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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.183 by root, Thu Jan 8 04:35:04 2009 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>
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\r", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
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))
401} 395}
402 396
403/**************************************************************************** 397/****************************************************************************
404 * Weapon improvement code follows 398 * Weapon improvement code follows
405 ****************************************************************************/ 399 ****************************************************************************/
400
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}
406 416
407/** 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
457 } 467 }
458 468
459 prev = op; 469 prev = op;
460 op = op->below; 470 op = op->below;
461 } 471 }
462}
463
464/**
465 * This checks to see of the player (who) is sufficient level to use a weapon
466 * with improvs improvements (typically last_eat). We take an int here
467 * instead of the object so that the improvement code can pass along the
468 * increased value to see if the object is usuable.
469 * we return 1 (true) if the player can use the weapon.
470 */
471static int
472check_weapon_power (const object *who, int improvs)
473{
474/* Old code is below (commented out). Basically, since weapons are the only
475 * object players really have any control to improve, it's a bit harsh to
476 * require high level in some combat skill, so we just use overall level.
477 */
478#if 1
479 if (((who->level / 5) + 5) >= improvs)
480 return 1;
481 else
482 return 0;
483
484#else
485 int level = 0;
486
487 /* The skill system hands out wc and dam bonuses to fighters
488 * more generously than the old system (see fix_player). Thus
489 * we need to curtail the power of player enchanted weapons.
490 * I changed this to 1 improvement per "fighter" level/5 -b.t.
491 * Note: Nothing should break by allowing this ratio to be different or
492 * using normal level - it is just a matter of play balance.
493 */
494 if (who->type == PLAYER)
495 {
496 object *wc_obj = NULL;
497
498 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
499 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
500 level = wc_obj->level;
501
502 if (!level)
503 {
504 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
505 level = who->level;
506 }
507 }
508 else
509 level = who->level;
510
511 return (improvs <= ((level / 5) + 5));
512#endif
513} 472}
514 473
515/** 474/**
516 * 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.
517 * 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.
646 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
647 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
648 607
649 if (weapon->level == 0) 608 if (weapon->level == 0)
650 { 609 {
651 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.>");
652 return 0; 613 return 0;
653 } 614 }
654 615
655 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
656 { 618 {
657 op->failmsg ("This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
658 return 0; 620 return 0;
659 } 621 }
660 622
661 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))
662 { 625 {
663 op->failmsg ("Improving the weapon will make it too " 626 op->failmsg ("Improving the weapon will make it too "
664 "powerful for you to use. Unready it if you " 627 "powerful for you to use. Unready it if you "
665 "really want to improve it."); 628 "really want to improve it.");
666 return 0; 629 return 0;
895 * Takes one type of items and makes another. 858 * Takes one type of items and makes another.
896 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
897 * 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
898 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
899 */ 862 */
900static int 863int
901convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
902{ 865{
903 sint64 nr, price_in; 866 sint64 nr, price_in;
904 867
905 if (item->flag [FLAG_UNPAID]) 868 if (item->flag [FLAG_UNPAID])
1098{ 1061{
1099 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 1064 return 0;
1102 1065
1103 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1104 { 1067 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * 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
1107 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1108 */ 1071 */
1144 1107
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 1109
1147 bool has_unpaid = false; 1110 bool has_unpaid = false;
1148 1111
1149 // 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
1150 // a quick and small change :( 1113 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 1115 if (item->flag [FLAG_UNPAID])
1153 { 1116 {
1154 has_unpaid = true; 1117 has_unpaid = true;
1379 1342
1380 recursion_depth++; 1343 recursion_depth++;
1381 if (trap->head) 1344 if (trap->head)
1382 trap = trap->head; 1345 trap = trap->head;
1383 1346
1384 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)))
1385 goto leave;
1386
1387 switch (trap->type) 1348 switch (trap->type)
1388 { 1349 {
1389 case PLAYERMOVER: 1350 case PLAYERMOVER:
1390 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:
1391 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1392 if (!trap->stats.maxsp) 1422 if (!trap->value)
1393 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1394 1425
1395 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1396 * 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
