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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.164 by root, Mon Jul 14 16:42:49 2008 UTC vs.
Revision 1.213 by elmex, Mon Nov 9 13:38:36 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 122
122 return !money; 123 return !money;
123 } 124 }
124 } 125 }
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 137 buf << "The item has a story:\r" << id->msg << "\n\n";
137 138
138 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
140 break; 141 break;
141 } 142 }
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 if (shstr yield = tmp->kv (shstr_on_use_yield)) 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 168}
168 169
169/** 170/**
170 * Handles applying a potion. 171 * Handles applying a potion.
203 op->update_stats (); 204 op->update_stats ();
204 tmp->decrease (); 205 tmp->decrease ();
205 return 1; 206 return 1;
206 } 207 }
207 208
208 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
209 { 210 {
210 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
211 return 0; 212 return 0;
212 } 213 }
213 214
230 } 231 }
231 232
232 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 { 235 {
235 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
236 { 237 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 { 239 {
239 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
240 { 241 {
275 } 276 }
276 } 277 }
277 } 278 }
278 279
279 /* Just makes checking easier */ 280 /* Just makes checking easier */
280 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
281 got_one = 1; 282 got_one = 1;
282 283
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 { 285 {
285 if (got_one) 286 if (got_one)
315 */ 316 */
316 if (tmp->inv) 317 if (tmp->inv)
317 { 318 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 320 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
323 322 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 323 }
332 else 324 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 326
335 tmp->decrease (); 327 tmp->decrease ();
378 } 370 }
379 371
380 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 373 if (op->type == PLAYER)
382 { /* only for players */ 374 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 379 else
386 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
387 381
388 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
403/**************************************************************************** 397/****************************************************************************
404 * Weapon improvement code follows 398 * Weapon improvement code follows
405 ****************************************************************************/ 399 ****************************************************************************/
406 400
407/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
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/**
408 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
409 */ 418 */
410static int 419static int
411check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
412{ 421{
413 int count = 0; 422 int count = 0;
414 423
415 if (!item) 424 if (!item)
416 return 0; 425 return 0;
417 426
418 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 431 count += op->number_of ();
429 }
430 }
431 }
432 432
433 return count; 433 return count;
434} 434}
435 435
436/** 436/**
438 * op is typically the player, which is only 438 * op is typically the player, which is only
439 * really used to determine what space to look at. 439 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
441 */ 441 */
442static void 442static void
443eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 444{
445 object *prev; 445 object *prev;
446 446
447 prev = op; 447 prev = op;
448 op = op->below; 448 op = op->below;
449 449
450 while (op) 450 while (op)
451 { 451 {
452 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
453 { 453 {
454 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
455 { 455 {
456 op->decrease (nrof); 456 op->decrease (nrof);
457 return; 457 return;
466 } 466 }
467 467
468 prev = op; 468 prev = op;
469 op = op->below; 469 op = op->below;
470 } 470 }
471}
472
473/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522} 471}
523 472
524/** 473/**
525 * 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.
526 * 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.
582 531
583/** 532/**
584 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
586 */ 535 */
587int 536static int
588prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
589{ 538{
590 int sacrifice_count, i; 539 int sacrifice_count, i;
591 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
592 541
645 * 594 *
646 * 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
647 * 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 ??
648 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
649 */ 598 */
650int 599static int
651improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
652{ 601{
653 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
654 603
655 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
657 606
658 if (weapon->level == 0) 607 if (weapon->level == 0)
659 { 608 {
660 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.>");
661 return 0; 612 return 0;
662 } 613 }
663 614
664 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
665 { 617 {
666 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 619 return 0;
668 } 620 }
669 621
670 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))
671 { 624 {
672 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 627 "really want to improve it.");
675 return 0; 628 return 0;
753/** 706/**
754 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * 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, ...),
756 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
757 */ 710 */
758int 711static int
759check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
760{ 713{
761 object *otmp; 714 object *otmp;
762 715
763 if (op->type != PLAYER) 716 if (op->type != PLAYER)
810 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
811 * the users level or 90) 764 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now. 766 * changing of physical area right now.
814 */ 767 */
815int 768static int
816improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
817{ 770{
818 object *tmp; 771 object *tmp;
819 772
820 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
904 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
906 * 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
907 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
908 */ 861 */
909static int 862int
910convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
911{ 864{
912 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
913 866
914 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
915 return 0; 868 return 0;
916 869
917 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
921 874
995 item->nrof = give; 948 item->nrof = give;
996 949
997 if (nr) 950 if (nr)
998 item->nrof *= nr; 951 item->nrof *= nr;
999 952
1000 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1001 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 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 965 {
1004 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",
1005 &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);
1006 /** 968 /**
1022 * Handle apply on containers. 984 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1024 * 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]
1025 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1026 */ 988 */
1027int 989static int
1028apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1029{ 991{
1030 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 993 return 0; /* This might change */
1032 994
1045 } 1007 }
1046 1008
1047 // 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
1048 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1049 { 1011 {
1050 if (op->container == sack) 1012 if (op->container_ () == sack)
1051 { 1013 {
1052 // open on ground or inv, so close 1014 // open on ground or inv, so close
1053 op->close_container (); 1015 op->close_container ();
1054 return 1; 1016 return 1;
1055 } 1017 }
1098{ 1060{
1099 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 1063 return 0;
1102 1064
1103 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1104 { 1066 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * 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
1107 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1108 */ 1070 */
1117/* push_button (altar);*/ 1079/* push_button (altar);*/
1118 } 1080 }
1119 else 1081 else
1120 { 1082 {
1121 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1122 push_button (altar); 1084 push_button (altar, originator);
1123 } 1085 }
1124 1086
1125 return !sacrifice; 1087 return !sacrifice;
1126 } 1088 }
1127 else 1089 else
1144 1106
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 1108
1147 bool has_unpaid = false; 1109 bool has_unpaid = false;
1148 1110
1149 // 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
1150 // a quick and small change :( 1112 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1153 { 1115 {
1154 has_unpaid = true; 1116 has_unpaid = true;
1155 break; 1117 break;
1156 } 1118 }
1157 1119
1158 if (op->type != PLAYER) 1120 if (!op->is_player ())
1159 { 1121 {
1160 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1162 * the shop. 1124 * the shop.
