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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.145 by root, Mon Apr 21 07:01:40 2008 UTC vs.
Revision 1.213 by elmex, Mon Nov 9 13:38:36 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 122
122 return !money; 123 return !money;
123 } 124 }
124 } 125 }
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 137 buf << "The item has a story:\r" << id->msg << "\n\n";
137 138
138 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
140 break; 141 break;
141 } 142 }
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 168}
186 169
187/** 170/**
188 * Handles applying a potion. 171 * Handles applying a potion.
189 */ 172 */
221 op->update_stats (); 204 op->update_stats ();
222 tmp->decrease (); 205 tmp->decrease ();
223 return 1; 206 return 1;
224 } 207 }
225 208
226 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
227 { 210 {
228 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 212 return 0;
230 } 213 }
214
231 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
232 216
233 if (depl) 217 if (depl)
234 { 218 {
235 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
247 } 231 }
248 232
249 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 235 {
252 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
253 { 237 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 239 {
256 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
257 { 241 {
292 } 276 }
293 } 277 }
294 } 278 }
295 279
296 /* Just makes checking easier */ 280 /* Just makes checking easier */
297 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
298 got_one = 1; 282 got_one = 1;
299 283
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 285 {
302 if (got_one) 286 if (got_one)
332 */ 316 */
333 if (tmp->inv) 317 if (tmp->inv)
334 { 318 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 320 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
340 322 create_exploding_ball_at (op, op->level);
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 323 }
349 else 324 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 326
352 tmp->decrease (); 327 tmp->decrease ();
395 } 370 }
396 371
397 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 373 if (op->type == PLAYER)
399 { /* only for players */ 374 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 379 else
403 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
404 381
405 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 389 * up all the stats.
413 */ 390 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 392 op->update_stats ();
416 op->decrease (); 393 tmp->decrease ();
417 return 1; 394 return 1;
418} 395}
419 396
420/**************************************************************************** 397/****************************************************************************
421 * Weapon improvement code follows 398 * Weapon improvement code follows
422 ****************************************************************************/ 399 ****************************************************************************/
423 400
424/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
425 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
426 */ 418 */
427static int 419static int
428check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
429{ 421{
430 int count = 0; 422 int count = 0;
431 423
432 if (!item) 424 if (!item)
433 return 0; 425 return 0;
434 426
435 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 431 count += op->number_of ();
446 }
447 }
448 }
449 432
450 return count; 433 return count;
451} 434}
452 435
453/** 436/**
455 * op is typically the player, which is only 438 * op is typically the player, which is only
456 * really used to determine what space to look at. 439 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
458 */ 441 */
459static void 442static void
460eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 444{
462 object *prev; 445 object *prev;
463 446
464 prev = op; 447 prev = op;
465 op = op->below; 448 op = op->below;
466 449
467 while (op) 450 while (op)
468 { 451 {
469 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
470 { 453 {
471 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
472 { 455 {
473 op->decrease (nrof); 456 op->decrease (nrof);
474 return; 457 return;
483 } 466 }
484 467
485 prev = op; 468 prev = op;
486 op = op->below; 469 op = op->below;
487 } 470 }
488}
489
490/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539} 471}
540 472
541/** 473/**
542 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
599 531
600/** 532/**
601 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
603 */ 535 */
604int 536static int
605prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
606{ 538{
607 int sacrifice_count, i; 539 int sacrifice_count, i;
608 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
609 541
625 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
627 { 559 {
628 op->failmsg ("You cannot prepare magic weapons. " 560 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, " 561 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 562 "speed or ac, or has other protections.>");
631 return 0; 563 return 0;
632 } 564 }
633 565
634 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
650 slot at once! */ 582 slot at once! */
651 improver->decrease (); 583 improver->decrease ();
652 weapon->last_eat = 0; 584 weapon->last_eat = 0;
653 return 1; 585 return 1;
654} 586}
655
656 587
657/** 588/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 590 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
663 * 594 *
664 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
665 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
666 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
667 */ 598 */
668int 599static int
669improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
670{ 601{
671 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
672 603
673 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
675 606
676 if (weapon->level == 0) 607 if (weapon->level == 0)
677 { 608 {
678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
679 return 0; 612 return 0;
680 } 613 }
681 614
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
683 { 617 {
684 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 619 return 0;
686 } 620 }
687 621
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
689 { 624 {
690 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 627 "really want to improve it.");
693 return 0; 628 return 0;
721 weapon->last_eat++; 656 weapon->last_eat++;
722 weapon->item_power++; 657 weapon->item_power++;
723 improver->decrease (); 658 improver->decrease ();
724 return 1; 659 return 1;
725 } 660 }
661
726 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 663 {
728 weapon->magic++; 664 weapon->magic++;
729 weapon->last_eat++; 665 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
770/** 706/**
771 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
773 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
774 */ 710 */
775int 711static int
776check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
777{ 713{
778 object *otmp; 714 object *otmp;
779 715
780 if (op->type != PLAYER) 716 if (op->type != PLAYER)
785 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 722 return 0;
787 } 723 }
788 724
789 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
790 if (!otmp) 727 if (!otmp)
791 { 728 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 730 return 0;
794 } 731 }
826 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
827 * the users level or 90) 764 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now. 766 * changing of physical area right now.
830 */ 767 */
831int 768static int
832improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
833{ 770{
834 object *tmp; 771 object *tmp;
835 772
836 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 836
900 if (op->type == PLAYER) 837 if (op->type == PLAYER)
901 { 838 {
902 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats (); 842 op->update_stats ();
905 } 843 }
906 844
907 improver->decrease (); 845 improver->decrease ();
908 846
909 if (tmp) 847 if (tmp)
910 { 848 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 849
915 return 1; 850 return 1;
916} 851}
917 852
918/* 853/*
922 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
923 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
924 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
925 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
926 */ 861 */
927static int 862int
928convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
929{ 864{
930 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
931 866
932 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
933 return 0; 868 return 0;
934 869
935 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
936 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
937 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
938 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
939 874
990 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 928 ob_to_copy = ob;
994 929
995 item = object_create_clone (ob_to_copy); 930 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 933 }
999 else 934 else
1000 { 935 {
1013 item->nrof = give; 948 item->nrof = give;
1014 949
1015 if (nr) 950 if (nr)
1016 item->nrof *= nr; 951 item->nrof *= nr;
1017 952
1018 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1019 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1020 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 965 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /** 968 /**
1025 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this. 970 * hopefully had something in mind when doing this.
1027 */ 971 */
1028 } 972 }
1029 973
1030 SET_FLAG (item, FLAG_IDENTIFIED); 974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1; 980 return 1;
1033} 981}
1034 982
1035/** 983/**
1036 * Handle apply on containers. 984 * Handle apply on containers.
1037 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1039 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1040 */ 988 */
1041int 989static int
1042apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1043{ 991{
1044 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1045 return 0; /* This might change */ 993 return 0; /* This might change */
1046 994
1059 } 1007 }
1060 1008
1061 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1063 { 1011 {
1064 if (op->container == sack) 1012 if (op->container_ () == sack)
1065 { 1013 {
1066 // open on ground or inv, so close 1014 // open on ground or inv, so close
1067 op->close_container (); 1015 op->close_container ();
1068 return 1; 1016 return 1;
1069 } 1017 }
1112{ 1060{
1113 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0; 1063 return 0;
1116 1064
1117 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1118 { 1066 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1121 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1122 */ 1070 */
1131/* push_button (altar);*/ 1079/* push_button (altar);*/
1132 } 1080 }
1133 else 1081 else
1134 { 1082 {
1135 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1136 push_button (altar); 1084 push_button (altar, originator);
1137 } 1085 }
1138 1086
1139 return !sacrifice; 1087 return !sacrifice;
1140 } 1088 }
1141 else 1089 else
1158 1106
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160 1108
1161 bool has_unpaid = false; 1109 bool has_unpaid = false;
1162 1110
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1164 // a quick and small change :( 1112 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1167 { 1115 {
1168 has_unpaid = true; 1116 has_unpaid = true;
1169 break; 1117 break;
1170 } 1118 }
1171 1119
1172 if (op->type != PLAYER) 1120 if (!op->is_player ())
1173 { 1121 {
1174 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1176 * the shop. 1124 * the shop.
1177 */ 1125 */
1181 1129
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 { 1131 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 1133
1134 if (i >= 0)
1186 tmp->remove (); 1135 tmp->move (i);
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 } 1136 }
1196 } 1137 }
1197 1138
1198 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1210 if (i != -1) 1151 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212 1153
1213 return 0; 1154 return 0;
1214 } 1155 }
1156
1215 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1217 */ 1159 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 1161 }
1274 * Handles applying a sign. 1216 * Handles applying a sign.