1397 */ 1441 */
1398 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1399 1443
1400 /* 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)
1401 * above with some objects have zero speed, and thus the player 1445 {
1402 * 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 }
1403 */ 1455 }
1404 if (victim->speed_left < -50.f) 1456 break;
1405 victim->speed_left = -50.f;
1406 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1407 } 1457 }
1408 goto leave;
1409 1458
1410 case SPINNER: 1459 case CONVERTER:
1411 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1412 {
1413 victim->direction = absdir (victim->direction - trap->stats.sp);
1414 update_turn_face (victim);
1415 }
1416 goto leave;
1417
1418 case DIRECTOR:
1419 if (victim->direction && !should_director_abort (trap, victim))
1420 {
1421 victim->direction = trap->stats.sp;
1422 update_turn_face (victim);
1423 }
1424 goto leave;
1425
1426 case BUTTON:
1427 case PEDESTAL:
1428 update_button (trap, originator);
1429 goto leave;
1430
1431 case ALTAR:
1432 /* sacrifice victim on trap */
1433 apply_altar (trap, victim, originator);
1434 goto leave;
1435
1436 case THROWN_OBJ:
1437 if (trap->inv == NULL)
1438 goto leave;
1439 /* fallthrough */
1440
1441 case ARROW:
1442 /* bad bug: monster throw a object, make a step forwards, step on object ,
1443 * trigger this here and get hit by own missile - and will be own enemy.
1444 * Victim then is his own enemy and will start to kill herself (this is
1445 * removed) but we have not synced victim and his missile. To avoid senseless
1446 * action, we avoid hits here
1447 */
1448 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1449 hit_with_arrow (trap, victim);
1450 goto leave;
1451
1452 case SPELL_EFFECT:
1453 apply_spell_effect (trap, victim);
1454 goto leave;
1455
1456 case TRAPDOOR:
1457 {
1458 int max, sound_was_played;
1459 object *ab, *ab_next;
1460
1461 if (!trap->value)
1462 { 1461 {
1463 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 tot += ab->head_ ()->total_weight ();
1468
1469 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1470 goto leave;
1471
1472 SET_ANIMATION (trap, trap->value);
1473 update_object (trap, UP_OBJ_FACE);
1474 } 1464 }
1475 1465
1476 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))
1477 { 1488 {
1478 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1479 * ab->above would be bogus 1490 * players output.
1480 */ 1491 */
1481 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1482 1494
1483 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1484 { 1496 victim->enter_exit (trap);
1485 if (!sound_was_played)
1486 {
1487 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1488 sound_was_played = 1;
1489 }
1490
1491 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1492 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1493 }
1494 } 1497 }
1495 goto leave; 1498 break;
1496 }
1497 1499
1498 case CONVERTER:
1499 if (convert_item (victim, trap) < 0)
1500 {
1501 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1502 archetype::get (shstr_burnout)->insert_at (trap, trap);
1503 }
1504
1505 goto leave;
1506
1507 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR:
1510 check_trigger (trap, victim);
1511 goto leave;
1512
1513 case DEEP_SWAMP:
1514 walk_on_deep_swamp (trap, victim);
1515 goto leave;
1516
1517 case CHECK_INV:
1518 check_inv (victim, trap);
1519 goto leave;
1520
1521 case HOLE:
1522 move_apply_hole (trap, victim);
1523 goto leave;
1524
1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1528 /* Basically, don't show exits leading to random maps the
1529 * players output.
1530 */
1531 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1537 goto leave;
1538
1539 case ENCOUNTER: 1500 case ENCOUNTER:
1540 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1541 goto leave; 1502 break;
1542 1503
1543 case SHOP_MAT: 1504 case SHOP_MAT:
1544 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1545 goto leave; 1506 break;
1546 1507
1547 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1548 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1549 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1550 goto leave; 1511 break;
1551 1512
1552 case SIGN: 1513 case SIGN:
1553 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1554 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1555 1516
1556 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1557 goto leave; 1518 break;
1558 1519
1559 case CONTAINER: 1520 case CONTAINER:
1560 apply_container (victim, trap); 1521 apply_container (victim, trap);
1561 goto leave; 1522 break;
1562 1523
1563 case RUNE: 1524 case RUNE:
1564 case TRAP: 1525 case TRAP:
1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1567 goto leave; 1528 break;
1568 1529
1569 default: 1530 default:
1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 goto leave; 1533 break;
1573 } 1534 }
1574 1535
1575leave:
1576 recursion_depth--; 1536 recursion_depth--;
1577} 1537}
1578 1538
1579/** 1539/**
1580 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1783 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);
1784 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!");
1785 return; 1745 return;
1786 } 1746 }
1787 1747
1788 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1789 { 1750 {
1790 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));
1791 return; 1753 return;
1792 } 1754 }
1793 1755
1794 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));
1795 1757
2342 2304
2343 return 0; 2305 return 0;
2344} 2306}
2345 2307
2346/** 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/**
2347 * Main apply handler. 2554 * Main apply handler.