1163 */ 1125 */
1167 1129
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 { 1131 {
1170 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);
1171 1133
1134 if (i >= 0)
1172 tmp->remove (); 1135 tmp->move (i);
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 } 1136 }
1182 } 1137 }
1183 1138
1184 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1196 if (i != -1) 1151 if (i != -1)
1197 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);
1198 1153
1199 return 0; 1154 return 0;
1200 } 1155 }
1156
1201 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1203 */ 1159 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 1161 }
1260 * Handles applying a sign. 1216 * Handles applying a sign.
1261 */ 1217 */
1262static void 1218static void
1263apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1264{ 1220{
1265 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 }
1266 1229
1267 if (!sign->msg) 1230 if (!sign->msg)
1268 { 1231 {
1269 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 "));
1270 return; 1236 return;
1271 } 1237 }
1272 1238
1273 if (sign->stats.food) 1239 if (sign->stats.food)
1274 { 1240 {
1275 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1276 { 1242 {
1277 if (!sign->move_on) 1243 if (!sign->move_on)
1278 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1279 1245
1280 return; 1246 return;
1281 } 1247 }
1282 1248
1283 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1301 if (sign->sound) 1267 if (sign->sound)
1302 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1303 else if (autoapply) 1269 else if (autoapply)
1304 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1305 1271
1306 if (ns->can_msg)
1307 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));
1308 else
1309 {
1310 msgType = get_readable_message_type (sign);
1311 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1312 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1313 }
1314 } 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);
1315} 1306}
1316 1307
1317/** 1308/**
1318 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1319 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1333 return; 1324 return;
1334 1325
1335 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1336 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1337 */ 1328 */
1338 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1339 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1340 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1341 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1342 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1343 */ 1334 */
1350 1341
1351 recursion_depth++; 1342 recursion_depth++;
1352 if (trap->head) 1343 if (trap->head)
1353 trap = trap->head; 1344 trap = trap->head;
1354 1345
1355 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)))
1356 goto leave;
1357
1358 switch (trap->type) 1347 switch (trap->type)
1359 { 1348 {
1360 case PLAYERMOVER: 1349 case PLAYERMOVER:
1361 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:
1362 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1363 if (!trap->stats.maxsp) 1423 if (!trap->value)
1364 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1365 1426
1366 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1367 * 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
1368 */ 1442 */
1369 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1370 1444
1371 /* 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)
1372 * above with some objects have zero speed, and thus the player 1446 {
1373 * 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 }
1374 */ 1456 }
1375 if (victim->speed_left < -50.f) 1457 break;
1376 victim->speed_left = -50.f;
1377 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1378 } 1458 }
1379 goto leave;
1380 1459
1381 case SPINNER: 1460 case CONVERTER:
1382 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1383 {
1384 victim->direction = absdir (victim->direction - trap->stats.sp);
1385 update_turn_face (victim);
1386 }
1387 goto leave;
1388
1389 case DIRECTOR:
1390 if (victim->direction && !should_director_abort (trap, victim))
1391 {
1392 victim->direction = trap->stats.sp;
1393 update_turn_face (victim);
1394 }
1395 goto leave;
1396
1397 case BUTTON:
1398 case PEDESTAL:
1399 update_button (trap);
1400 goto leave;
1401
1402 case ALTAR:
1403 /* sacrifice victim on trap */
1404 apply_altar (trap, victim, originator);
1405 goto leave;
1406
1407 case THROWN_OBJ:
1408 if (trap->inv == NULL)
1409 goto leave;
1410 /* fallthrough */
1411
1412 case ARROW:
1413 /* bad bug: monster throw a object, make a step forwards, step on object ,
1414 * trigger this here and get hit by own missile - and will be own enemy.
1415 * Victim then is his own enemy and will start to kill herself (this is
1416 * removed) but we have not synced victim and his missile. To avoid senseless
1417 * action, we avoid hits here
1418 */
1419 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1420 hit_with_arrow (trap, victim);
1421 goto leave;
1422
1423 case SPELL_EFFECT:
1424 apply_spell_effect (trap, victim);
1425 goto leave;
1426
1427 case TRAPDOOR:
1428 {
1429 int max, sound_was_played;
1430 object *ab, *ab_next;
1431
1432 if (!trap->value)
1433 { 1462 {
1434 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1435 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1436 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1438 tot += ab->head_ ()->total_weight ();
1439
1440 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1441 goto leave;
1442
1443 SET_ANIMATION (trap, trap->value);
1444 update_object (trap, UP_OBJ_FACE);
1445 } 1465 }
1446 1466
1447 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))
1448 { 1489 {
1449 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1450 * ab->above would be bogus 1491 * players output.