1275 */ 1217 */
1276static void 1218static void
1277apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1278{ 1220{
1279 readable_message_type *msgType; 1221 if (!op->is_player())
1222 return;
1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1280 1229
1281 if (!sign->msg) 1230 if (!sign->msg)
1282 { 1231 {
1283 op->statusmsg ("Nothing is written on it."); 1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1284 return; 1236 return;
1285 } 1237 }
1286 1238
1287 if (sign->stats.food) 1239 if (sign->stats.food)
1288 { 1240 {
1289 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1290 { 1242 {
1291 if (!sign->move_on) 1243 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1293 1245
1294 return; 1246 return;
1295 } 1247 }
1296 1248
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1315 if (sign->sound) 1267 if (sign->sound)
1316 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1317 else if (autoapply) 1269 else if (autoapply)
1318 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1319 1271
1320 if (ns->can_msg)
1321 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1322 else
1323 {
1324 msgType = get_readable_message_type (sign);
1325 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1326 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1327 }
1328 } 1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1329} 1306}
1330 1307
1331/** 1308/**
1332 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1333 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1347 return; 1324 return;
1348 1325
1349 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1350 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1351 */ 1328 */
1352 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1353 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1354 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1355 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1356 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1357 */ 1334 */
1364 1341
1365 recursion_depth++; 1342 recursion_depth++;
1366 if (trap->head) 1343 if (trap->head)
1367 trap = trap->head; 1344 trap = trap->head;
1368 1345
1369 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1370 goto leave;
1371
1372 switch (trap->type) 1347 switch (trap->type)
1373 { 1348 {
1374 case PLAYERMOVER: 1349 case PLAYERMOVER:
1375 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -fabs (trap->stats.maxsp * victim->speed / trap->speed);
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
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->has_active_speed ())
1410 && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1376 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1377 if (!trap->stats.maxsp) 1423 if (!trap->value)
1378 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1379 1426
1380 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1381 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1382 */ 1442 */
1383 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1384 1444
1385 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1386 * above with some objects have zero speed, and thus the player 1446 {
1387 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1388 */ 1456 }
1389 if (victim->speed_left < -50.f) 1457 break;
1390 victim->speed_left = -50.f;
1391 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1392 } 1458 }
1393 goto leave;
1394 1459
1395 case SPINNER: 1460 case CONVERTER:
1396 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1397 {
1398 victim->direction = absdir (victim->direction - trap->stats.sp);
1399 update_turn_face (victim);
1400 }
1401 goto leave;
1402
1403 case DIRECTOR:
1404 if (victim->direction && !should_director_abort (trap, victim))
1405 {
1406 victim->direction = trap->stats.sp;
1407 update_turn_face (victim);
1408 }
1409 goto leave;
1410
1411 case BUTTON:
1412 case PEDESTAL:
1413 update_button (trap);
1414 goto leave;
1415
1416 case ALTAR:
1417 /* sacrifice victim on trap */
1418 apply_altar (trap, victim, originator);
1419 goto leave;
1420
1421 case THROWN_OBJ:
1422 if (trap->inv == NULL)
1423 goto leave;
1424 /* fallthrough */
1425
1426 case ARROW:
1427 /* bad bug: monster throw a object, make a step forwards, step on object ,
1428 * trigger this here and get hit by own missile - and will be own enemy.
1429 * Victim then is his own enemy and will start to kill herself (this is
1430 * removed) but we have not synced victim and his missile. To avoid senseless
1431 * action, we avoid hits here
1432 */
1433 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1434 hit_with_arrow (trap, victim);
1435 goto leave;
1436
1437 case SPELL_EFFECT:
1438 apply_spell_effect (trap, victim);
1439 goto leave;
1440
1441 case TRAPDOOR:
1442 {
1443 int max, sound_was_played;
1444 object *ab, *ab_next;
1445
1446 if (!trap->value)
1447 { 1462 {
1448 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1449 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1450 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1451 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1452 tot += ab->head_ ()->total_weight ();
1453
1454 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1455 goto leave;
1456
1457 SET_ANIMATION (trap, trap->value);
1458 update_object (trap, UP_OBJ_FACE);
1459 } 1465 }
1460 1466
1461 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1462 { 1489 {
1463 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1464 * ab->above would be bogus 1491 * players output.
1465 */ 1492 */
1466 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1467 1495
1468 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1469 { 1497 victim->enter_exit (trap);
1470 if (!sound_was_played)
1471 {
1472 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1473 sound_was_played = 1;
1474 }
1475
1476 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1477 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1478 }
1479 } 1498 }
1480 goto leave; 1499 break;
1481 }
1482 1500
1483 case CONVERTER:
1484 if (convert_item (victim, trap) < 0)
1485 {
1486 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1487 get_archetype ("burnout")->insert_at (trap, trap);
1488 }
1489
1490 goto leave;
1491
1492 case TRIGGER_BUTTON:
1493 case TRIGGER_PEDESTAL:
1494 case TRIGGER_ALTAR:
1495 check_trigger (trap, victim);
1496 goto leave;
1497
1498 case DEEP_SWAMP:
1499 walk_on_deep_swamp (trap, victim);
1500 goto leave;
1501
1502 case CHECK_INV:
1503 check_inv (victim, trap);
1504 goto leave;
1505
1506 case HOLE:
1507 /* Hole not open? */
1508 if (trap->stats.wc > 0)
1509 goto leave;
1510
1511 /* Is this a multipart monster and not the head? If so, return.
1512 * Processing will happen if the head runs into the pit
1513 */
1514 if (victim->head)
1515 goto leave;
1516
1517 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1518 victim->statusmsg ("You fall through the hole!", NDI_RED);
1519 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1520 goto leave;
1521
1522 case EXIT:
1523 if (victim->type == PLAYER && EXIT_PATH (trap))
1524 {
1525 /* Basically, don't show exits leading to random maps the
1526 * players output.
1527 */
1528 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1529 victim->statusmsg (trap->msg, NDI_NAVY);
1530
1531 trap->play_sound (trap->sound);
1532 victim->enter_exit (trap);
1533 }
1534 goto leave;
1535
1536 case ENCOUNTER: 1501 case ENCOUNTER:
1537 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1538 goto leave; 1503 break;
1539 1504
1540 case SHOP_MAT: 1505 case SHOP_MAT:
1541 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1542 goto leave; 1507 break;
1543 1508
1544 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1545 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1546 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1547 goto leave; 1512 break;
1548 1513
1549 case SIGN: 1514 case SIGN:
1550 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1551 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1552 1517
1553 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1554 goto leave; 1519 break;
1555 1520
1556 case CONTAINER: 1521 case CONTAINER:
1557 apply_container (victim, trap); 1522 apply_container (victim, trap);
1558 goto leave; 1523 break;
1559 1524
1560 case RUNE: 1525 case RUNE:
1561 case TRAP: 1526 case TRAP:
1562 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1563 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1564 goto leave; 1529 break;
1565 1530
1566 default: 1531 default:
1567 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1568 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1569 goto leave; 1534 break;
1570 } 1535 }
1571 1536
1572leave:
1573 recursion_depth--; 1537 recursion_depth--;
1574} 1538}
1575 1539
1576/** 1540/**
1577 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1588 return; 1552 return;
1589 } 1553 }
1590 1554
1591 if (!tmp->msg) 1555 if (!tmp->msg)
1592 { 1556 {
1593 op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1594 return; 1558 return;
1595 } 1559 }
1596 1560
1597 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1598 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1616 1580
1617 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1618 1582
1619 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1620 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1621 if (ns->can_msg)
1622 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1623 else
1624 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1625 msgType->message_type, msgType->message_subtype,
1626 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1627 long_desc (tmp, op), &tmp->msg);
1628 1586
1629 /* gain xp from reading */ 1587 /* gain xp from reading */
1630 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1631 { /* only if not read before */ 1589 { /* only if not read before */
1632 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1634 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1635 { 1593 {
1636 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1637 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1638 1596
1639 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1640 if (tmp->env)
1641 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1642 else
1643 op->contr->ns->floorbox_update ();
1644 } 1599 }
1645 1600
1646 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1647 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1603 }
1604}
1605
1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1648 } 1656 }
1649} 1657}
1650 1658
1651/** 1659/**
1652 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1789 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1790 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1791 return; 1799 return;
1792 } 1800 }
1793 1801
1794 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1795 { 1804 {
1796 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1797 return; 1807 return;
1798 } 1808 }
1799 1809
1800 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1801 1811
1802 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1803 {
1804 identify (tmp); 1813 identify (tmp);
1805
1806 if (tmp->env)
1807 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1808 else
1809 op->contr->ns->floorbox_update ();
1810 }
1811 1814
1812 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
1813 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
1814 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1815 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1850 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1851 */ 1854 */
1852 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1853 { 1856 {
1854 op->failmsg ("In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
1855 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1856 } 1859 }
1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1858 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1859 { 1862 {
1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1965 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1966 break; 1969 break;
1967 } 1970 }
1968 1971
1969 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1970 tmp->decrease (); 1973 tmp->decrease (true);
1971}
1972
1973/**
1974 * op eats food.
