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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.186 by elmex, Tue Jan 13 12:07:42 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>
25 26
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\r", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
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
2346/** 2308/**
2347 * This function will try to apply a lighter and in case no lighter 2309 * This function will try to apply a lighter and in case no lighter
2348 * is specified it will try to find a lighter in the players inventory, 2310 * is specified it will try to find a lighter in the players inventory,
2349 * and inform him about this requirement. 2311 * and inform him about this requirement.
2350 * 2312 *
2351 * who - the player 2313 * who - the player
2352 * op - the item we want to light 2314 * op - the item we want to light
2353 * ligher - the lighter or 0 if a lighter has yet to be found 2315 * lighter - the lighter or 0 if a lighter has yet to be found
2354 */ 2316 */
2317static object *
2355object *auto_apply_lighter (object *who, object *op, object *lighter) 2318auto_apply_lighter (object *who, object *op, object *lighter)
2356{ 2319{
2357 if (lighter == 0) 2320 if (lighter == 0)
2358 { 2321 {
2359 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2360 { 2323 {
2407 int is_player_env = 0; 2370 int is_player_env = 0;
2408 2371
2409 item = find_marked_object (who); 2372 item = find_marked_object (who);
2410 if (item) 2373 if (item)
2411 { 2374 {
2412 if (!auto_apply_lighter (who, 0, lighter)) 2375 if (!auto_apply_lighter (who, item, lighter))
2413 return; 2376 return;
2414 2377
2415 /* Perhaps we should split what we are trying to light on fire? 2378 /* Perhaps we should split what we are trying to light on fire?
2416 * I can't see many times when you would want to light multiple 2379 * I can't see many times when you would want to light multiple
2417 * objects at once. 2380 * objects at once.
2430 "You attempt to light the %s with the %s and fail.", 2393 "You attempt to light the %s with the %s and fail.",
2431 &item->name, &lighter->name)); 2394 &item->name, &lighter->name));
2432 } 2395 }
2433 else 2396 else
2434 who->failmsg ("You need to mark a lightable object."); 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 ();
2435} 2420}
2436 2421
2437/** 2422/**
2438 * Apply for players and lamps 2423 * Apply for players and lamps
2439 * 2424 *
2465 "H<Torches and similar items burn out and become worthless.>", 2450 "H<Torches and similar items burn out and become worthless.>",
2466 &op->name)); 2451 &op->name));
2467 return; 2452 return;
2468 } 2453 }
2469 2454
2455 if (op->flag [FLAG_CURSED])
2456 {
2457 player_apply_lamp_cursed_effect (who, op);
2458 return;
2459 }
2460
2470 if (lighter) 2461 if (lighter)
2471 who->statusmsg (format ( 2462 who->statusmsg (format (
2472 "You light up the %s with the %s.", &op->name, &lighter->name)); 2463 "You light up the %s with the %s.", &op->name, &lighter->name));
2473 else 2464 else
2474 who->statusmsg (format ("You light up the %s.", &op->name)); 2465 who->statusmsg (format ("You light up the %s.", &op->name));
2475 } 2466 }
2476 else 2467 else
2477 { 2468 {
2469 if (op->flag [FLAG_CURSED])
2470 {
2471 player_apply_lamp_cursed_effect (who, op);
2472 return;
2473 }
2474
2478 if (op->type == TORCH) 2475 if (op->type == TORCH)
2479 { 2476 {
2480 if (!op->flag [FLAG_IS_LIGHTABLE]) 2477 if (!op->flag [FLAG_IS_LIGHTABLE])
2481 { 2478 {
2482 who->statusmsg (format ( 2479 who->statusmsg (format (
2599 update_object (op, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2600 push_button (op, who); 2597 push_button (op, who);
2601 return 1; 2598 return 1;
2602 2599
2603 case TRIGGER: 2600 case TRIGGER:
2604 if (check_trigger (op, who)) 2601 if (check_trigger (op, who, who))
2605 { 2602 {
2606 who->statusmsg ("You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2607 who->play_sound (sound_find ("turn_handle")); 2604 who->play_sound (sound_find ("turn_handle"));