1451 */ 1492 */
1452 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1453 1495
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1455 { 1497 victim->enter_exit (trap);
1456 if (!sound_was_played)
1457 {
1458 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1459 sound_was_played = 1;
1460 }
1461
1462 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1463 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1464 }
1465 } 1498 }
1466 goto leave; 1499 break;
1467 }
1468 1500
1469 case CONVERTER:
1470 if (convert_item (victim, trap) < 0)
1471 {
1472 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1473 archetype::get (shstr_burnout)->insert_at (trap, trap);
1474 }
1475
1476 goto leave;
1477
1478 case TRIGGER_BUTTON:
1479 case TRIGGER_PEDESTAL:
1480 case TRIGGER_ALTAR:
1481 check_trigger (trap, victim);
1482 goto leave;
1483
1484 case DEEP_SWAMP:
1485 walk_on_deep_swamp (trap, victim);
1486 goto leave;
1487
1488 case CHECK_INV:
1489 check_inv (victim, trap);
1490 goto leave;
1491
1492 case HOLE:
1493 /* Hole not open? */
1494 if (trap->stats.wc > 0)
1495 goto leave;
1496
1497 /* Is this a multipart monster and not the head? If so, return.
1498 * Processing will happen if the head runs into the pit
1499 */
1500 if (victim->head)
1501 goto leave;
1502
1503 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1504 victim->statusmsg ("You fall through the hole!", NDI_RED);
1505 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1506 goto leave;
1507
1508 case EXIT:
1509 if (victim->type == PLAYER && EXIT_PATH (trap))
1510 {
1511 /* Basically, don't show exits leading to random maps the
1512 * players output.
1513 */
1514 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1515 victim->statusmsg (trap->msg, NDI_NAVY);
1516
1517 trap->play_sound (trap->sound);
1518 victim->enter_exit (trap);
1519 }
1520 goto leave;
1521
1522 case ENCOUNTER: 1501 case ENCOUNTER:
1523 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1524 goto leave; 1503 break;
1525 1504
1526 case SHOP_MAT: 1505 case SHOP_MAT:
1527 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1528 goto leave; 1507 break;
1529 1508
1530 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1531 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1532 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1533 goto leave; 1512 break;
1534 1513
1535 case SIGN: 1514 case SIGN:
1536 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1537 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1538 1517
1539 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1540 goto leave; 1519 break;
1541 1520
1542 case CONTAINER: 1521 case CONTAINER:
1543 apply_container (victim, trap); 1522 apply_container (victim, trap);
1544 goto leave; 1523 break;
1545 1524
1546 case RUNE: 1525 case RUNE:
1547 case TRAP: 1526 case TRAP:
1548 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1549 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1550 goto leave; 1529 break;
1551 1530
1552 default: 1531 default:
1553 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 "
1554 "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);
1555 goto leave; 1534 break;
1556 } 1535 }
1557 1536
1558leave:
1559 recursion_depth--; 1537 recursion_depth--;
1560} 1538}
1561 1539
1562/** 1540/**
1563 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1574 return; 1552 return;
1575 } 1553 }
1576 1554
1577 if (!tmp->msg) 1555 if (!tmp->msg)
1578 { 1556 {
1579 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));
1580 return; 1558 return;
1581 } 1559 }
1582 1560
1583 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1584 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1602 1580
1603 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1604 1582
1605 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1606 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1607 if (ns->can_msg)
1608 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));
1609 else
1610 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1611 msgType->message_type, msgType->message_subtype,
1612 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1613 long_desc (tmp, op), &tmp->msg);
1614 1586
1615 /* gain xp from reading */ 1587 /* gain xp from reading */
1616 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1617 { /* only if not read before */ 1589 { /* only if not read before */
1618 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1626 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1627 } 1599 }
1628 1600
1629 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1630 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 }
1631 } 1656 }
1632} 1657}
1633 1658
1634/** 1659/**
1635 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1772 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);
1773 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!");
1774 return; 1799 return;
1775 } 1800 }
1776 1801
1777 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1778 { 1804 {
1779 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));
1780 return; 1807 return;
1781 } 1808 }
1782 1809
1783 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));
1784 1811
1826 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1827 */ 1854 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 { 1856 {
1830 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!");
1831 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));
1832 } 1859 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834 (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])
1835 { 1862 {
1836 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1941 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1942 break; 1969 break;
1943 } 1970 }
1944 1971
1945 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1946 tmp->decrease (); 1973 tmp->decrease (true);
1947}
1948
1949/**
1950 * op eats food.
1951 * If player, takes care of messages and dragon special food.
1952 */
1953static void
1954apply_food (object *op, object *tmp)
1955{
1956 int capacity_remaining;
1957
1958 if (op->type != PLAYER)
1959 op->stats.hp = op->stats.maxhp;
1960 else
1961 {
1962 /* check if this is a dragon (player), eating some flesh */
1963 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1964 ;
1965 else
1966 {
1967 /* usual case - no dragon meal: */
1968 if (op->stats.food + tmp->stats.food > 999)
1969 {
1970 if (tmp->type == FOOD || tmp->type == FLESH)
1971 op->failmsg ("You feel full, but what a waste of food!");
1972 else
1973 op->statusmsg ("Most of the drink goes down your face not your throat!");
1974 }
1975
1976 tmp->play_sound (
1977 tmp->sound
1978 ? tmp->sound
1979 : tmp->type == DRINK
1980 ? sound_find ("eat_drink")
1981 : sound_find ("eat_food")
1982 );
1983
1984 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1985 {
1986 const char *buf;
1987
1988 if (!is_dragon_pl (op))
1989 {
1990 /* eating message for normal players */
1991 if (tmp->type == DRINK)
1992 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1993 else
1994 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1995 }
1996 else
1997 /* eating message for dragon players */
1998 buf = format ("The %s tasted terrible!", &tmp->name);
1999
2000 op->statusmsg (buf);
2001
2002 capacity_remaining = 999 - op->stats.food;
2003 op->stats.food += tmp->stats.food;
2004 if (capacity_remaining < tmp->stats.food)
2005 op->stats.hp += capacity_remaining / 50;
2006 else
2007 op->stats.hp += tmp->stats.food / 50;
2008
2009 if (op->stats.hp > op->stats.maxhp)
2010 op->stats.hp = op->stats.maxhp;
2011 if (op->stats.food > 999)
2012 op->stats.food = 999;
2013 }
2014
2015 /* special food hack -b.t. */
2016 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2017 eat_special_food (op, tmp);
2018 }
2019 }
2020
2021 handle_apply_yield (tmp);
2022 tmp->decrease ();
2023} 1974}
2024 1975
2025/** 1976/**
2026 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2027 * 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.
