fallthrough */
1405
1406 case ARROW:
1407 /* bad bug: monster throw a object, make a step forwards, step on object ,
1408 * trigger this here and get hit by own missile - and will be own enemy.
1409 * Victim then is his own enemy and will start to kill herself (this is
1410 * removed) but we have not synced victim and his missile. To avoid senseless
1411 * action, we avoid hits here
1412 */
1413 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1414 hit_with_arrow (trap, victim);
1415 goto leave;
1416
1417 case SPELL_EFFECT:
1418 apply_spell_effect (trap, victim);
1419 goto leave;
1420
1421 case TRAPDOOR:
1422 {
1423 int max, sound_was_played;
1424 object *ab, *ab_next;
1425
1426 if (!trap->value)
1427 { 1461 {
1428 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1429 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1430 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1431 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1432 tot += ab->head_ ()->total_weight ();
1433
1434 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1435 goto leave;
1436
1437 SET_ANIMATION (trap, trap->value);
1438 update_object (trap, UP_OBJ_FACE);
1439 } 1464 }
1440 1465
1441 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))
1442 { 1488 {
1443 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1444 * ab->above would be bogus 1490 * players output.
1445 */ 1491 */
1446 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1447 1494
1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1449 { 1496 victim->enter_exit (trap);
1450 if (!sound_was_played)
1451 {
1452 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1453 sound_was_played = 1;
1454 }
1455
1456 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1457 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1458 }
1459 } 1497 }
1460 goto leave; 1498 break;
1461 }
1462 1499
1463 case CONVERTER:
1464 if (convert_item (victim, trap) < 0)
1465 {
1466 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1467 archetype::get (shstr_burnout)->insert_at (trap, trap);
1468 }
1469
1470 goto leave;
1471
1472 case TRIGGER_BUTTON:
1473 case TRIGGER_PEDESTAL:
1474 case TRIGGER_ALTAR:
1475 check_trigger (trap, victim);
1476 goto leave;
1477
1478 case DEEP_SWAMP:
1479 walk_on_deep_swamp (trap, victim);
1480 goto leave;
1481
1482 case CHECK_INV:
1483 check_inv (victim, trap);
1484 goto leave;
1485
1486 case HOLE:
1487 /* Hole not open? */
1488 if (trap->stats.wc > 0)
1489 goto leave;
1490
1491 /* Is this a multipart monster and not the head? If so, return.
1492 * Processing will happen if the head runs into the pit
1493 */
1494 if (victim->head)
1495 goto leave;
1496
1497 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1498 victim->statusmsg ("You fall through the hole!", NDI_RED);
1499 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1500 goto leave;
1501
1502 case EXIT:
1503 if (victim->type == PLAYER && EXIT_PATH (trap))
1504 {
1505 /* Basically, don't show exits leading to random maps the
1506 * players output.