2608 } 2605 }
2609 else 2606 else
2614 case EXIT: 2611 case EXIT:
2615 if (who->type != PLAYER) 2612 if (who->type != PLAYER)
2616 return 0; 2613 return 0;
2617 2614
2618 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2619 who->failmsg (format ("The %s is closed.", query_name (op))); 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)));
2620 else 2617 else
2621 { 2618 {
2622 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2623 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2624 who->statusmsg (op->msg, NDI_NAVY); 2621 who->statusmsg (op->msg, NDI_NAVY);
3363 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3364 */ 3361 */
3365 who->change_skill (skop); 3362 who->change_skill (skop);
3366 } 3363 }
3367 3364
3368 if (who->type == PLAYER 3365 if (!check_item_power (who, op->item_power))
3369 && op->item_power
3370 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3371 { 3366 {
3372 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);
3373 return 1; 3368 return 1;
3374 } 3369 }
3375 3370
3383 return RESULT_INT (0); 3378 return RESULT_INT (0);
3384 3379
3385 switch (op->type) 3380 switch (op->type)
3386 { 3381 {
3387 case WEAPON: 3382 case WEAPON:
3388 if (!check_weapon_power (who, op->last_eat))
3389 {
3390 op->failmsg ("This 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 //TODO: this obviously fails for players using a shorter prefix 3383 //TODO: this obviously fails for players using a shorter prefix
3399 // i.e. "R" can use Ragnarok's sword. 3384 // i.e. "R" can use Ragnarok's sword.
3400 if (op->level && !op->name.starts_with (who->name)) 3385 if (op->level && !op->name.starts_with (who->name))
3401 { 3386 {
3402 /* 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. */
3528 } 3513 }
3529 3514
3530 break; 3515 break;
3531 3516
3532 case BOW: 3517 case BOW:
3533 if (!check_weapon_power (who, op->last_eat))
3534 {
3535 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3536
3537 if (tmp)
3538 insert_ob_in_ob (tmp, who);
3539
3540 return 1;
3541 }
3542
3543 if (op->level && !op->name.starts_with (who->name)) 3518 if (op->level && !op->name.starts_with (who->name))
3544 { 3519 {
3545 who->failmsg ("The weapon does not recognize you as its owner. " 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3546 "H<Its name indicates that it belongs to somebody else.>"); 3521 "H<Its name indicates that it belongs to somebody else.>");
3547 if (tmp) 3522 if (tmp)
3812 } 3787 }
3813 3788
3814 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3815 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3818} 3793}
3819 3794
3820/** 3795/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3827eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3828{ 3803{
3829 object *force; 3804 object *force;
3830 int i, did_one = 0; 3805 int i, did_one = 0;
3831 3806
3832 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3833 3810
3834 for (i = 0; i < NUM_STATS; i++)
3835 if (sint8 k = food->stats.stat (i))
3836 {
3837 force->stats.stat (i) = k;
3838 did_one = 1;
3839 }
3840
3841 /* check if we can protect the eater */
3842 for (i = 0; i < NROFATTACKS; i++)
3843 {
3844 if (food->resist[i] > 0)
3845 {
3846 force->resist[i] = food->resist[i] / 2;
3847 did_one = 1;
3848 }
3849 }
3850
3851 if (did_one)
3852 {
3853 force->set_speed (0.1);
3854 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3855 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3856 SET_FLAG (force, FLAG_APPLIED); 3813
3857 change_abil (who, force); 3814 if (force = who->force_find (key))
3858 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;
3859 } 3825 }
3860 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
3861 force->destroy (); 3857 force->destroy ();
3858 }
3862 3859
3863 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3864 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3865 { 3862 {
3866 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))

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