2348 * 2555 *
2349 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2350 * 2557 *
2351 * Return value: 2558 * Return value:
2352 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2353 * 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
2354 * 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
2355 * 2562 *
2356 * 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
2357 * being applied. 2564 * being applied.
2358 * 2565 *
2359 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2360 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2361 */ 2568 */
2362int 2569int
2363manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2364{ 2571{
2365 tmp = tmp->head_ (); 2572 op = op->head_ ();
2366 2573
2367 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2368 { 2575 {
2369 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2370 { 2577 {
2578 examine (who, op);
2371 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
2372 return 1; 2580 return 1;
2373 } 2581 }
2374 else 2582 else
2375 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2376 } 2584 }
2377 2585
2378 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2379 return RESULT_INT (0); 2587 return RESULT_INT (0);
2380 2588
2381 switch (tmp->type) 2589 switch (op->type)
2382 { 2590 {
2383 case CF_HANDLE: 2591 case CF_HANDLE:
2384 op->play_sound (sound_find ("turn_handle")); 2592 who->play_sound (sound_find ("turn_handle"));
2385 op->statusmsg ("You turn the handle."); 2593 who->statusmsg ("You turn the handle.");
2386 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2387 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2388 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2389 push_button (tmp, op); 2597 push_button (op, who);
2390 return 1; 2598 return 1;
2391 2599
2392 case TRIGGER: 2600 case TRIGGER:
2393 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2394 { 2602 {
2395 op->statusmsg ("You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2396 op->play_sound (sound_find ("turn_handle")); 2604 who->play_sound (sound_find ("turn_handle"));
2397 } 2605 }
2398 else 2606 else
2399 op->failmsg ("The handle doesn't move."); 2607 who->failmsg ("The handle doesn't move.");
2400 2608
2401 return 1; 2609 return 1;
2402 2610
2403 case EXIT: 2611 case EXIT:
2404 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2405 return 0; 2613 return 0;
2406 2614
2407 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2408 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)));
2409 else 2617 else
2410 { 2618 {
2411 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2412 if (tmp->msg && !EXIT_PATH (tmp).starts_with ("/!")) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2413 op->statusmsg (tmp->msg, NDI_NAVY); 2621 who->statusmsg (op->msg, NDI_NAVY);
2414 2622
2415 op->enter_exit (tmp); 2623 who->enter_exit (op);
2416 } 2624 }
2417 2625
2418 return 1; 2626 return 1;
2419 2627
2420 case INSCRIBABLE: 2628 case INSCRIBABLE:
2421 op->statusmsg (tmp->msg); 2629 who->statusmsg (op->msg);
2422 // 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
2423 return 1; 2631 return 1;
2424 2632
2425 case SIGN: 2633 case SIGN:
2426 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2427 return 1; 2635 return 1;
2428 2636
2429 case BOOK: 2637 case BOOK:
2430 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2431 { 2639 {
2432 apply_book (op, tmp); 2640 apply_book (who, op);
2433 return 1; 2641 return 1;
2434 } 2642 }
2435 else 2643 else
2436 return 0; 2644 return 0;
2437 2645
2438 case SKILLSCROLL: 2646 case SKILLSCROLL:
2439 if (op->type == PLAYER) 2647 if (who->type == PLAYER)
2440 { 2648 {
2441 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2442 return 1; 2650 return 1;
2443 } 2651 }
2444 else 2652 else
2445 return 0; 2653 return 0;
2446 2654
2447 case SPELLBOOK: 2655 case SPELLBOOK:
2448 if (op->type == PLAYER) 2656 if (who->type == PLAYER)
2449 { 2657 {
2450 apply_spellbook (op, tmp); 2658 apply_spellbook (who, op);
2451 return 1; 2659 return 1;
2452 } 2660 }
2453 else 2661 else
2454 return 0; 2662 return 0;
2455 2663
2456 case SCROLL: 2664 case SCROLL:
2457 apply_scroll (op, tmp, 0); 2665 apply_scroll (who, op, 0);
2458 return 1; 2666 return 1;
2459 2667
2460 case POTION: 2668 case POTION:
2461 apply_potion (op, tmp); 2669 apply_potion (who, op);
2462 return 1; 2670 return 1;
2463 2671
2464 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2465 //TODO: remove, as it is unsed? 2673 //TODO: remove, as it is unsed?