2030 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2031 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2032 * return: 1983 * return:
2033 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2034 */ 1985 */
2035int 1986static int
2036dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2037{ 1988{
2038 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2039 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2040 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2072 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2073 2024
2074 if (op->stats.hp > op->stats.maxhp) 2025 if (op->stats.hp > op->stats.maxhp)
2075 op->stats.hp = op->stats.maxhp; 2026 op->stats.hp = op->stats.maxhp;
2076 2027
2077 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2028 op->stats.food = min (999, op->stats.food + meal->stats.food);
2078 2029
2079 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2080 2031
2081 /* on to the interesting part: chances for adding resistance */ 2032 /* on to the interesting part: chances for adding resistance */
2082 for (i = 0; i < NROFATTACKS; i++) 2033 for (i = 0; i < NROFATTACKS; i++)
2092 2043
2093 /* monster bonus increases with level, because high-level 2044 /* monster bonus increases with level, because high-level
2094 flesh is too rare */ 2045 flesh is too rare */
2095 mbonus = op->level * 20. / ((double) settings.max_level); 2046 mbonus = op->level * 20. / ((double) settings.max_level);
2096 2047
2097 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2048 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2098 ((double) settings.max_level)) - skin->resist[i]; 2049 ((double)settings.max_level)) - skin->resist[i];
2099 2050
2100 if (chance >= 0.) 2051 if (chance >= 0.)
2101 chance += 1.; 2052 chance += 1.;
2102 else 2053 else
2103 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2104 2055
2105 /* chance is proportional to amount of resistance (max. 50) */ 2056 /* chance is proportional to amount of resistance (max. 50) */
2106 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2057 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2107 2058
2108 /* doubled chance for resistance of ability-focus */ 2059 /* doubled chance for resistance of ability-focus */
2109 if (i == abil->stats.exp) 2060 if (i == abil->stats.exp)
2110 chance = MIN (100., chance * 2.); 2061 chance = min (100., chance * 2.);
2111 2062
2112 /* 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!) */
2113 if (rndm (10000) < (unsigned int) (chance * 100)) 2064 if (rndm (10000) < (unsigned int)(chance * 100))
2114 { 2065 {
2115 atnr_winner[winners] = i; 2066 atnr_winner[winners] = i;
2116 winners++; 2067 winners++;
2117 } 2068 }
2118 2069
2146 op->statusmsg (buf); 2097 op->statusmsg (buf);
2147 2098
2148 /* now choose a winner if we have any */ 2099 /* now choose a winner if we have any */
2149 i = -1; 2100 i = -1;
2150 if (winners > 0) 2101 if (winners > 0)
2151 i = atnr_winner[RANDOM () % winners]; 2102 i = atnr_winner [rndm (winners)];
2152 2103
2153 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2154 { 2105 {
2155 /* resistance increased! */ 2106 /* resistance increased! */
2156 skin->resist[i]++; 2107 skin->resist[i]++;
2178 abil->last_eat = 0; 2129 abil->last_eat = 0;
2179 } 2130 }
2180 } 2131 }
2181 2132
2182 return 1; 2133 return 1;
2134}
2135
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 ();
2183} 2210}
2184 2211
2185/** 2212/**
2186 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2187 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2252 * 2279 *
2253 * 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
2254 * 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
2255 * 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).
2256 */ 2283 */
2257int 2284static int
2258is_legal_2ways_exit (object *op, object *exit) 2285is_legal_2ways_exit (object *op, object *exit)
2259{ 2286{
2260 if (exit->stats.exp != 1) 2287 if (exit->stats.exp != 1)
2261 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 */
2262 2289
2328 return 1; 2355 return 1;
2329 } 2356 }
2330 } 2357 }
2331 2358
2332 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 ();
2333} 2708}
2334 2709
2335/** 2710/**
2336 * Main apply handler. 2711 * Main apply handler.
2337 * 2712 *
2340 * Return value: 2715 * Return value:
2341 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2342 * 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
2343 * 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
2344 * 2719 *
2345 * 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
2346 * being applied. 2721 * being applied.