1507 */
1508 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1509 victim->statusmsg (trap->msg, NDI_NAVY);
1510
1511 trap->play_sound (trap->sound);
1512 victim->enter_exit (trap);
1513 }
1514 goto leave;
1515
1516 case ENCOUNTER: 1500 case ENCOUNTER:
1517 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1518 goto leave; 1502 break;
1519 1503
1520 case SHOP_MAT: 1504 case SHOP_MAT:
1521 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1522 goto leave; 1506 break;
1523 1507
1524 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1525 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1526 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1527 goto leave; 1511 break;
1528 1512
1529 case SIGN: 1513 case SIGN:
1530 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1531 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1532 1516
1533 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1534 goto leave; 1518 break;
1535 1519
1536 case CONTAINER: 1520 case CONTAINER:
1537 apply_container (victim, trap); 1521 apply_container (victim, trap);
1538 goto leave; 1522 break;
1539 1523
1540 case RUNE: 1524 case RUNE:
1541 case TRAP: 1525 case TRAP:
1542 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1543 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1544 goto leave; 1528 break;
1545 1529
1546 default: 1530 default:
1547 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 "
1548 "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);
1549 goto leave; 1533 break;
1550 } 1534 }
1551 1535
1552leave:
1553 recursion_depth--; 1536 recursion_depth--;
1554} 1537}
1555 1538
1556/** 1539/**
1557 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1596 1579
1597 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1598 1581
1599 if (player *pl = op->contr) 1582 if (player *pl = op->contr)
1600 if (client *ns = pl->ns) 1583 if (client *ns = pl->ns)
1601 if (ns->can_msg)
1602 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));
1603 else
1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1605 msgType->message_type, msgType->message_subtype,
1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607 long_desc (tmp, op), &tmp->msg);
1608 1585
1609 /* gain xp from reading */ 1586 /* gain xp from reading */
1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1611 { /* only if not read before */ 1588 { /* only if not read before */
1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1766 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);
1767 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!");
1768 return; 1745 return;
1769 } 1746 }
1770 1747
1771 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1772 { 1750 {
1773 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));
1774 return; 1753 return;
1775 } 1754 }
1776 1755
1777 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));
1778 1757
1935 if (op->destroyed () || tmp->destroyed ()) 1914 if (op->destroyed () || tmp->destroyed ())
1936 break; 1915 break;
1937 } 1916 }
1938 1917
1939 if (!tmp->destroyed () && !tmp->inv) 1918 if (!tmp->destroyed () && !tmp->inv)
1940 tmp->decrease (); 1919 tmp->decrease (true);
1941} 1920}
1942 1921
1943/** 1922/**
1944 * op eats food. 1923 * op eats food.
1945 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
2140 op->statusmsg (buf); 2119 op->statusmsg (buf);
2141 2120
2142 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2143 i = -1; 2122 i = -1;
2144 if (winners > 0) 2123 if (winners > 0)
2145 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2146 2125
2147 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2148 { 2127 {
2149 /* resistance increased! */ 2128 /* resistance increased! */
2150 skin->resist[i]++; 2129 skin->resist[i]++;
2325 2304
2326 return 0; 2305 return 0;
2327} 2306}
2328 2307
2329/** 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/**
2330 * Main apply handler. 2554 * Main apply handler.
2331 * 2555 *
2332 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2333 * 2557 *
2334 * Return value: 2558 * Return value:
2335 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2336 * 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
2337 * 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
2338 * 2562 *
2339 * 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
2340 * being applied. 2564 * being applied.
2341 * 2565 *
2342 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2343 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2344 */ 2568 */
2345int 2569int
2346manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2347{ 2571{