1975 * If player, takes care of messages and dragon special food.
1976 */
1977static void
1978apply_food (object *op, object *tmp)
1979{
1980 int capacity_remaining;
1981
1982 if (op->type != PLAYER)
1983 op->stats.hp = op->stats.maxhp;
1984 else
1985 {
1986 /* check if this is a dragon (player), eating some flesh */
1987 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1988 ;
1989 else
1990 {
1991 /* usual case - no dragon meal: */
1992 if (op->stats.food + tmp->stats.food > 999)
1993 {
1994 if (tmp->type == FOOD || tmp->type == FLESH)
1995 op->failmsg ("You feel full, but what a waste of food!");
1996 else
1997 op->statusmsg ("Most of the drink goes down your face not your throat!");
1998 }
1999
2000 tmp->play_sound (
2001 tmp->sound
2002 ? tmp->sound
2003 : tmp->type == DRINK
2004 ? sound_find ("eat_drink")
2005 : sound_find ("eat_food")
2006 );
2007
2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2009 {
2010 const char *buf;
2011
2012 if (!is_dragon_pl (op))
2013 {
2014 /* eating message for normal players */
2015 if (tmp->type == DRINK)
2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2017 else
2018 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2019 }
2020 else
2021 /* eating message for dragon players */
2022 buf = format ("The %s tasted terrible!", &tmp->name);
2023
2024 op->statusmsg (buf);
2025
2026 capacity_remaining = 999 - op->stats.food;
2027 op->stats.food += tmp->stats.food;
2028 if (capacity_remaining < tmp->stats.food)
2029 op->stats.hp += capacity_remaining / 50;
2030 else
2031 op->stats.hp += tmp->stats.food / 50;
2032
2033 if (op->stats.hp > op->stats.maxhp)
2034 op->stats.hp = op->stats.maxhp;
2035 if (op->stats.food > 999)
2036 op->stats.food = 999;
2037 }
2038
2039 /* special food hack -b.t. */
2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2041 eat_special_food (op, tmp);
2042 }
2043 }
2044
2045 handle_apply_yield (tmp);
2046 tmp->decrease ();
2047} 1974}
2048 1975
2049/** 1976/**
2050 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2051 * there is a chance for the dragon's skin to get improved. 1978 * there is a chance for the dragon's skin to get improved.
2054 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2055 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2056 * return: 1983 * return:
2057 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2058 */ 1985 */
2059int 1986static int
2060dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2061{ 1988{
2062 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2063 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2064 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2096 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2097 2024
2098 if (op->stats.hp > op->stats.maxhp) 2025 if (op->stats.hp > op->stats.maxhp)
2099 op->stats.hp = op->stats.maxhp; 2026 op->stats.hp = op->stats.maxhp;
2100 2027
2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2028 op->stats.food = min (999, op->stats.food + meal->stats.food);
2102 2029
2103 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2104 2031
2105 /* on to the interesting part: chances for adding resistance */ 2032 /* on to the interesting part: chances for adding resistance */
2106 for (i = 0; i < NROFATTACKS; i++) 2033 for (i = 0; i < NROFATTACKS; i++)
2116 2043
2117 /* monster bonus increases with level, because high-level 2044 /* monster bonus increases with level, because high-level
2118 flesh is too rare */ 2045 flesh is too rare */
2119 mbonus = op->level * 20. / ((double) settings.max_level); 2046 mbonus = op->level * 20. / ((double) settings.max_level);
2120 2047
2121 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2048 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2122 ((double) settings.max_level)) - skin->resist[i]; 2049 ((double)settings.max_level)) - skin->resist[i];
2123 2050
2124 if (chance >= 0.) 2051 if (chance >= 0.)
2125 chance += 1.; 2052 chance += 1.;
2126 else 2053 else
2127 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2128 2055
2129 /* chance is proportional to amount of resistance (max. 50) */ 2056 /* chance is proportional to amount of resistance (max. 50) */
2130 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2057 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2131 2058
2132 /* doubled chance for resistance of ability-focus */ 2059 /* doubled chance for resistance of ability-focus */
2133 if (i == abil->stats.exp) 2060 if (i == abil->stats.exp)
2134 chance = MIN (100., chance * 2.); 2061 chance = min (100., chance * 2.);
2135 2062
2136 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2063 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2137 if (rndm (10000) < (unsigned int) (chance * 100)) 2064 if (rndm (10000) < (unsigned int)(chance * 100))
2138 { 2065 {
2139 atnr_winner[winners] = i; 2066 atnr_winner[winners] = i;
2140 winners++; 2067 winners++;
2141 } 2068 }
2142 2069
2170 op->statusmsg (buf); 2097 op->statusmsg (buf);
2171 2098
2172 /* now choose a winner if we have any */ 2099 /* now choose a winner if we have any */
2173 i = -1; 2100 i = -1;
2174 if (winners > 0) 2101 if (winners > 0)
2175 i = atnr_winner[RANDOM () % winners]; 2102 i = atnr_winner [rndm (winners)];
2176 2103
2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178 { 2105 {
2179 /* resistance increased! */ 2106 /* resistance increased! */
2180 skin->resist[i]++; 2107 skin->resist[i]++;
2205 2132
2206 return 1; 2133 return 1;
2207} 2134}
2208 2135
2209/** 2136/**
2137 * op eats food.
2138 * If player, takes care of messages and dragon special food.
2139 */
2140static void
2141apply_food (object *op, object *tmp)
2142{
2143 int capacity_remaining;
2144
2145 if (op->type != PLAYER)
2146 op->stats.hp = op->stats.maxhp;
2147 else
2148 {
2149 /* check if this is a dragon (player), eating some flesh */
2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2151 ;
2152 else
2153 {
2154 /* usual case - no dragon meal: */
2155 if (op->stats.food + tmp->stats.food > 999)
2156 {
2157 if (tmp->type == FOOD || tmp->type == FLESH)
2158 op->failmsg ("You feel full, but what a waste of food!");
2159 else
2160 op->statusmsg ("Most of the drink goes down your face not your throat!");
2161 }
2162
2163 tmp->play_sound (
2164 tmp->sound
2165 ? tmp->sound
2166 : tmp->type == DRINK
2167 ? sound_find ("eat_drink")
2168 : sound_find ("eat_food")
2169 );
2170
2171 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2172 {
2173 const char *buf;
2174
2175 if (!is_dragon_pl (op))
2176 {
2177 /* eating message for normal players */
2178 if (tmp->type == DRINK)
2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2180 else
2181 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2182 }
2183 else
2184 /* eating message for dragon players */
2185 buf = format ("The %s tasted terrible!", &tmp->name);
2186
2187 op->statusmsg (buf);
2188
2189 capacity_remaining = 999 - op->stats.food;
2190 op->stats.food += tmp->stats.food;
2191 if (capacity_remaining < tmp->stats.food)
2192 op->stats.hp += capacity_remaining / 50;
2193 else
2194 op->stats.hp += tmp->stats.food / 50;
2195
2196 if (op->stats.hp > op->stats.maxhp)
2197 op->stats.hp = op->stats.maxhp;
2198 if (op->stats.food > 999)
2199 op->stats.food = 999;
2200 }
2201
2202 /* special food hack -b.t. */
2203 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204 eat_special_food (op, tmp);
2205 }
2206 }
2207
2208 handle_apply_yield (tmp);
2209 tmp->decrease ();
2210}
2211
2212/**
2210 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2211 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2212 */ 2215 */
2213static void 2216static void
2214apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2239 2242
2240 op->statusmsg ("Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2241 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2242} 2245}
2243 2246
2244extern void 2247void
2245apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2246{ 2249{
2250 // need to do it now when it is still on the map
2251 handle_apply_yield (tmp);
2252
2253 object *poison = tmp->split (1);
2254
2247 if (op->type == PLAYER) 2255 if (op->type == PLAYER)
2248 { 2256 {
2249 op->contr->play_sound (sound_find ("drink_poison")); 2257 op->contr->play_sound (sound_find ("drink_poison"));
2250 op->failmsg ("Yech! That tasted poisonous!"); 2258 op->failmsg ("Yech! That tasted poisonous!");
2251 strcpy (op->contr->killer, "poisonous booze"); 2259 op->contr->killer = poison;
2252 } 2260 }
2253 2261
2254 if (tmp->stats.hp > 0) 2262 if (poison->stats.hp > 0)
2255 { 2263 {
2256 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2264 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2257 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2258 } 2266 }
2259 2267
2260 op->stats.food -= op->stats.food / 4; 2268 op->stats.food -= op->stats.food / 4;
2261 handle_apply_yield (tmp); 2269 poison->destroy ();
2262 tmp->decrease ();
2263} 2270}
2264 2271
2265/** 2272/**
2266 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2273 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2267 * A valid 2 way exit means: 2274 * A valid 2 way exit means:
2272 * 2279 *
2273 * Note: a owner in a 2 way exit is saved as the owner's name 2280 * Note: a owner in a 2 way exit is saved as the owner's name
2274 * in the field exit->name cause the field exit->owner doesn't 2281 * in the field exit->name cause the field exit->owner doesn't
2275 * survive in the swapping (in fact the whole exit doesn't survive). 2282 * survive in the swapping (in fact the whole exit doesn't survive).