2347 * 2722 *
2348 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2349 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2350 */ 2725 */
2351int 2726int
2352manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2353{ 2728{
2354 tmp = tmp->head_ (); 2729 op = op->head_ ();
2355 2730
2356 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2357 { 2732 {
2358 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2359 { 2734 {
2735 examine (who, op);
2360 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
2361 return 1; 2737 return 1;
2362 } 2738 }
2363 else 2739 else
2364 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2365 } 2741 }
2366 2742
2367 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2368 return RESULT_INT (0); 2744 return RESULT_INT (0);
2369 2745
2370 switch (tmp->type) 2746 switch (op->type)
2371 { 2747 {
2372 case CF_HANDLE: 2748 case T_HANDLE:
2373 op->play_sound (sound_find ("turn_handle")); 2749 who->play_sound (sound_find ("turn_handle"));
2374 op->statusmsg ("You turn the handle."); 2750 who->statusmsg ("You turn the handle.");
2375 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2376 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2377 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2378 push_button (tmp); 2754 push_button (op, who);
2379 return 1; 2755 return 1;
2380 2756
2381 case TRIGGER: 2757 case TRIGGER:
2382 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2383 { 2759 {
2384 op->statusmsg ("You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2385 op->play_sound (sound_find ("turn_handle")); 2761 who->play_sound (sound_find ("turn_handle"));
2386 } 2762 }
2387 else 2763 else
2388 op->failmsg ("The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2389 2765
2390 return 1; 2766 return 1;
2391 2767
2392 case EXIT: 2768 case EXIT:
2393 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2394 return 0; 2770 return 0;
2395 2771
2396 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2397 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)));
2398 else 2774 else
2399 { 2775 {
2400 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2401 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2402 op->statusmsg (tmp->msg, NDI_NAVY); 2778 who->statusmsg (op->msg, NDI_NAVY);
2403 2779
2404 op->enter_exit (tmp); 2780 who->enter_exit (op);
2405 } 2781 }
2406 2782
2407 return 1; 2783 return 1;
2408 2784
2409 case INSCRIBABLE: 2785 case INSCRIBABLE:
2410 op->statusmsg (tmp->msg); 2786 who->statusmsg (op->msg);
2411 // 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
2412 return 1; 2788 return 1;
2413 2789
2414 case SIGN: 2790 case SIGN:
2415 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2416 return 1; 2792 return 1;
2417 2793
2418 case BOOK: 2794 case BOOK:
2419 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2420 { 2796 {
2421 apply_book (op, tmp); 2797 apply_book (who, op);
2422 return 1; 2798 return 1;
2423 } 2799 }
2424 else 2800 else
2425 return 0; 2801 return 0;
2426 2802
2427 case SKILLSCROLL: 2803 case SKILLSCROLL:
2428 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2429 { 2805 {
2430 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2431 return 1; 2807 return 1;
2432 } 2808 }
2433 else 2809 else
2434 return 0; 2810 return 0;
2435 2811
2436 case SPELLBOOK: 2812 case SPELLBOOK:
2437 if (op->type == PLAYER) 2813 if (who->type == PLAYER)
2438 { 2814 {
2439 apply_spellbook (op, tmp); 2815 apply_spellbook (who, op);
2440 return 1; 2816 return 1;
2441 } 2817 }
2442 else 2818 else
2443 return 0; 2819 return 0;
2444 2820
2445 case SCROLL: 2821 case SCROLL:
2446 apply_scroll (op, tmp, 0); 2822 apply_scroll (who, op, 0);
2447 return 1; 2823 return 1;
2448 2824
2449 case POTION: 2825 case POTION:
2450 apply_potion (op, tmp); 2826 apply_potion (who, op);
2451 return 1; 2827 return 1;
2452 2828
2453 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2454 //TODO: remove, as it is unsed? 2830 //TODO: remove, as it is unsed?
2455 case CLOSE_CON: 2831 case CLOSE_CON:
2456 apply_container (op, tmp->env); 2832 apply_container (who, op->env);
2457 return 1; 2833 return 1;
2458 2834
2459 case CONTAINER: 2835 case CONTAINER:
2460 apply_container (op, tmp); 2836 apply_container (who, op);
2461 return 1; 2837 return 1;
2462 2838
2463 case TREASURE: 2839 case TREASURE:
2464 if (op->type == PLAYER) 2840 if (who->type == PLAYER)
2465 { 2841 {
2466 apply_treasure (op, tmp); 2842 apply_treasure (who, op);
2467 return 1; 2843 return 1;
2468 } 2844 }
2469 else 2845 else
2470 return 0; 2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2471 2852
2472 case WEAPON: 2853 case WEAPON:
2473 case ARMOUR: 2854 case ARMOUR:
2474 case BOOTS: 2855 case BOOTS:
2475 case GLOVES: 2856 case GLOVES:
2483 case WAND: 2864 case WAND:
2484 case ROD: 2865 case ROD:
2485 case HORN: 2866 case HORN:
2486 case SKILL: 2867 case SKILL:
2487 case BOW: 2868 case BOW:
2488 case LAMP:
2489 case BUILDER: 2869 case BUILDER:
2490 case SKILL_TOOL: 2870 case SKILL_TOOL:
2491 if (tmp->env != op) 2871 if (op->env != who)
2492 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2493 2873
2494 apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2495 return 1; 2875 return 1;
2496 2876
2497 case DRINK: 2877 case DRINK:
2498 case FOOD: 2878 case FOOD:
2499 case FLESH: 2879 case FLESH:
2500 apply_food (op, tmp); 2880 apply_food (who, op);
2501 return 1; 2881 return 1;
2502 2882
2503 case POISON: 2883 case POISON:
2504 apply_poison (op, tmp); 2884 apply_poison (who, op);
2505 return 1; 2885 return 1;
2506 2886
2507 case SAVEBED: 2887 case SAVEBED:
2508 return 1; 2888 return 1;
2509 2889
2510 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2511 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2512 { 2892 {
2513 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2514 return 1; 2894 return 1;
2515 } 2895 }
2516 else 2896 else
2517 return 0; 2897 return 0;
2518 2898
2519 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2520 check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2521 return 1; 2901 return 1;
2522 2902
2523 case CLOCK: 2903 case CLOCK:
2524 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2525 { 2905 {
2526 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2527 timeofday_t tod; 2907 timeofday_t tod;
2528 2908
2529 get_tod (&tod); 2909 get_tod (&tod);
2530 op->play_sound (sound_find ("sound_clock")); 2910 who->play_sound (sound_find ("sound_clock"));
2531 op->statusmsg (format ( 2911 who->statusmsg (format (
2532 "It is %d minute%s past %d o'clock %s", 2912 "It is %d minute%s past %d o'clock %s",
2533 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2534 ((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")
2535 )); 2915 ));
2536 return 1; 2916 return 1;
2537 } 2917 }
2538 else 2918 else
2539 return 0; 2919 return 0;
2540 2920
2541 case MENU: 2921 case MENU:
2542 if (op->type == PLAYER) 2922 if (who->type == PLAYER)
2543 { 2923 {
2544 shop_listing (tmp, op); 2924 shop_listing (op, who);
2545 return 1; 2925 return 1;
2546 } 2926 }
2547 else 2927 else
2548 return 0; 2928 return 0;
2549 2929
2550 case POWER_CRYSTAL: 2930 case POWER_CRYSTAL:
2551 apply_power_crystal (op, tmp); /* see egoitem.c */ 2931 apply_power_crystal (who, op); /* see egoitem.c */
2552 return 1; 2932 return 1;
2553 2933
2554 case LIGHTER: /* for lighting torches/lanterns/etc */ 2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2555 if (op->type == PLAYER) 2935 if (who->type == PLAYER)
2556 { 2936 {
2557 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2558 return 1; 2938 return 1;
2559 } 2939 }
2560 else 2940 else
2561 return 0; 2941 return 0;
2562 2942
2563 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2564 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2565 return 1; 2945 return 1;
2566 2946
2567 default: 2947 default:
2568 return 0; 2948 return 0;
2569 } 2949 }
2621 * 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
2622 * 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
2623 * 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
2624 * not return a proper value. 3004 * not return a proper value.