2348 tmp = tmp->head_ (); 2572 op = op->head_ ();
2349 2573
2350 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2351 { 2575 {
2352 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2353 { 2577 {
2578 examine (who, op);
2354 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
2355 return 1; 2580 return 1;
2356 } 2581 }
2357 else 2582 else
2358 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2359 } 2584 }
2360 2585
2361 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2362 return RESULT_INT (0); 2587 return RESULT_INT (0);
2363 2588
2364 switch (tmp->type) 2589 switch (op->type)
2365 { 2590 {
2366 case CF_HANDLE: 2591 case CF_HANDLE:
2367 op->play_sound (sound_find ("turn_handle")); 2592 who->play_sound (sound_find ("turn_handle"));
2368 op->statusmsg ("You turn the handle."); 2593 who->statusmsg ("You turn the handle.");
2369 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2370 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2371 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2372 push_button (tmp); 2597 push_button (op, who);
2373 return 1; 2598 return 1;
2374 2599
2375 case TRIGGER: 2600 case TRIGGER:
2376 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2377 { 2602 {
2378 op->statusmsg ("You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2379 op->play_sound (sound_find ("turn_handle")); 2604 who->play_sound (sound_find ("turn_handle"));
2380 } 2605 }
2381 else 2606 else
2382 op->failmsg ("The handle doesn't move."); 2607 who->failmsg ("The handle doesn't move.");
2383 2608
2384 return 1; 2609 return 1;
2385 2610
2386 case EXIT: 2611 case EXIT:
2387 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2388 return 0; 2613 return 0;
2389 2614
2390 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2391 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)));
2392 else 2617 else
2393 { 2618 {
2394 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2395 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2396 op->statusmsg (tmp->msg, NDI_NAVY); 2621 who->statusmsg (op->msg, NDI_NAVY);
2397 2622
2398 op->enter_exit (tmp); 2623 who->enter_exit (op);
2399 } 2624 }
2400 2625
2401 return 1; 2626 return 1;
2402 2627
2403 case INSCRIBABLE: 2628 case INSCRIBABLE:
2404 op->statusmsg (tmp->msg); 2629 who->statusmsg (op->msg);
2405 // 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
2406 return 1; 2631 return 1;
2407 2632
2408 case SIGN: 2633 case SIGN:
2409 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2410 return 1; 2635 return 1;
2411 2636
2412 case BOOK: 2637 case BOOK:
2413 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2414 { 2639 {
2415 apply_book (op, tmp); 2640 apply_book (who, op);
2416 return 1; 2641 return 1;
2417 } 2642 }
2418 else 2643 else
2419 return 0; 2644 return 0;
2420 2645
2421 case SKILLSCROLL: 2646 case SKILLSCROLL:
2422 if (op->type == PLAYER) 2647 if (who->type == PLAYER)
2423 { 2648 {
2424 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2425 return 1; 2650 return 1;
2426 } 2651 }
2427 else 2652 else
2428 return 0; 2653 return 0;
2429 2654
2430 case SPELLBOOK: 2655 case SPELLBOOK:
2431 if (op->type == PLAYER) 2656 if (who->type == PLAYER)
2432 { 2657 {
2433 apply_spellbook (op, tmp); 2658 apply_spellbook (who, op);
2434 return 1; 2659 return 1;
2435 } 2660 }
2436 else 2661 else
2437 return 0; 2662 return 0;
2438 2663
2439 case SCROLL: 2664 case SCROLL:
2440 apply_scroll (op, tmp, 0); 2665 apply_scroll (who, op, 0);
2441 return 1; 2666 return 1;
2442 2667
2443 case POTION: 2668 case POTION:
2444 apply_potion (op, tmp); 2669 apply_potion (who, op);
2445 return 1; 2670 return 1;
2446 2671
2447 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2448 //TODO: remove, as it is unsed? 2673 //TODO: remove, as it is unsed?
2449 case CLOSE_CON: 2674 case CLOSE_CON:
2450 apply_container (op, tmp->env); 2675 apply_container (who, op->env);
2451 return 1; 2676 return 1;
2452 2677
2453 case CONTAINER: 2678 case CONTAINER:
2454 apply_container (op, tmp); 2679 apply_container (who, op);
2455 return 1; 2680 return 1;
2456 2681
2457 case TREASURE: 2682 case TREASURE:
2458 if (op->type == PLAYER) 2683 if (who->type == PLAYER)
2459 { 2684 {
2460 apply_treasure (op, tmp); 2685 apply_treasure (who, op);
2461 return 1; 2686 return 1;
2462 } 2687 }
2463 else 2688 else
2464 return 0; 2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2465 2695
2466 case WEAPON: 2696 case WEAPON:
2467 case ARMOUR: 2697 case ARMOUR:
2468 case BOOTS: 2698 case BOOTS:
2469 case GLOVES: 2699 case GLOVES:
2477 case WAND: 2707 case WAND:
2478 case ROD: 2708 case ROD:
2479 case HORN: 2709 case HORN:
2480 case SKILL: 2710 case SKILL:
2481 case BOW: 2711 case BOW:
2482 case LAMP:
2483 case BUILDER: 2712 case BUILDER:
2484 case SKILL_TOOL: 2713 case SKILL_TOOL:
2485 if (tmp->env != op) 2714 if (op->env != who)
2486 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2487 2716
2488 apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2489 return 1; 2718 return 1;
2490 2719
2491 case DRINK: 2720 case DRINK:
2492 case FOOD: 2721 case FOOD:
2493 case FLESH: 2722 case FLESH:
2494 apply_food (op, tmp); 2723 apply_food (who, op);
2495 return 1; 2724 return 1;
2496 2725
2497 case POISON: 2726 case POISON:
2498 apply_poison (op, tmp); 2727 apply_poison (who, op);
2499 return 1; 2728 return 1;
2500 2729
2501 case SAVEBED: 2730 case SAVEBED:
2502 return 1; 2731 return 1;
2503 2732
2504 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2505 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2506 { 2735 {
2507 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2508 return 1; 2737 return 1;
2509 } 2738 }
2510 else 2739 else
2511 return 0; 2740 return 0;
2512 2741
2513 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2514 check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2515 return 1; 2744 return 1;
2516 2745
2517 case CLOCK: 2746 case CLOCK:
2518 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2519 { 2748 {
2520 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2521 timeofday_t tod; 2750 timeofday_t tod;
2522 2751
2523 get_tod (&tod); 2752 get_tod (&tod);
2524 op->play_sound (sound_find ("sound_clock")); 2753 who->play_sound (sound_find ("sound_clock"));
2525 op->statusmsg (format ( 2754 who->statusmsg (format (
2526 "It is %d minute%s past %d o'clock %s", 2755 "It is %d minute%s past %d o'clock %s",
2527 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2528 ((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")
2529 )); 2758 ));
2530 return 1; 2759 return 1;
2531 } 2760 }
2532 else 2761 else
2533 return 0; 2762 return 0;
2534 2763
2535 case MENU: 2764 case MENU:
2536 if (op->type == PLAYER) 2765 if (who->type == PLAYER)
2537 { 2766 {
2538 shop_listing (tmp, op); 2767 shop_listing (op, who);
2539 return 1; 2768 return 1;
2540 } 2769 }
2541 else 2770 else
2542 return 0; 2771 return 0;
2543 2772
2544 case POWER_CRYSTAL: 2773 case POWER_CRYSTAL:
2545 apply_power_crystal (op, tmp); /* see egoitem.c */ 2774 apply_power_crystal (who, op); /* see egoitem.c */
2546 return 1; 2775 return 1;
2547 2776
2548 case LIGHTER: /* for lighting torches/lanterns/etc */ 2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2549 if (op->type == PLAYER) 2778 if (who->type == PLAYER)
2550 { 2779 {
2551 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2552 return 1; 2781 return 1;
2553 } 2782 }
2554 else 2783 else
2555 return 0; 2784 return 0;
2556 2785
2557 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2558 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2559 return 1; 2788 return 1;
2560 2789
2561 default: 2790 default:
2562 return 0; 2791 return 0;
2563 } 2792 }
2630 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2631 * 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
2632 * the item needs. 2861 * the item needs.
2633 */ 2862 */
2634 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2635 {
2636 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2637 return; 2865 return;
2638 } 2866
2639 if (floors >= 2) 2867 if (floors >= 2)
2640 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2641 } 2869 }
2642} 2870}
2643 2871
2687 break; 2915 break;
2688 2916
2689 case SKILL: 2917 case SKILL:
2690 if (who->contr) 2918 if (who->contr)
2691 { 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
2692 if (!op->invisible) 2925 if (op->invisible)
2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2927 else
2693 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2928 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2694 else
2695 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2696 } 2929 }
2697 2930
2698 change_abil (who, op); 2931 change_abil (who, op);
2699 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2700 break; 2933 break;
2710 case BRACERS: 2943 case BRACERS:
2711 case CLOAK: 2944 case CLOAK:
2712 who->statusmsg (format ("You unwear %s.", query_name (op))); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2713 change_abil (who, op); 2946 change_abil (who, op);
2714 break; 2947 break;
2715
2716 case LAMP:
2717 {