2276 */ 2283 */
2277int 2284static int
2278is_legal_2ways_exit (object *op, object *exit) 2285is_legal_2ways_exit (object *op, object *exit)
2279{ 2286{
2280 if (exit->stats.exp != 1) 2287 if (exit->stats.exp != 1)
2281 return 1; /*This is not a 2 way, so it is legal */ 2288 return 1; /*This is not a 2 way, so it is legal */
2282 2289
2348 return 1; 2355 return 1;
2349 } 2356 }
2350 } 2357 }
2351 2358
2352 return 0; 2359 return 0;
2360}
2361
2362/**
2363 * This function will try to apply a lighter and in case no lighter
2364 * is specified it will try to find a lighter in the players inventory,
2365 * and inform him about this requirement.
2366 *
2367 * who - the player
2368 * op - the item we want to light
2369 * lighter - the lighter or 0 if a lighter has yet to be found
2370 */
2371static object *
2372auto_apply_lighter (object *who, object *op, object *lighter)
2373{
2374 if (lighter == 0)
2375 {
2376 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2377 {
2378 if (tmp->type == LIGHTER)
2379 {
2380 lighter = tmp;
2381 break;
2382 }
2383 }
2384
2385 if (!lighter)
2386 {
2387 who->failmsg (format (
2388 "You can't light up the %s with your bare hands! "
2389 "H<You need a lighter in your inventory, for example a flint and steel.>",
2390 &op->name));
2391 return 0;
2392 }
2393 }
2394
2395 // last_eat == 0 means the lighter is not being used up!
2396 if (lighter->last_eat && lighter->stats.food)
2397 {
2398 /* lighter gets used up */
2399 lighter = lighter->split ();
2400 lighter->stats.food--;
2401 who->insert (lighter);
2402 }
2403 else if (lighter->last_eat)
2404 {
2405 /* no charges left in lighter */
2406 who->failmsg (format (
2407 "You attempt to light the %s with a used up %s.",
2408 &op->name, &lighter->name));
2409 return 0;
2410 }
2411
2412 return lighter;
2413}
2414
2415/**
2416 * Designed primarily to light torches/lanterns/etc.
2417 * Also burns up burnable material too. First object in the inventory is
2418 * the selected object to "burn". -b.t.
2419 */
2420static void
2421apply_lighter (object *who, object *lighter)
2422{
2423 object *item;
2424 int is_player_env = 0;
2425
2426 item = find_marked_object (who);
2427 if (item)
2428 {
2429 if (!auto_apply_lighter (who, item, lighter))
2430 return;
2431
2432 /* Perhaps we should split what we are trying to light on fire?
2433 * I can't see many times when you would want to light multiple
2434 * objects at once.
2435 */
2436
2437 save_throw_object (item, AT_FIRE, who);
2438
2439 if (item->destroyed ()
2440 || ((item->type == LAMP || item->type == TORCH)
2441 && item->glow_radius > 0))
2442 who->statusmsg (format (
2443 "You light the %s with the %s.",
2444 &item->name, &lighter->name));
2445 else
2446 who->failmsg (format (
2447 "You attempt to light the %s with the %s and fail.",
2448 &item->name, &lighter->name));
2449 }
2450 else
2451 who->failmsg ("You need to mark a lightable object.");
2452}
2453
2454/**
2455 * This function generates a cursed effect for cursed lamps and torches.
2456 */
2457static void
2458player_apply_lamp_cursed_effect (object *who, object *op)
2459{
2460 if (op->level)
2461 {
2462 who->failmsg (format (
2463 "The %s was cursed, it explodes in a big fireball!",
2464 &op->name));
2465 create_exploding_ball_at (who, op->level);
2466 }
2467 else
2468 {
2469 who->failmsg (format (
2470 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2471 &op->name));
2472 }
2473
2474 op->destroy ();
2475}
2476
2477/**
2478 * Apply for players and lamps
2479 *
2480 * who - the player
2481 * op - the lamp
2482 */
2483static void
2484player_apply_lamp (object *who, object *op)
2485{
2486 bool switch_on = op->glow_radius ? false : true;
2487
2488 if (switch_on)
2489 {
2490 object *lighter = 0;
2491
2492 if (op->flag [FLAG_IS_LIGHTABLE]
2493 && !(lighter = auto_apply_lighter (who, op, 0)))
2494 return;
2495
2496 if (op->stats.food < 1)
2497 {
2498 if (op->type == LAMP)
2499 who->failmsg (format (
2500 "The %s is out of fuel! "
2501 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2502 &op->name));
2503 else
2504 who->failmsg (format (
2505 "The %s is burnt out! "
2506 "H<Torches and similar items burn out and become worthless.>",
2507 &op->name));
2508 return;
2509 }
2510
2511 if (op->flag [FLAG_CURSED])
2512 {
2513 player_apply_lamp_cursed_effect (who, op);
2514 return;
2515 }
2516
2517 if (lighter)
2518 who->statusmsg (format (
2519 "You light up the %s with the %s.", &op->name, &lighter->name));
2520 else
2521 who->statusmsg (format ("You light up the %s.", &op->name));
2522 }
2523 else
2524 {
2525 if (op->flag [FLAG_CURSED])
2526 {
2527 player_apply_lamp_cursed_effect (who, op);
2528 return;
2529 }
2530
2531 if (op->type == TORCH)
2532 {
2533 if (!op->flag [FLAG_IS_LIGHTABLE])
2534 {
2535 who->statusmsg (format (
2536 "You put out the %s. "
2537 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2538 &op->name, &op->name));
2539 }
2540 else
2541 who->statusmsg (format (
2542 "You put out the %s."
2543 "H<Torches wear out if you put them out.>",
2544 &op->name));
2545 }
2546 else
2547 who->statusmsg (format ("You turn off the %s.", &op->name));
2548 }
2549
2550 apply_lamp (op, switch_on);
2551}
2552
2553void get_animation_from_arch (object *op, arch_ptr a)
2554{
2555 op->animation_id = a->animation_id;
2556 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2557 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2558 op->anim_speed = a->anim_speed;
2559 op->last_anim = 0;
2560 op->state = 0;
2561 op->face = a->face;
2562
2563 if (NUM_ANIMATIONS(op) > 1)
2564 {
2565 SET_ANIMATION(op, 0);
2566 animate_object (op, op->direction);
2567 }
2568 else
2569 update_object (op, UP_OBJ_FACE);
2570}
2571
2572/**
2573 * Apply for LAMPs and TORCHes.
2574 *
2575 * op - the lamp
2576 * switch_on - a flag which says whether the lamp should be switched on or off
2577 */
2578void apply_lamp (object *op, bool switch_on)
2579{
2580 op->set_glow_radius (switch_on ? op->range : 0);
2581 op->set_speed (switch_on ? op->arch->speed : 0);
2582
2583 // torches wear out if you put them out
2584 if (op->type == TORCH && !switch_on)
2585 {
2586 if (op->flag [FLAG_IS_LIGHTABLE])
2587 {
2588 op->stats.food -= (double) op->arch->stats.food / 15;
2589 if (op->stats.food < 0)
2590 op->stats.food = 0;
2591 }
2592 else
2593 op->stats.food = 0;
2594 }
2595
2596 // lamps and torched get worthless when used up
2597 if (op->stats.food <= 0)
2598 op->value = 0;
2599
2600 // FIXME: This is a hack to make the more sane torches and lamps
2601 // still animated ;-/
2602 if (op->other_arch)
2603 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2604
2605 if (object *pl = op->visible_to ())
2606 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2607}
2608
2609/**
2610 * This handles items of type 'transformer'.
2611 * Basically those items, used with a marked item, transform both items into something
2612 * else.
2613 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2614 * Change information is contained in the 'slaying' field of the marked item.
2615 * The format is as follow: transformer:[number ]yield[;transformer:...].
2616 * This way an item can be transformed in many things, and/or many objects.
2617 * The 'slaying' field for transformer is used as verb for the action.