2466 case CLOSE_CON: 2674 case CLOSE_CON:
2467 apply_container (op, tmp->env); 2675 apply_container (who, op->env);
2468 return 1; 2676 return 1;
2469 2677
2470 case CONTAINER: 2678 case CONTAINER:
2471 apply_container (op, tmp); 2679 apply_container (who, op);
2472 return 1; 2680 return 1;
2473 2681
2474 case TREASURE: 2682 case TREASURE:
2475 if (op->type == PLAYER) 2683 if (who->type == PLAYER)
2476 { 2684 {
2477 apply_treasure (op, tmp); 2685 apply_treasure (who, op);
2478 return 1; 2686 return 1;
2479 } 2687 }
2480 else 2688 else
2481 return 0; 2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2482 2695
2483 case WEAPON: 2696 case WEAPON:
2484 case ARMOUR: 2697 case ARMOUR:
2485 case BOOTS: 2698 case BOOTS:
2486 case GLOVES: 2699 case GLOVES:
2494 case WAND: 2707 case WAND:
2495 case ROD: 2708 case ROD:
2496 case HORN: 2709 case HORN:
2497 case SKILL: 2710 case SKILL:
2498 case BOW: 2711 case BOW:
2499 case LAMP:
2500 case BUILDER: 2712 case BUILDER:
2501 case SKILL_TOOL: 2713 case SKILL_TOOL:
2502 if (tmp->env != op) 2714 if (op->env != who)
2503 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2504 2716
2505 apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2506 return 1; 2718 return 1;
2507 2719
2508 case DRINK: 2720 case DRINK:
2509 case FOOD: 2721 case FOOD:
2510 case FLESH: 2722 case FLESH:
2511 apply_food (op, tmp); 2723 apply_food (who, op);
2512 return 1; 2724 return 1;
2513 2725
2514 case POISON: 2726 case POISON:
2515 apply_poison (op, tmp); 2727 apply_poison (who, op);
2516 return 1; 2728 return 1;
2517 2729
2518 case SAVEBED: 2730 case SAVEBED:
2519 return 1; 2731 return 1;
2520 2732
2521 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2522 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2523 { 2735 {
2524 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2525 return 1; 2737 return 1;
2526 } 2738 }
2527 else 2739 else
2528 return 0; 2740 return 0;
2529 2741
2530 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2531 check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2532 return 1; 2744 return 1;
2533 2745
2534 case CLOCK: 2746 case CLOCK:
2535 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2536 { 2748 {
2537 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2538 timeofday_t tod; 2750 timeofday_t tod;
2539 2751
2540 get_tod (&tod); 2752 get_tod (&tod);
2541 op->play_sound (sound_find ("sound_clock")); 2753 who->play_sound (sound_find ("sound_clock"));
2542 op->statusmsg (format ( 2754 who->statusmsg (format (
2543 "It is %d minute%s past %d o'clock %s", 2755 "It is %d minute%s past %d o'clock %s",
2544 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2545 ((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")
2546 )); 2758 ));
2547 return 1; 2759 return 1;
2548 } 2760 }
2549 else 2761 else
2550 return 0; 2762 return 0;
2551 2763
2552 case MENU: 2764 case MENU:
2553 if (op->type == PLAYER) 2765 if (who->type == PLAYER)
2554 { 2766 {
2555 shop_listing (tmp, op); 2767 shop_listing (op, who);