2625 */ 3005 */
2626 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)
2627 { 3007 {
2628 next = tmp->below; 3008 next = tmp->below;
2629 3009
2630 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2631 floors++; 3011 floors++;
2636 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2637 * 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
2638 * the item needs. 3018 * the item needs.
2639 */ 3019 */
2640 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2641 {
2642 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2643 return; 3022 return;
2644 } 3023
2645 if (floors >= 2) 3024 if (floors >= 2)
2646 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2647 } 3026 }
2648} 3027}
2649 3028
2722 case CLOAK: 3101 case CLOAK:
2723 who->statusmsg (format ("You unwear %s.", query_name (op))); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2724 change_abil (who, op); 3103 change_abil (who, op);
2725 break; 3104 break;
2726 3105
2727 case LAMP:
2728 {
2729 who->statusmsg (format ("You turn off your %s.", &op->name));
2730
2731 object *tmp2 = arch_to_object (op->other_arch);
2732 tmp2->x = op->x;
2733 tmp2->y = op->y;
2734 tmp2->map = op->map;
2735 tmp2->below = op->below;
2736 tmp2->above = op->above;
2737 tmp2->stats.food = op->stats.food;
2738 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2739
2740 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2741 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2742
2743 op->destroy ();
2744 who->insert (tmp2);
2745 who->update_stats ();
2746
2747 if (who->contr)
2748 {
2749 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2750 {
2751 who->failmsg ("Oops, it feels deadly cold!");
2752 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2753 }
2754 }
2755 }
2756
2757 return 1; /* otherwise, an attempt to drop causes problems */
2758
2759 case BOW: 3106 case BOW:
2760 case WAND: 3107 case WAND:
2761 case ROD: 3108 case ROD:
2762 case HORN: 3109 case HORN:
2763 if (player *pl = who->contr) 3110 if (player *pl = who->contr)
2842#define CANNOT_REMOVE_CURSED \ 3189#define CANNOT_REMOVE_CURSED \
2843 "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. " \
2844 "Praying over an altar, scrolls of remove curse/damnation, " \ 3191 "Praying over an altar, scrolls of remove curse/damnation, " \
2845 "priests or even other players might help.>" 3192 "priests or even other players might help.>"
2846 3193
2847int 3194static int
2848unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2849{ 3196{
2850 if (op->is_range ()) 3197 if (op->is_range ())
2851 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2852 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3170 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3171 */ 3518 */
3172 who->change_skill (skop); 3519 who->change_skill (skop);
3173 } 3520 }
3174 3521
3175 if (who->type == PLAYER 3522 if (!check_item_power (who, op->item_power))
3176 && op->item_power
3177 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3178 { 3523 {
3179 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);
3180 return 1; 3525 return 1;
3181 } 3526 }
3182 3527
3190 return RESULT_INT (0); 3535 return RESULT_INT (0);
3191 3536
3192 switch (op->type) 3537 switch (op->type)
3193 { 3538 {
3194 case WEAPON: 3539 case WEAPON:
3195 if (!check_weapon_power (who, op->last_eat))
3196 {
3197 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3198
3199 if (tmp)
3200 insert_ob_in_ob (tmp, who);
3201
3202 return 1;
3203 }
3204
3205 //TODO: this obviously fails for players using a shorter prefix 3540 //TODO: this obviously fails for players using a shorter prefix
3206 // i.e. "R" can use Ragnarok's sword. 3541 // i.e. "R" can use Ragnarok's sword.