2618 */
2619static void
2620apply_item_transformer (object *pl, object *transformer)
2621{
2622 object *marked;
2623 object *new_item;
2624 char *find;
2625 char *separator;
2626 int yield;
2627 char got[MAX_BUF];
2628 int len;
2629
2630 if (!pl || !transformer)
2631 return;
2632
2633 marked = find_marked_object (pl);
2634
2635 if (!marked)
2636 {
2637 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2638 return;
2639 }
2640
2641 if (!marked->slaying)
2642 {
2643 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2644 return;
2645 }
2646
2647 /* check whether they are compatible or not */
2648 find = strstr (&marked->slaying, transformer->arch->archname);
2649 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2650 {
2651 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2652 return;
2653 }
2654
2655 find += strlen (transformer->arch->archname) + 1;
2656 /* Item can be used, now find how many and what it yields */
2657 if (isdigit (*(find)))
2658 {
2659 yield = atoi (find);
2660 if (yield < 1)
2661 {
2662 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2663 yield = 1;
2664 }
2665 }
2666 else
2667 yield = 1;
2668
2669 while (isdigit (*find))
2670 find++;
2671
2672 while (*find == ' ')
2673 find++;
2674
2675 memset (got, 0, MAX_BUF);
2676
2677 if ((separator = strchr (find, ';')) != NULL)
2678 len = separator - find;
2679 else
2680 len = strlen (find);
2681
2682 if (len > MAX_BUF - 1)
2683 len = MAX_BUF - 1;
2684
2685 strcpy (got, find);
2686 got[len] = '\0';
2687
2688 /* Now create new item, remove used ones when required. */
2689 new_item = get_archetype (got);
2690 if (!new_item)
2691 {
2692 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2693 return;
2694 }
2695
2696 new_item->nrof = yield;
2697
2698 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2699
2700 pl->insert (new_item);
2701 /* Eat up one item */
2702 marked->decrease ();
2703
2704 /* Eat one transformer if needed */
2705 if (transformer->stats.food)
2706 if (--transformer->stats.food == 0)
2707 transformer->decrease ();
2353} 2708}
2354 2709
2355/** 2710/**
2356 * Main apply handler. 2711 * Main apply handler.
2357 * 2712 *
2360 * Return value: 2715 * Return value:
2361 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2362 * 1: has been applied, or there was an error applying the object 2717 * 1: has been applied, or there was an error applying the object
2363 * 2: objects of that type can't be applied if not in inventory 2718 * 2: objects of that type can't be applied if not in inventory
2364 * 2719 *
2365 * op is the object that is causing object to be applied, tmp is the object 2720 * who is the object that is causing object to be applied, op is the object
2366 * being applied. 2721 * being applied.
2367 * 2722 *
2368 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2369 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2370 */ 2725 */
2371int 2726int
2372manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2373{ 2728{
2374 if (tmp->head) 2729 op = op->head_ ();
2375 tmp = tmp->head;
2376 2730
2377 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2378 { 2732 {
2379 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2380 { 2734 {
2735 examine (who, op);
2381 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2736 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2382 return 1; 2737 return 1;
2383 } 2738 }
2384 else 2739 else
2385 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2386 } 2741 }
2387 2742
2388 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2389 return RESULT_INT (0); 2744 return RESULT_INT (0);
2390 2745
2391 switch (tmp->type) 2746 switch (op->type)
2392 { 2747 {
2393 case CF_HANDLE: 2748 case T_HANDLE:
2394 op->play_sound (sound_find ("turn_handle")); 2749 who->play_sound (sound_find ("turn_handle"));
2395 op->statusmsg ("You turn the handle."); 2750 who->statusmsg ("You turn the handle.");
2396 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2397 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2398 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2399 push_button (tmp); 2754 push_button (op, who);
2400 return 1; 2755 return 1;
2401 2756
2402 case TRIGGER: 2757 case TRIGGER:
2403 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2404 { 2759 {
2405 op->statusmsg ("You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2406 op->play_sound (sound_find ("turn_handle")); 2761 who->play_sound (sound_find ("turn_handle"));
2407 } 2762 }
2408 else 2763 else
2409 op->failmsg ("The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2410 2765
2411 return 1; 2766 return 1;
2412 2767
2413 case EXIT: 2768 case EXIT:
2414 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2415 return 0; 2770 return 0;
2416 2771
2417 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2418 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2773 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)));
2419 else 2774 else
2420 { 2775 {
2421 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2422 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2423 op->statusmsg (tmp->msg, NDI_NAVY); 2778 who->statusmsg (op->msg, NDI_NAVY);
2424 2779
2425 op->enter_exit (tmp); 2780 who->enter_exit (op);
2426 } 2781 }
2427 2782
2428 return 1; 2783 return 1;
2429 2784
2430 case INSCRIBABLE: 2785 case INSCRIBABLE:
2431 op->statusmsg (tmp->msg); 2786 who->statusmsg (op->msg);
2432 // maybe show a spell menu to chose from or something like that 2787 // maybe show a spell menu to chose from or something like that
2433 return 1; 2788 return 1;
2434 2789
2435 case SIGN: 2790 case SIGN:
2436 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2437 return 1; 2792 return 1;
2438 2793
2439 case BOOK: 2794 case BOOK:
2440 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2441 { 2796 {
2442 apply_book (op, tmp); 2797 apply_book (who, op);
2443 return 1; 2798 return 1;
2444 } 2799 }
2445 else 2800 else
2446 return 0; 2801 return 0;
2447 2802
2448 case SKILLSCROLL: 2803 case SKILLSCROLL:
2449 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2450 { 2805 {
2451 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2452 return 1; 2807 return 1;
2453 } 2808 }
2454 else 2809 else
2455 return 0; 2810 return 0;
2456 2811
2457 case SPELLBOOK: 2812 case SPELLBOOK:
2458 if (op->type == PLAYER) 2813 if (who->type == PLAYER)
2459 { 2814 {
2460 apply_spellbook (op, tmp); 2815 apply_spellbook (who, op);
2461 return 1; 2816 return 1;
2462 } 2817 }
2463 else 2818 else
2464 return 0; 2819 return 0;
2465 2820
2466 case SCROLL: 2821 case SCROLL:
2467 apply_scroll (op, tmp, 0); 2822 apply_scroll (who, op, 0);
2468 return 1; 2823 return 1;
2469 2824
2470 case POTION: 2825 case POTION:
2471 apply_potion (op, tmp); 2826 apply_potion (who, op);
2472 return 1; 2827 return 1;
2473 2828
2474 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2475 //TODO: remove, as it is unsed? 2830 //TODO: remove, as it is unsed?