2718 who->statusmsg (format ("You turn off your %s.", &op->name));
2719
2720 object *tmp2 = arch_to_object (op->other_arch);
2721 tmp2->x = op->x;
2722 tmp2->y = op->y;
2723 tmp2->map = op->map;
2724 tmp2->below = op->below;
2725 tmp2->above = op->above;
2726 tmp2->stats.food = op->stats.food;
2727 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2728
2729 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2730 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2731
2732 op->destroy ();
2733 who->insert (tmp2);
2734 who->update_stats ();
2735
2736 if (who->contr)
2737 {
2738 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2739 {
2740 who->failmsg ("Oops, it feels deadly cold!");
2741 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2742 }
2743 }
2744 }
2745
2746 return 1; /* otherwise, an attempt to drop causes problems */
2747 2948
2748 case BOW: 2949 case BOW:
2749 case WAND: 2950 case WAND:
2750 case ROD: 2951 case ROD:
2751 case HORN: 2952 case HORN:
3091 return 1; 3292 return 1;
3092 } 3293 }
3093 3294
3094 return unapply_special (who, op, aflags); 3295 return unapply_special (who, op, aflags);
3095 } 3296 }
3096
3097 if (basic_flag == AP_UNAPPLY) 3297 else if (basic_flag == AP_UNAPPLY)
3098 return 0; 3298 return 0;
3099 3299
3100 // if the item is combat/ranged, wield the relevant slot first 3300 // if the item is combat/ranged, wield the relevant slot first
3101 // to resolve conflicts. 3301 // to resolve conflicts.
3102 if (player *pl = who->contr) 3302 if (player *pl = who->contr)
3160 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3161 */ 3361 */
3162 who->change_skill (skop); 3362 who->change_skill (skop);
3163 } 3363 }
3164 3364
3165 if (who->type == PLAYER 3365 if (!check_item_power (who, op->item_power))
3166 && op->item_power
3167 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3168 { 3366 {
3169 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);
3170 return 1; 3368 return 1;
3171 } 3369 }
3172 3370
3180 return RESULT_INT (0); 3378 return RESULT_INT (0);
3181 3379
3182 switch (op->type) 3380 switch (op->type)
3183 { 3381 {
3184 case WEAPON: 3382 case WEAPON:
3185 if (!check_weapon_power (who, op->last_eat))
3186 {
3187 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3188
3189 if (tmp)
3190 insert_ob_in_ob (tmp, who);
3191
3192 return 1;
3193 }
3194
3195 //TODO: this obviously fails for players using a shorter prefix 3383 //TODO: this obviously fails for players using a shorter prefix
3196 // i.e. "R" can use Ragnarok's sword. 3384 // i.e. "R" can use Ragnarok's sword.
3197 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3385 if (op->level && !op->name.starts_with (who->name))
3198 { 3386 {
3199 /* 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. */
3200 /* (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) */
3201 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.>");
3202 3390
3236 case AMULET: 3424 case AMULET:
3237 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3238 who->statusmsg (format ("You wear %s.", query_name (op))); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3239 change_abil (who, op); 3427 change_abil (who, op);
3240 break; 3428 break;
3241
3242 case LAMP:
3243 if (op->stats.food < 1)
3244 {
3245 who->failmsg (format (
3246 "Your %s is out of fuel! "
3247 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3248 &op->name
3249 ));
3250 return 1;
3251 }
3252
3253 who->statusmsg (format ("You turn on your %s.", &op->name));
3254
3255 tmp2 = arch_to_object (op->other_arch);
3256 tmp2->stats.food = op->stats.food;
3257 SET_FLAG (tmp2, FLAG_APPLIED);
3258
3259 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3260 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3261
3262 who->insert (tmp2);
3263
3264 /* Remove the old lantern */
3265 op->destroy ();
3266
3267 /* insert the portion that was split off */
3268 if (tmp)
3269 who->insert (tmp);
3270
3271 who->update_stats ();
3272
3273 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3274 if (who->type == PLAYER)
3275 {
3276 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 }
3279
3280 return 0;
3281 3429
3282 case SKILL_TOOL: 3430 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill 3431 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED); 3432 SET_FLAG (op, FLAG_APPLIED);
3285 3433
3365 } 3513 }
3366 3514
3367 break; 3515 break;
3368 3516
3369 case BOW: 3517 case BOW:
3370 if (!check_weapon_power (who, op->last_eat)) 3518 if (op->level && !op->name.starts_with (who->name))
3371 {
3372 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3373