3207 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3542 if (op->level && !op->name.starts_with (who->name))
3208 { 3543 {
3209 /* 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. */
3210 /* (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) */
3211 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.>");
3212 3547
3246 case AMULET: 3581 case AMULET:
3247 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3248 who->statusmsg (format ("You wear %s.", query_name (op))); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3249 change_abil (who, op); 3584 change_abil (who, op);
3250 break; 3585 break;
3251
3252 case LAMP:
3253 if (op->stats.food < 1)
3254 {
3255 who->failmsg (format (
3256 "Your %s is out of fuel! "
3257 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3258 &op->name
3259 ));
3260 return 1;
3261 }
3262
3263 who->statusmsg (format ("You turn on your %s.", &op->name));
3264
3265 tmp2 = arch_to_object (op->other_arch);
3266 tmp2->stats.food = op->stats.food;
3267 SET_FLAG (tmp2, FLAG_APPLIED);
3268
3269 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3270 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3271
3272 who->insert (tmp2);
3273
3274 /* Remove the old lantern */
3275 op->destroy ();
3276
3277 /* insert the portion that was split off */
3278 if (tmp)
3279 who->insert (tmp);
3280
3281 who->update_stats ();
3282
3283 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3284 if (who->type == PLAYER)
3285 {
3286 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3287 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3288 }
3289
3290 return 0;
3291 3586
3292 case SKILL_TOOL: 3587 case SKILL_TOOL:
3293 // applying a skill tool also readies the skill 3588 // applying a skill tool also readies the skill
3294 SET_FLAG (op, FLAG_APPLIED); 3589 SET_FLAG (op, FLAG_APPLIED);
3295 3590
3375 } 3670 }
3376 3671
3377 break; 3672 break;
3378 3673
3379 case BOW: 3674 case BOW:
3380 if (!check_weapon_power (who, op->last_eat)) 3675 if (op->level && !op->name.starts_with (who->name))
3381 {
3382 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3383
3384 if (tmp)
3385 insert_ob_in_ob (tmp, who);
3386
3387 return 1;
3388 }
3389
3390 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3391 { 3676 {
3392 who->failmsg ("The weapon does not recognize you as its owner. " 3677 who->failmsg ("The weapon does not recognize you as its owner. "
3393 "H<Its name indicates that it belongs to somebody else.>"); 3678 "H<Its name indicates that it belongs to somebody else.>");
3394 if (tmp) 3679 if (tmp)
3395 insert_ob_in_ob (tmp, who); 3680 insert_ob_in_ob (tmp, who);
3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3471 { 3756 {
3472 who->failmsg ( 3757 who->failmsg (
3473 "Oops, it feels deadly cold! " 3758 "Oops, it feels deadly cold! "
3474 "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.>"
3475 ); 3760 );
3476 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3477 } 3762 }
3478 3763
3479 if (object *pl = op->visible_to ()) 3764 if (object *pl = op->visible_to ())
3480 esrv_send_item (pl, op); 3765 esrv_send_item (pl, op);
3481 3766
3482 return 0; 3767 return 0;
3483}
3484
3485int
3486monster_apply_special (object *who, object *op, int aflags)
3487{
3488 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3489 return 1;
3490
3491 return apply_special (who, op, aflags);
3492} 3768}
3493 3769
3494/** 3770/**
3495 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3496 * 3772 *
3548 /* 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,
3549 * 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
3550 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3551 * that is put inside other objects. 3827 * that is put inside other objects.
3552 */ 3828 */
3553 for (tmp = op->inv; tmp; tmp = tmp2)
3554 {
3555 tmp2 = tmp->below;
3556 tmp->remove ();
3557
3558 if (op->env) 3829 if (op->env)
3559 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3560 else 3831 op->env->insert (op->inv);
3561 tmp->destroy ();
3562 }
3563 3832
3564 op->destroy (); 3833 op->destroy ();
3565 break; 3834 break;
3566 } 3835 }
3567 3836
3666 } 3935 }
3667 3936
3668 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3669 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3670 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3671 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3672} 3941}
3673 3942
3674/** 3943/**
3675 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3676 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3681eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3682{ 3951{
3683 object *force; 3952 object *force;
3684 int i, did_one = 0; 3953 int i, did_one = 0;
3685 3954
3686 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3687 3958
3688 for (i = 0; i < NUM_STATS; i++)
3689 if (sint8 k = food->stats.stat (i))
3690 {
3691 force->stats.stat (i) = k;
3692 did_one = 1;
3693 }
3694
3695 /* check if we can protect the eater */
3696 for (i = 0; i < NROFATTACKS; i++)
3697 {
3698 if (food->resist[i] > 0)
3699 {
3700 force->resist[i] = food->resist[i] / 2;
3701 did_one = 1;
3702 }
3703 }
3704
3705 if (did_one)
3706 {
3707 force->set_speed (0.1);
3708 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3709 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3710 SET_FLAG (force, FLAG_APPLIED); 3961
3711 change_abil (who, force); 3962 if (force = who->force_find (key))
3712 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;
3713 } 3973 }
3714 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
3715 force->destroy (); 4005 force->destroy ();
4006 }
3716 4007
3717 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3718 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3719 { 4010 {
3720 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3750 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3751 } 4042 }
3752 } 4043 }
3753 4044
3754 who->update_stats (); 4045 who->update_stats ();
3755}
3756
3757/**
3758 * Designed primarily to light torches/lanterns/etc.
3759 * Also burns up burnable material too. First object in the inventory is
3760 * the selected object to "burn". -b.t.
3761 */
3762void
3763apply_lighter (object *who, object *lighter)
3764{
3765 object *item;
3766 int is_player_env = 0;
3767
3768 item = find_marked_object (who);
3769 if (item)
3770 {
3771 if (lighter->last_eat && lighter->stats.food)
3772 { /* lighter gets used up */
3773 object *oneLighter = lighter->split ();
3774 oneLighter->stats.food--;
3775 who->insert (oneLighter);
3776 }
3777 else if (lighter->last_eat)
3778 {
3779 /* no charges left in lighter */
3780 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3781 return;
3782 }
3783
3784 /* Perhaps we should split what we are trying to light on fire?
3785 * I can't see many times when you would want to light multiple
3786 * objects at once.