2476 case CLOSE_CON: 2831 case CLOSE_CON:
2477 apply_container (op, tmp->env); 2832 apply_container (who, op->env);
2478 return 1; 2833 return 1;
2479 2834
2480 case CONTAINER: 2835 case CONTAINER:
2481 apply_container (op, tmp); 2836 apply_container (who, op);
2482 return 1; 2837 return 1;
2483 2838
2484 case TREASURE: 2839 case TREASURE:
2485 if (op->type == PLAYER) 2840 if (who->type == PLAYER)
2486 { 2841 {
2487 apply_treasure (op, tmp); 2842 apply_treasure (who, op);
2488 return 1; 2843 return 1;
2489 } 2844 }
2490 else 2845 else
2491 return 0; 2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2492 2852
2493 case WEAPON: 2853 case WEAPON:
2494 case ARMOUR: 2854 case ARMOUR:
2495 case BOOTS: 2855 case BOOTS:
2496 case GLOVES: 2856 case GLOVES:
2504 case WAND: 2864 case WAND:
2505 case ROD: 2865 case ROD:
2506 case HORN: 2866 case HORN:
2507 case SKILL: 2867 case SKILL:
2508 case BOW: 2868 case BOW:
2509 case LAMP:
2510 case BUILDER: 2869 case BUILDER:
2511 case SKILL_TOOL: 2870 case SKILL_TOOL:
2512 if (tmp->env != op) 2871 if (op->env != who)
2513 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2514 2873
2515 apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2516 return 1; 2875 return 1;
2517 2876
2518 case DRINK: 2877 case DRINK:
2519 case FOOD: 2878 case FOOD:
2520 case FLESH: 2879 case FLESH:
2521 apply_food (op, tmp); 2880 apply_food (who, op);
2522 return 1; 2881 return 1;
2523 2882
2524 case POISON: 2883 case POISON:
2525 apply_poison (op, tmp); 2884 apply_poison (who, op);
2526 return 1; 2885 return 1;
2527 2886
2528 case SAVEBED: 2887 case SAVEBED:
2529 return 1; 2888 return 1;
2530 2889
2531 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2532 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2533 { 2892 {
2534 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2535 return 1; 2894 return 1;
2536 } 2895 }
2537 else 2896 else
2538 return 0; 2897 return 0;
2539 2898
2540 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2541 check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2542 return 1; 2901 return 1;
2543 2902
2544 case CLOCK: 2903 case CLOCK:
2545 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2546 { 2905 {
2547 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2548 timeofday_t tod; 2907 timeofday_t tod;
2549 2908
2550 get_tod (&tod); 2909 get_tod (&tod);
2551 op->play_sound (sound_find ("sound_clock")); 2910 who->play_sound (sound_find ("sound_clock"));
2552 op->statusmsg (format ( 2911 who->statusmsg (format (
2553 "It is %d minute%s past %d o'clock %s", 2912 "It is %d minute%s past %d o'clock %s",
2554 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2555 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2914 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2556 )); 2915 ));
2557 return 1; 2916 return 1;
2558 } 2917 }
2559 else 2918 else
2560 return 0; 2919 return 0;
2561 2920
2562 case MENU: 2921 case MENU:
2563 if (op->type == PLAYER) 2922 if (who->type == PLAYER)
2564 { 2923 {
2565 shop_listing (tmp, op); 2924 shop_listing (op, who);
2566 return 1; 2925 return 1;
2567 } 2926 }
2568 else 2927 else
2569 return 0; 2928 return 0;
2570 2929
2571 case POWER_CRYSTAL: 2930 case POWER_CRYSTAL:
2572 apply_power_crystal (op, tmp); /* see egoitem.c */ 2931 apply_power_crystal (who, op); /* see egoitem.c */
2573 return 1; 2932 return 1;
2574 2933
2575 case LIGHTER: /* for lighting torches/lanterns/etc */ 2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2576 if (op->type == PLAYER) 2935 if (who->type == PLAYER)
2577 { 2936 {
2578 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2579 return 1; 2938 return 1;
2580 } 2939 }
2581 else 2940 else
2582 return 0; 2941 return 0;
2583 2942
2584 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2585 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2586 return 1; 2945 return 1;
2587 2946
2588 default: 2947 default:
2589 return 0; 2948 return 0;
2590 } 2949 }
2591} 2950}
2592
2593 2951
2594/* quiet suppresses the "don't know how to apply" and "you must get it first" 2952/* quiet suppresses the "don't know how to apply" and "you must get it first"
2595 * messages as needed by player_apply_below(). But there can still be 2953 * messages as needed by player_apply_below(). But there can still be
2596 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2597 * 2955 *
2598 * Same return value as apply() function. 2956 * Same return value as apply() function.
2599 */ 2957 */
2600int 2958int
2601player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2602{ 2960{
2603 int tmp;
2604
2605 if (op->env && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2606 { 2962 {
2607 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2609 { 2965 {
2610 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2966 pl->failmsg ("But you are floating high above the ground! "
2967 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2968 "or waiting till the levitation effect wears off.>");
2611 return 0; 2969 return 0;
2612 } 2970 }
2613 } 2971 }
2614 2972
2615 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2616 2974
2617 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2618 if (!quiet) 2977 if (!quiet)
2619 { 2978 {
2620 if (tmp == 0) 2979 if (tmp == 0)
2621 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2622 else if (tmp == 2) 2981 else if (tmp == 2)
2642 * we don't use a corrupt pointer for the next object, so we get the 3001 * we don't use a corrupt pointer for the next object, so we get the
2643 * next object in the stack before applying. This is can only be a 3002 * next object in the stack before applying. This is can only be a
2644 * problem if player_apply() has a bug in that it uses the object but does 3003 * problem if player_apply() has a bug in that it uses the object but does
2645 * not return a proper value. 3004 * not return a proper value.
2646 */ 3005 */
2647 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2648 { 3007 {
2649 next = tmp->below; 3008 next = tmp->below;
2650 3009
2651 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2652 floors++; 3011 floors++;
2657 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2658 * so that at least one of players movement types be that which 3017 * so that at least one of players movement types be that which
2659 * the item needs. 3018 * the item needs.
2660 */ 3019 */
2661 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2662 {
2663 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2664 return; 3022 return;
2665 } 3023
2666 if (floors >= 2) 3024 if (floors >= 2)
2667 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2668 } 3026 }
2669} 3027}
2670 3028
2714 break; 3072 break;
2715 3073
2716 case SKILL: 3074 case SKILL:
2717 if (who->contr) 3075 if (who->contr)
2718 { 3076 {
3077 if (IS_COMBAT_SKILL (op->subtype))
3078 who->change_weapon (who->contr->combat_ob = 0);
3079 else if (IS_RANGED_SKILL (op->subtype))
3080 who->change_weapon (who->contr->ranged_ob = 0);
3081
2719 if (!op->invisible) 3082 if (op->invisible)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3084 else
2720 who->statusmsg (format ("You stop using the %s.", query_name (op))); 3085 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2721 else
2722 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2723 } 3086 }
2724 3087
2725 change_abil (who, op); 3088 change_abil (who, op);
2726 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2727 break; 3090 break;
2738 case CLOAK: 3101 case CLOAK:
2739 who->statusmsg (format ("You unwear %s.", query_name (op))); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2740 change_abil (who, op); 3103 change_abil (who, op);
2741 break; 3104 break;
2742 3105
2743 case LAMP:
2744 {
2745 who->statusmsg (format ("You turn off your %s.", &op->name));
2746
2747 object *tmp2 = arch_to_object (op->other_arch);
2748 tmp2->x = op->x;
2749 tmp2->y = op->y;
2750 tmp2->map = op->map;
2751 tmp2->below = op->below;
2752 tmp2->above = op->above;
2753 tmp2->stats.food = op->stats.food;
2754 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2755
2756 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2757 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2758
2759 if (who->contr)
2760 esrv_del_item (who->contr, op->count);
2761
2762 op->destroy ();
2763 insert_ob_in_ob (tmp2, who);
2764 who->update_stats ();
2765
2766 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2767 {
2768 if (who->contr)
2769 {
2770 who->failmsg ("Oops, it feels deadly cold!");
2771 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2772 }
2773 }
2774
2775 if (who->contr)
2776 esrv_send_item (who, tmp2);
2777 }
2778
2779 return 1; /* otherwise, an attempt to drop causes problems */
2780
2781 case BOW: 3106 case BOW:
2782 case WAND: 3107 case WAND:
2783 case ROD: 3108 case ROD:
2784 case HORN: 3109 case HORN:
2785 if (player *pl = who->contr) 3110 if (player *pl = who->contr)
2812 default: 3137 default:
2813 who->statusmsg (format ("You unapply %s.", query_name (op))); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2814 break; 3139 break;
2815 } 3140 }
2816 3141
3142 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3143 if (object *pl = op->visible_to ())
3144 esrv_send_item (pl, op);
3145
2817 who->update_stats (); 3146 who->update_stats ();
2818
2819 if (!(aflags & AP_NO_MERGE))
2820 {
2821 object *tmp = merge_ob (op, 0);
2822
2823 if (who->contr)
2824 {
2825 if (tmp)
2826 { /* it was merged */
2827 esrv_del_item (who->contr, op->count);
2828 op = tmp;
2829 }
2830
2831 esrv_send_item (who, op);
2832 }
2833 }
2834 3147
2835 return 0; 3148 return 0;
2836} 3149}
2837 3150
2838/** 3151/**
2876#define CANNOT_REMOVE_CURSED \ 3189#define CANNOT_REMOVE_CURSED \
2877 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2878 "Praying over an altar, scrolls of remove curse/damnation, " \ 3191 "Praying over an altar, scrolls of remove curse/damnation, " \
2879 "priests or even other players might help.>" 3192 "priests or even other players might help.>"
2880 3193
2881int 3194static int
2882unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2883{ 3196{
2884 if (op->is_range ()) 3197 if (op->is_range ())
2885 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2886 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3136 return 1; 3449 return 1;
3137 } 3450 }
3138 3451
3139 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3140 } 3453 }
3141
3142 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3143 return 0; 3455 return 0;
3144 3456
3145 // if the item is combat/ranged, wield the relevant slot first 3457 // if the item is combat/ranged, wield the relevant slot first
3146 // to resolve conflicts. 3458 // to resolve conflicts.