3374 if (tmp)
3375 insert_ob_in_ob (tmp, who);
3376
3377 return 1;
3378 }
3379
3380 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3381 { 3519 {
3382 who->failmsg ("The weapon does not recognize you as its owner. " 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3383 "H<Its name indicates that it belongs to somebody else.>"); 3521 "H<Its name indicates that it belongs to somebody else.>");
3384 if (tmp) 3522 if (tmp)
3385 insert_ob_in_ob (tmp, who); 3523 insert_ob_in_ob (tmp, who);
3459 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3460 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3461 { 3599 {
3462 who->failmsg ( 3600 who->failmsg (
3463 "Oops, it feels deadly cold! " 3601 "Oops, it feels deadly cold! "
3464 "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.>"
3465 ); 3603 );
3466 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3467 } 3605 }
3468 3606
3469 if (object *pl = op->visible_to ()) 3607 if (object *pl = op->visible_to ())
3489int 3627int
3490auto_apply (object *op) 3628auto_apply (object *op)
3491{ 3629{
3492 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3493 int i; 3631 int i;
3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3494 3634
3495 switch (op->type) 3635 switch (op->type)
3496 { 3636 {
3497 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3498 if (!op->has_random_items ()) 3638 if (!op->has_random_items ())
3500 3640
3501 do 3641 do
3502 { 3642 {
3503 i = 10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3504 while ((tmp = generate_treasure (op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3505 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
3506 if (tmp == NULL) 3650 if (tmp == NULL)
3507 return 0; 3651 return 0;
3652
3508 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3509 { 3654 {
3510 tmp->destroy (); 3655 tmp->destroy ();
3511 tmp = NULL; 3656 tmp = NULL;
3512 } 3657 }
3515 3660
3516 tmp->x = op->x; 3661 tmp->x = op->x;
3517 tmp->y = op->y; 3662 tmp->y = op->y;
3518 SET_FLAG (tmp, FLAG_UNPAID); 3663 SET_FLAG (tmp, FLAG_UNPAID);
3519 insert_ob_in_map (tmp, op->map, NULL, 0); 3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3520 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3521 identify (tmp); 3665 identify (tmp);
3522 break; 3666 break;
3523 3667
3524 case TREASURE: 3668 case TREASURE:
3525 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3532 /* 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,
3533 * 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
3534 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3535 * that is put inside other objects. 3679 * that is put inside other objects.
3536 */ 3680 */
3537 for (tmp = op->inv; tmp; tmp = tmp2)
3538 {
3539 tmp2 = tmp->below;
3540 tmp->remove ();
3541
3542 if (op->env) 3681 if (op->env)
3543 insert_ob_in_ob (tmp, op->env); 3682 while (op->inv)
3544 else 3683 op->env->insert (op->inv);
3545 tmp->destroy ();
3546 }
3547 3684
3548 op->destroy (); 3685 op->destroy ();
3549 break; 3686 break;
3550 } 3687 }
3551 return tmp ? 1 : 0; 3688
3689 return !!tmp;
3552} 3690}
3553 3691
3554/** 3692/**
3555 * 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
3556 * is loaded or swapped in and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3570 3708
3571 if (tmp->inv) 3709 if (tmp->inv)
3572 { 3710 {
3573 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3574 3712
3575 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3576 { 3714 {
3577 invnext = invtmp->below; 3715 invnext = invtmp->below;
3578 3716
3579 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3580 auto_apply (invtmp); 3718 auto_apply (invtmp);
3581 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3582 { 3720 {
3583 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3584 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3585 3723
3586 invtmp->randomitems = NULL; 3724 invtmp->randomitems = NULL;
3587 } 3725 }
3588 else if (invtmp && invtmp->arch 3726 else if (invtmp && invtmp->arch
3649 } 3787 }
3650 3788
3651 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3652 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3653 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3654 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3655} 3793}
3656 3794
3657/** 3795/**
3658 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3659 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3664eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3665{ 3803{
3666 object *force; 3804 object *force;
3667 int i, did_one = 0; 3805 int i, did_one = 0;