3787 */
3788
3789 if (who == item->in_player ())
3790 is_player_env = 1;
3791
3792 save_throw_object (item, AT_FIRE, who);
3793
3794 if (item->destroyed ())
3795 {
3796 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3797 /* Need to update the player so that the players glow radius
3798 * gets changed.
3799 */
3800 if (is_player_env)
3801 who->update_stats ();
3802 }
3803 else
3804 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3805 }
3806 else
3807 who->failmsg ("You need to mark a lightable object.");
3808}
3809
3810/**
3811 * op made some mistake with a scroll, this takes care of punishment.
3812 * scroll_failure()- hacked directly from spell_failure
3813 */
3814void
3815scroll_failure (object *op, int failure, int power)
3816{
3817 if (abs (failure / 4) > power)
3818 power = abs (failure / 4); /* set minimum effect */
3819
3820 if (failure <= -1 && failure > -15)
3821 { /* wonder */
3822 object *tmp;
3823
3824 op->failmsg ("Your spell warps!");
3825 tmp = get_archetype (SPELL_WONDER);
3826 cast_wonder (op, op, 0, tmp);
3827 tmp->destroy ();
3828 }
3829 else if (failure <= -15 && failure > -35)
3830 { /* drain mana */
3831 op->failmsg ("Your mana is drained!");
3832 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3833 if (op->stats.sp < 0)
3834 op->stats.sp = 0;
3835 }
3836 else if (settings.spell_failure_effects == TRUE)
3837 {
3838 if (failure <= -35 && failure > -60)
3839 { /* confusion */
3840 op->failmsg ("The magic recoils on you!");
3841 confuse_player (op, op, power);
3842 }
3843 else if (failure <= -60 && failure > -70)
3844 { /* paralysis */
3845 op->failmsg ("The magic recoils and paralyzes you!");
3846 paralyze_player (op, op, power);
3847 }
3848 else if (failure <= -70 && failure > -80)
3849 { /* blind */
3850 op->failmsg ("The magic recoils on you!");
3851 blind_player (op, op, power);
3852 }
3853 else if (failure <= -80)
3854 { /* blast the immediate area */
3855 object *tmp = get_archetype (LOOSE_MANA);
3856 cast_magic_storm (op, tmp, power);
3857 op->failmsg ("You unleash uncontrolled mana!");
3858 tmp->destroy ();
3859 }
3860 }
3861} 4046}
3862 4047
3863void 4048void
3864apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3865{ 4050{
3913 } 4098 }
3914 4099
3915 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3916 * the player ref: player.c 4101 * the player ref: player.c
3917 */ 4102 */
3918 if (change->randomitems != NULL) 4103 if (change->randomitems)
3919 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3920 4105
3921 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3922 4107
3923 /* first, look for the force object banning 4108 /* first, look for the force object banning
3924 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3925 */ 4110 */
3926 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3927 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
3928 flag_change_face = 0; 4113 flag_change_face = 0;
3929 4114
3930 if (flag_change_face) 4115 if (flag_change_face)
3931 { 4116 {
3932 pl->face = change->face; 4117 pl->face = change->face;
3934 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3935 } 4120 }
3936 4121
3937 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
3938 /*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); */
3939 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
3940 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3941 4126
3942 break; 4127 break;
3943 } 4128 }
3944 } 4129 }
3945} 4130}
3946 4131
3947/**
3948 * This handles items of type 'transformer'.
3949 * Basically those items, used with a marked item, transform both items into something
3950 * else.
3951 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3952 * Change information is contained in the 'slaying' field of the marked item.
3953 * The format is as follow: transformer:[number ]yield[;transformer:...].
3954 * This way an item can be transformed in many things, and/or many objects.
3955 * The 'slaying' field for transformer is used as verb for the action.
3956 */
3957void
3958apply_item_transformer (object *pl, object *transformer)
3959{
3960 object *marked;
3961 object *new_item;
3962 char *find;
3963 char *separator;
3964 int yield;
3965 char got[MAX_BUF];
3966 int len;
3967
3968 if (!pl || !transformer)
3969 return;
3970
3971 marked = find_marked_object (pl);
3972
3973 if (!marked)
3974 {
3975 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3976 return;
3977 }
3978
3979 if (!marked->slaying)
3980 {
3981 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3982 return;
3983 }
3984
3985 /* check whether they are compatible or not */
3986 find = strstr (marked->slaying, transformer->arch->archname);
3987 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3988 {
3989 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3990 return;
3991 }
3992
3993 find += strlen (transformer->arch->archname) + 1;
3994 /* Item can be used, now find how many and what it yields */
3995 if (isdigit (*(find)))
3996 {
3997 yield = atoi (find);
3998 if (yield < 1)
3999 {
4000 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4001 yield = 1;
4002 }
4003 }
4004 else
4005 yield = 1;
4006
4007 while (isdigit (*find))
4008 find++;
4009
4010 while (*find == ' ')
4011 find++;
4012
4013 memset (got, 0, MAX_BUF);
4014
4015 if ((separator = strchr (find, ';')) != NULL)
4016 len = separator - find;
4017 else
4018 len = strlen (find);
4019
4020 if (len > MAX_BUF - 1)
4021 len = MAX_BUF - 1;
4022
4023 strcpy (got, find);
4024 got[len] = '\0';
4025
4026 /* Now create new item, remove used ones when required. */
4027 new_item = get_archetype (got);
4028 if (!new_item)
4029 {
4030 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4031 return;
4032 }
4033
4034 new_item->nrof = yield;
4035
4036 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4037
4038 pl->insert (new_item);
4039 /* Eat up one item */
4040 marked->decrease ();
4041
4042 /* Eat one transformer if needed */
4043 if (transformer->stats.food)
4044 if (--transformer->stats.food == 0)
4045 transformer->decrease ();
4046}
4047

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