3147 if (player *pl = who->contr) 3459 if (player *pl = who->contr)
3205 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3206 */ 3518 */
3207 who->change_skill (skop); 3519 who->change_skill (skop);
3208 } 3520 }
3209 3521
3210 if (who->type == PLAYER 3522 if (!check_item_power (who, op->item_power))
3211 && op->item_power
3212 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3213 { 3523 {
3214 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3215 return 1; 3525 return 1;
3216 } 3526 }
3217 3527
3225 return RESULT_INT (0); 3535 return RESULT_INT (0);
3226 3536
3227 switch (op->type) 3537 switch (op->type)
3228 { 3538 {
3229 case WEAPON: 3539 case WEAPON:
3230 if (!check_weapon_power (who, op->last_eat))
3231 {
3232 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3233
3234 if (tmp)
3235 insert_ob_in_ob (tmp, who);
3236
3237 return 1;
3238 }
3239
3240 //TODO: this obviously fails for players using a shorter prefix 3540 //TODO: this obviously fails for players using a shorter prefix
3241 // i.e. "R" can use Ragnarok's sword. 3541 // i.e. "R" can use Ragnarok's sword.
3242 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3542 if (op->level && !op->name.starts_with (who->name))
3243 { 3543 {
3244 /* if the weapon does not have the name as the character, can't use it. */ 3544 /* if the weapon does not have the name as the character, can't use it. */
3245 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3545 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3246 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3546 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3247 3547
3281 case AMULET: 3581 case AMULET:
3282 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3283 who->statusmsg (format ("You wear %s.", query_name (op))); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3284 change_abil (who, op); 3584 change_abil (who, op);
3285 break; 3585 break;
3286
3287 case LAMP:
3288 if (op->stats.food < 1)
3289 {
3290 who->failmsg (format (
3291 "Your %s is out of fuel! "
3292 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3293 &op->name
3294 ));
3295 return 1;
3296 }
3297
3298 who->statusmsg (format ("You turn on your %s.", &op->name));
3299
3300 tmp2 = arch_to_object (op->other_arch);
3301 tmp2->stats.food = op->stats.food;
3302 SET_FLAG (tmp2, FLAG_APPLIED);
3303
3304 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3305 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3306
3307 insert_ob_in_ob (tmp2, who);
3308
3309 /* Remove the old lantern */
3310 if (who->type == PLAYER)
3311 esrv_del_item (who->contr, op->count);
3312
3313 op->destroy ();
3314
3315 /* insert the portion that was split off */
3316 if (tmp)
3317 {
3318 insert_ob_in_ob (tmp, who);
3319 if (who->type == PLAYER)
3320 esrv_send_item (who, tmp);
3321 }
3322
3323 who->update_stats ();
3324
3325 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3326 if (who->type == PLAYER)
3327 {
3328 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3329 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3330 }
3331
3332 if (who->type == PLAYER)
3333 esrv_send_item (who, tmp2);
3334
3335 return 0;
3336 3586
3337 case SKILL_TOOL: 3587 case SKILL_TOOL:
3338 // applying a skill tool also readies the skill 3588 // applying a skill tool also readies the skill
3339 SET_FLAG (op, FLAG_APPLIED); 3589 SET_FLAG (op, FLAG_APPLIED);
3340 3590
3420 } 3670 }
3421 3671
3422 break; 3672 break;
3423 3673
3424 case BOW: 3674 case BOW:
3425 if (!check_weapon_power (who, op->last_eat)) 3675 if (op->level && !op->name.starts_with (who->name))
3426 {
3427 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3428
3429 if (tmp)
3430 insert_ob_in_ob (tmp, who);
3431
3432 return 1;
3433 }
3434
3435 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3436 { 3676 {
3437 who->failmsg ("The weapon does not recognize you as its owner. " 3677 who->failmsg ("The weapon does not recognize you as its owner. "
3438 "H<Its name indicates that it belongs to somebody else.>"); 3678 "H<Its name indicates that it belongs to somebody else.>");
3439 if (tmp) 3679 if (tmp)
3440 insert_ob_in_ob (tmp, who); 3680 insert_ob_in_ob (tmp, who);
3498 } 3738 }
3499 3739
3500 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3501 3741
3502 if (tmp) 3742 if (tmp)
3503 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3504 3744
3505 who->update_stats (); 3745 who->update_stats ();
3506 3746
3507 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3508 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3514 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3515 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3516 { 3756 {
3517 who->failmsg ( 3757 who->failmsg (
3518 "Oops, it feels deadly cold! " 3758 "Oops, it feels deadly cold! "
3519 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3759 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3520 ); 3760 );
3521 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3522 } 3762 }
3523 3763
3524 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3525 {
3526 /* if multiple objects were applied, update both slots */
3527 if (tmp)
3528 esrv_send_item (who, tmp);
3529
3530 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3531 }
3532 3766
3533 return 0; 3767 return 0;
3534}
3535
3536int
3537monster_apply_special (object *who, object *op, int aflags)
3538{
3539 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3540 return 1;
3541
3542 return apply_special (who, op, aflags);
3543} 3768}
3544 3769
3545/** 3770/**
3546 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3547 * 3772 *
3550int 3775int
3551auto_apply (object *op) 3776auto_apply (object *op)
3552{ 3777{
3553 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3554 int i; 3779 int i;
3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3555 3782
3556 switch (op->type) 3783 switch (op->type)
3557 { 3784 {
3558 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3559 if (!op->has_random_items ()) 3786 if (!op->has_random_items ())
3561 3788
3562 do 3789 do
3563 { 3790 {
3564 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3565 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3566 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3793 op->stats.exp
3794 ? (int) op->stats.exp
3795 : max (op->map->difficulty, 5)))
3796 == NULL && --i);
3797
3567 if (tmp == NULL) 3798 if (tmp == NULL)
3568 return 0; 3799 return 0;
3800
3569 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3570 { 3802 {
3571 tmp->destroy (); 3803 tmp->destroy ();
3572 tmp = NULL; 3804 tmp = NULL;
3573 } 3805 }
3576 3808
3577 tmp->x = op->x; 3809 tmp->x = op->x;
3578 tmp->y = op->y; 3810 tmp->y = op->y;
3579 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3580 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3581 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3582 identify (tmp); 3813 identify (tmp);
3583 break; 3814 break;
3584 3815
3585 case TREASURE: 3816 case TREASURE:
3586 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3593 /* If we generated an object and put it in this object inventory, 3824 /* If we generated an object and put it in this object inventory,
3594 * move it to the parent object as the current object is about 3825 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3827 * that is put inside other objects.
3597 */ 3828 */
3598 for (tmp = op->inv; tmp; tmp = tmp2)
3599 {
3600 tmp2 = tmp->below;
3601 tmp->remove ();
3602
3603 if (op->env) 3829 if (op->env)
3604 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3605 else 3831 op->env->insert (op->inv);
3606 tmp->destroy ();
3607 }
3608 3832
3609 op->destroy (); 3833 op->destroy ();
3610 break; 3834 break;
3611 } 3835 }
3612 return tmp ? 1 : 0; 3836
3837 return !!tmp;
3613} 3838}
3614 3839
3615/** 3840/**
3616 * fix_auto_apply goes through the entire map every time a map 3841 * fix_auto_apply goes through the entire map every time a map
3617 * is loaded or swapped in and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3631 3856
3632 if (tmp->inv) 3857 if (tmp->inv)
3633 { 3858 {
3634 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3635 3860
3636 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3637 { 3862 {
3638 invnext = invtmp->below; 3863 invnext = invtmp->below;
3639 3864
3640 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3641 auto_apply (invtmp); 3866 auto_apply (invtmp);
3642 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3643 { 3868 {
3644 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3645 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3646 3871
3647 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3648 } 3873 }
3649 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3710 } 3935 }
3711 3936
3712 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3713 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3714 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3715 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3716} 3941}
3717 3942
3718/** 3943/**
3719 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3720 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3725eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3726{ 3951{
3727 object *force; 3952 object *force;
3728 int i, did_one = 0; 3953 int i, did_one = 0;
3729 3954
3730 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3731 3958
3732 for (i = 0; i < NUM_STATS; i++)
3733 if (sint8 k = food->stats.stat (i))
3734 {
3735 force->stats.stat (i) = k;
3736 did_one = 1;
3737 }
3738
3739 /* check if we can protect the eater */
3740 for (i = 0; i < NROFATTACKS; i++)
3741 {
3742 if (food->resist[i] > 0)
3743 {
3744 force->resist[i] = food->resist[i] / 2;
3745 did_one = 1;
3746 }
3747 }
3748
3749 if (did_one)
3750 {
3751 force->set_speed (0.1);
3752 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3753 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3754 SET_FLAG (force, FLAG_APPLIED); 3961
3755 change_abil (who, force); 3962 if (force = who->force_find (key))
3756 insert_ob_in_ob (force, who); 3963 {
3964 if (duration > abs (force->speed_left / force->speed))
3965 {
3966 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));
3967 force->force_set_timer (duration);
3968 }
3969 else
3970 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3971
3972 return;
3757 } 3973 }
3758 else 3974 else
3975 {
3976 force = who->force_add (key, duration);
3977 force->name = key;
3978
3979 /* check if the food affects a stat */
3980 for (i = 0; i < NUM_STATS; i++)
3981 if (sint8 k = food->stats.stat (i))
3982 {
3983 force->stats.stat (i) = k;
3984 did_one = 1;
3985 }
3986
3987 /* check if we can protect the eater */
3988 for (i = 0; i < NROFATTACKS; i++)
3989 {
3990 if (food->resist[i] > 0)
3991 {
3992 force->resist[i] = food->resist[i];
3993 did_one = 1;
3994 }
3995 }
3996
3997 if (did_one)
3998 {
3999 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));
4000
4001 /* make the force take effect and report effects to user */
4002 change_abil (who, force);
4003 }
4004 else
3759 force->destroy (); 4005 force->destroy ();
4006 }
3760 4007
3761 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3762 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3763 { 4010 {
3764 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3765 { 4012 {
3766 assign (who->contr->killer, food->name); 4013 who->contr->killer = food;
3767 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3768 who->failmsg ("Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3769 } 4016 }
3770 else 4017 else
3771 { 4018 {
3775 who->failmsg ("Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
3776 4023
3777 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3778 } 4025 }
3779 } 4026 }
4027
3780 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3781 { 4029 {
3782 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3783 { 4031 {
3784 who->failmsg ("You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3793 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3794 } 4042 }
3795 } 4043 }
3796 4044
3797 who->update_stats (); 4045 who->update_stats ();
3798}
3799
3800/**
3801 * Designed primarily to light torches/lanterns/etc.