3668 3806
3669 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3670 3810
3671 for (i = 0; i < NUM_STATS; i++)
3672 if (sint8 k = food->stats.stat (i))
3673 {
3674 force->stats.stat (i) = k;
3675 did_one = 1;
3676 }
3677
3678 /* check if we can protect the eater */
3679 for (i = 0; i < NROFATTACKS; i++)
3680 {
3681 if (food->resist[i] > 0)
3682 {
3683 force->resist[i] = food->resist[i] / 2;
3684 did_one = 1;
3685 }
3686 }
3687
3688 if (did_one)
3689 {
3690 force->set_speed (0.1);
3691 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3692 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3693 SET_FLAG (force, FLAG_APPLIED); 3813
3694 change_abil (who, force); 3814 if (force = who->force_find (key))
3695 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;
3696 } 3825 }
3697 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
3698 force->destroy (); 3857 force->destroy ();
3858 }
3699 3859
3700 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3701 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3702 { 3862 {
3703 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3735 } 3895 }
3736 3896
3737 who->update_stats (); 3897 who->update_stats ();
3738} 3898}
3739 3899
3740/**
3741 * Designed primarily to light torches/lanterns/etc.
3742 * Also burns up burnable material too. First object in the inventory is
3743 * the selected object to "burn". -b.t.
3744 */
3745void
3746apply_lighter (object *who, object *lighter)
3747{
3748 object *item;
3749 int is_player_env = 0;
3750
3751 item = find_marked_object (who);
3752 if (item)
3753 {
3754 if (lighter->last_eat && lighter->stats.food)
3755 { /* lighter gets used up */
3756 object *oneLighter = lighter->split ();
3757 oneLighter->stats.food--;
3758 who->insert (oneLighter);
3759 }
3760 else if (lighter->last_eat)
3761 {
3762 /* no charges left in lighter */
3763 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3764 return;
3765 }
3766
3767 /* Perhaps we should split what we are trying to light on fire?
3768 * I can't see many times when you would want to light multiple
3769 * objects at once.
3770 */
3771
3772 if (who == item->in_player ())
3773 is_player_env = 1;
3774
3775 save_throw_object (item, AT_FIRE, who);
3776
3777 if (item->destroyed ())
3778 {
3779 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3780 /* Need to update the player so that the players glow radius
3781 * gets changed.
3782 */
3783 if (is_player_env)
3784 who->update_stats ();
3785 }
3786 else
3787 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3788 }
3789 else
3790 who->failmsg ("You need to mark a lightable object.");
3791}
3792 3900
3793/** 3901/**
3794 * 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.
3795 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3796 */ 3904 */
3896 } 4004 }
3897 4005
3898 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
3899 * the player ref: player.c 4007 * the player ref: player.c
3900 */ 4008 */
3901 if (change->randomitems != NULL) 4009 if (change->randomitems)
3902 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
3903 4011
3904 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
3905 4013
3906 /* first, look for the force object banning 4014 /* first, look for the force object banning
3907 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
3908 */ 4016 */
3909 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
3910 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
3911 flag_change_face = 0; 4019 flag_change_face = 0;
3912 4020
3913 if (flag_change_face) 4021 if (flag_change_face)
3914 { 4022 {
3915 pl->face = change->face; 4023 pl->face = change->face;
3917 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3918 } 4026 }
3919 4027
3920 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
3921 /*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); */
3922 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
3923 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3924 4032
3925 break; 4033 break;
3926 } 4034 }
3927 } 4035 }
3964 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)));
3965 return; 4073 return;
3966 } 4074 }
3967 4075
3968 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
3969 find = strstr (marked->slaying, transformer->arch->archname); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
3970 if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3971 { 4079 {
3972 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)));
3973 return; 4081 return;
3974 } 4082 }

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