2556 return 1; 2768 return 1;
2557 } 2769 }
2558 else 2770 else
2559 return 0; 2771 return 0;
2560 2772
2561 case POWER_CRYSTAL: 2773 case POWER_CRYSTAL:
2562 apply_power_crystal (op, tmp); /* see egoitem.c */ 2774 apply_power_crystal (who, op); /* see egoitem.c */
2563 return 1; 2775 return 1;
2564 2776
2565 case LIGHTER: /* for lighting torches/lanterns/etc */ 2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2566 if (op->type == PLAYER) 2778 if (who->type == PLAYER)
2567 { 2779 {
2568 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2569 return 1; 2781 return 1;
2570 } 2782 }
2571 else 2783 else
2572 return 0; 2784 return 0;
2573 2785
2574 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2575 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2576 return 1; 2788 return 1;
2577 2789
2578 default: 2790 default:
2579 return 0; 2791 return 0;
2580 } 2792 }
2731 case BRACERS: 2943 case BRACERS:
2732 case CLOAK: 2944 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 2946 change_abil (who, op);
2735 break; 2947 break;
2736
2737 case LAMP:
2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2741 object *tmp2 = arch_to_object (op->other_arch);
2742 tmp2->x = op->x;
2743 tmp2->y = op->y;
2744 tmp2->map = op->map;
2745 tmp2->below = op->below;
2746 tmp2->above = op->above;
2747 tmp2->stats.food = op->stats.food;
2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749
2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2752
2753 op->destroy ();
2754 who->insert (tmp2);
2755 who->update_stats ();
2756
2757 if (who->contr)
2758 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2759 {
2760 who->failmsg ("Oops, it feels deadly cold!");
2761 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2762 }
2763 }
2764
2765 return 1; /* otherwise, an attempt to drop causes problems */
2766 2948
2767 case BOW: 2949 case BOW:
2768 case WAND: 2950 case WAND:
2769 case ROD: 2951 case ROD:
2770 case HORN: 2952 case HORN:
3178 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3179 */ 3361 */
3180 who->change_skill (skop); 3362 who->change_skill (skop);
3181 } 3363 }
3182 3364
3183 if (who->type == PLAYER 3365 if (!check_item_power (who, op->item_power))
3184 && op->item_power
3185 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3186 { 3366 {
3187 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);
3188 return 1; 3368 return 1;
3189 } 3369 }
3190 3370
3198 return RESULT_INT (0); 3378 return RESULT_INT (0);
3199 3379
3200 switch (op->type) 3380 switch (op->type)
3201 { 3381 {
3202 case WEAPON: 3382 case WEAPON:
3203 if (!check_weapon_power (who, op->last_eat))
3204 {
3205 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3206
3207 if (tmp)
3208 insert_ob_in_ob (tmp, who);
3209
3210 return 1;
3211 }
3212
3213 //TODO: this obviously fails for players using a shorter prefix 3383 //TODO: this obviously fails for players using a shorter prefix
3214 // i.e. "R" can use Ragnarok's sword. 3384 // i.e. "R" can use Ragnarok's sword.