3802 * Also burns up burnable material too. First object in the inventory is
3803 * the selected object to "burn". -b.t.
3804 */
3805void
3806apply_lighter (object *who, object *lighter)
3807{
3808 object *item;
3809 int is_player_env = 0;
3810
3811 item = find_marked_object (who);
3812 if (item)
3813 {
3814 if (lighter->last_eat && lighter->stats.food)
3815 { /* lighter gets used up */
3816 /* Split multiple lighters if they're being used up. Otherwise *
3817 * one charge from each would be used up. --DAMN */
3818 if (lighter->nrof > 1)
3819 {
3820 object *oneLighter = lighter->clone ();
3821
3822 lighter->nrof -= 1;
3823 oneLighter->nrof = 1;
3824 oneLighter->stats.food--;
3825 esrv_send_item (who, lighter);
3826 oneLighter = insert_ob_in_ob (oneLighter, who);
3827 esrv_send_item (who, oneLighter);
3828 }
3829 else
3830 lighter->stats.food--;
3831 }
3832 else if (lighter->last_eat)
3833 {
3834 /* no charges left in lighter */
3835 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3836 return;
3837 }
3838
3839 /* Perhaps we should split what we are trying to light on fire?
3840 * I can't see many times when you would want to light multiple
3841 * objects at once.
3842 */
3843
3844 if (who == item->in_player ())
3845 is_player_env = 1;
3846
3847 save_throw_object (item, AT_FIRE, who);
3848
3849 if (item->destroyed ())
3850 {
3851 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3852 /* Need to update the player so that the players glow radius
3853 * gets changed.
3854 */
3855 if (is_player_env)
3856 who->update_stats ();
3857 }
3858 else
3859 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3860 }
3861 else
3862 who->failmsg ("You need to mark a lightable object.");
3863}
3864
3865/**
3866 * op made some mistake with a scroll, this takes care of punishment.
3867 * scroll_failure()- hacked directly from spell_failure
3868 */
3869void
3870scroll_failure (object *op, int failure, int power)
3871{
3872 if (abs (failure / 4) > power)
3873 power = abs (failure / 4); /* set minimum effect */
3874
3875 if (failure <= -1 && failure > -15)
3876 { /* wonder */
3877 object *tmp;
3878
3879 op->failmsg ("Your spell warps!");
3880 tmp = get_archetype (SPELL_WONDER);
3881 cast_wonder (op, op, 0, tmp);
3882 tmp->destroy ();
3883 }
3884 else if (failure <= -15 && failure > -35)
3885 { /* drain mana */
3886 op->failmsg ("Your mana is drained!");
3887 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3888 if (op->stats.sp < 0)
3889 op->stats.sp = 0;
3890 }
3891 else if (settings.spell_failure_effects == TRUE)
3892 {
3893 if (failure <= -35 && failure > -60)
3894 { /* confusion */
3895 op->failmsg ("The magic recoils on you!");
3896 confuse_player (op, op, power);
3897 }
3898 else if (failure <= -60 && failure > -70)
3899 { /* paralysis */
3900 op->failmsg ("The magic recoils and paralyzes you!");
3901 paralyze_player (op, op, power);
3902 }
3903 else if (failure <= -70 && failure > -80)
3904 { /* blind */
3905 op->failmsg ("The magic recoils on you!");
3906 blind_player (op, op, power);
3907 }
3908 else if (failure <= -80)
3909 { /* blast the immediate area */
3910 object *tmp = get_archetype (LOOSE_MANA);
3911 cast_magic_storm (op, tmp, power);
3912 op->failmsg ("You unleash uncontrolled mana!");
3913 tmp->destroy ();
3914 }
3915 }
3916} 4046}
3917 4047
3918void 4048void
3919apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3920{ 4050{
3968 } 4098 }
3969 4099
3970 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3971 * the player ref: player.c 4101 * the player ref: player.c
3972 */ 4102 */
3973 if (change->randomitems != NULL) 4103 if (change->randomitems)
3974 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3975 4105
3976 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3977 4107
3978 /* first, look for the force object banning 4108 /* first, look for the force object banning
3979 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3980 */ 4110 */
3981 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3982 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
3983 flag_change_face = 0; 4113 flag_change_face = 0;
3984 4114
3985 if (flag_change_face) 4115 if (flag_change_face)
3986 { 4116 {
3987 pl->animation_id = GET_ANIM_ID (change);
3988 pl->face = change->face; 4117 pl->face = change->face;
3989 4118 pl->animation_id = change->animation_id;
3990 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3991 SET_FLAG (pl, FLAG_ANIMATE);
3992 else
3993 CLEAR_FLAG (pl, FLAG_ANIMATE);
3994 } 4120 }
3995 4121
3996 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
3997 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4123 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3998 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
3999 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4000 4126
4001 break; 4127 break;
4002 } 4128 }
4003 } 4129 }
4004} 4130}
4005 4131
4006/**
4007 * This handles items of type 'transformer'.
4008 * Basically those items, used with a marked item, transform both items into something
4009 * else.
4010 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4011 * Change information is contained in the 'slaying' field of the marked item.
4012 * The format is as follow: transformer:[number ]yield[;transformer:...].
4013 * This way an item can be transformed in many things, and/or many objects.
4014 * The 'slaying' field for transformer is used as verb for the action.
4015 */
4016void
4017apply_item_transformer (object *pl, object *transformer)
4018{
4019 object *marked;
4020 object *new_item;
4021 char *find;
4022 char *separator;
4023 int yield;
4024 char got[MAX_BUF];
4025 int len;
4026
4027 if (!pl || !transformer)
4028 return;
4029
4030 marked = find_marked_object (pl);
4031
4032 if (!marked)
4033 {
4034 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4035 return;
4036 }
4037
4038 if (!marked->slaying)
4039 {
4040 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4041 return;
4042 }
4043
4044 /* check whether they are compatible or not */
4045 find = strstr (marked->slaying, transformer->arch->archname);
4046 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4047 {
4048 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4049 return;
4050 }
4051
4052 find += strlen (transformer->arch->archname) + 1;
4053 /* Item can be used, now find how many and what it yields */
4054 if (isdigit (*(find)))
4055 {
4056 yield = atoi (find);
4057 if (yield < 1)
4058 {
4059 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4060 yield = 1;
4061 }
4062 }
4063 else
4064 yield = 1;
4065
4066 while (isdigit (*find))
4067 find++;
4068
4069 while (*find == ' ')
4070 find++;
4071
4072 memset (got, 0, MAX_BUF);
4073
4074 if ((separator = strchr (find, ';')) != NULL)
4075 len = separator - find;
4076 else
4077 len = strlen (find);
4078
4079 if (len > MAX_BUF - 1)
4080 len = MAX_BUF - 1;
4081
4082 strcpy (got, find);
4083 got[len] = '\0';
4084
4085 /* Now create new item, remove used ones when required. */
4086 new_item = get_archetype (got);
4087 if (!new_item)
4088 {
4089 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4090 return;
4091 }
4092
4093 new_item->nrof = yield;
4094
4095 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4096
4097 insert_ob_in_ob (new_item, pl);
4098 esrv_send_inventory (pl, pl);
4099 /* Eat up one item */
4100 marked->decrease ();
4101
4102 /* Eat one transformer if needed */
4103 if (transformer->stats.food)
4104 if (--transformer->stats.food == 0)
4105 transformer->decrease ();
4106}
4107

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