3215 if (op->level && !op->name.starts_with (who->name)) 3385 if (op->level && !op->name.starts_with (who->name))
3216 { 3386 {
3217 /* 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. */
3254 case AMULET: 3424 case AMULET:
3255 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3256 who->statusmsg (format ("You wear %s.", query_name (op))); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3257 change_abil (who, op); 3427 change_abil (who, op);
3258 break; 3428 break;
3259
3260 case LAMP:
3261 if (op->stats.food < 1)
3262 {
3263 who->failmsg (format (
3264 "Your %s is out of fuel! "
3265 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3266 &op->name
3267 ));
3268 return 1;
3269 }
3270
3271 who->statusmsg (format ("You turn on your %s.", &op->name));
3272
3273 tmp2 = arch_to_object (op->other_arch);
3274 tmp2->stats.food = op->stats.food;
3275 SET_FLAG (tmp2, FLAG_APPLIED);
3276
3277 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3278 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3279
3280 who->insert (tmp2);
3281
3282 /* Remove the old lantern */
3283 op->destroy ();
3284
3285 /* insert the portion that was split off */
3286 if (tmp)
3287 who->insert (tmp);
3288
3289 who->update_stats ();
3290
3291 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3292 if (who->type == PLAYER)
3293 {
3294 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3295 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3296 }
3297
3298 return 0;
3299 3429
3300 case SKILL_TOOL: 3430 case SKILL_TOOL:
3301 // applying a skill tool also readies the skill 3431 // applying a skill tool also readies the skill
3302 SET_FLAG (op, FLAG_APPLIED); 3432 SET_FLAG (op, FLAG_APPLIED);
3303 3433
3383 } 3513 }
3384 3514
3385 break; 3515 break;
3386 3516
3387 case BOW: 3517 case BOW:
3388 if (!check_weapon_power (who, op->last_eat))
3389 {
3390 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3391
3392 if (tmp)
3393 insert_ob_in_ob (tmp, who);
3394
3395 return 1;
3396 }
3397
3398 if (op->level && !op->name.starts_with (who->name)) 3518 if (op->level && !op->name.starts_with (who->name))
3399 { 3519 {
3400 who->failmsg ("The weapon does not recognize you as its owner. " 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3401 "H<Its name indicates that it belongs to somebody else.>"); 3521 "H<Its name indicates that it belongs to somebody else.>");
3402 if (tmp) 3522 if (tmp)
3667 } 3787 }
3668 3788
3669 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3670 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3671 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3672 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3673} 3793}
3674 3794
3675/** 3795/**
3676 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3677 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3682eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3683{ 3803{
3684 object *force; 3804 object *force;
3685 int i, did_one = 0; 3805 int i, did_one = 0;
3686 3806
3687 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3688 3810
3689 for (i = 0; i < NUM_STATS; i++)
3690 if (sint8 k = food->stats.stat (i))
3691 {
3692 force->stats.stat (i) = k;
3693 did_one = 1;
3694 }
3695
3696 /* check if we can protect the eater */
3697 for (i = 0; i < NROFATTACKS; i++)
3698 {
3699 if (food->resist[i] > 0)
3700 {
3701 force->resist[i] = food->resist[i] / 2;
3702 did_one = 1;
3703 }
3704 }
3705
3706 if (did_one)
3707 {
3708 force->set_speed (0.1);
3709 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3710 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3711 SET_FLAG (force, FLAG_APPLIED); 3813
3712 change_abil (who, force); 3814 if (force = who->force_find (key))
3713 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;
3714 } 3825 }
3715 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
3716 force->destroy (); 3857 force->destroy ();
3858 }
3717 3859
3718 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3719 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3720 { 3862 {
3721 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3753 } 3895 }
3754 3896
3755 who->update_stats (); 3897 who->update_stats ();
3756} 3898}
3757 3899
3758/**
3759 * Designed primarily to light torches/lanterns/etc.
3760 * Also burns up burnable material too. First object in the inventory is
3761 * the selected object to "burn". -b.t.
3762 */
3763void
3764apply_lighter (object *who, object *lighter)
3765{
3766 object *item;
3767 int is_player_env = 0;
3768
3769 item = find_marked_object (who);
3770 if (item)
3771 {
3772 if (lighter->last_eat && lighter->stats.food)
3773 { /* lighter gets used up */
3774 object *oneLighter = lighter->split ();
3775 oneLighter->stats.food--;
3776 who->insert (oneLighter);
3777 }
3778 else if (lighter->last_eat)
3779 {
3780 /* no charges left in lighter */
3781 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3782 return;
3783 }
3784
3785 /* Perhaps we should split what we are trying to light on fire?
3786 * I can't see many times when you would want to light multiple
3787 * objects at once.
3788 */
3789
3790 if (who == item->in_player ())
3791 is_player_env = 1;
3792
3793 save_throw_object (item, AT_FIRE, who);
3794
3795 if (item->destroyed ())
3796 {
3797 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3798 /* Need to update the player so that the players glow radius
3799 * gets changed.
3800 */
3801 if (is_player_env)
3802 who->update_stats ();
3803 }
3804 else
3805 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3806 }
3807 else
3808 who->failmsg ("You need to mark a lightable object.");
3809}
3810 3900
3811/** 3901/**
3812 * 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.
3813 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3814 */ 3904 */

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