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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.182 by root, Thu Jan 1 11:41:17 2009 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>
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\r", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
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))
401} 395}
402 396
403/**************************************************************************** 397/****************************************************************************
404 * Weapon improvement code follows 398 * Weapon improvement code follows
405 ****************************************************************************/ 399 ****************************************************************************/
400
401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
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}
406 415
407/** 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
457 } 466 }
458 467
459 prev = op; 468 prev = op;
460 op = op->below; 469 op = op->below;
461 } 470 }
462}
463
464/**
465 * This checks to see of the player (who) is sufficient level to use a weapon
466 * with improvs improvements (typically last_eat). We take an int here
467 * instead of the object so that the improvement code can pass along the
468 * increased value to see if the object is usuable.
469 * we return 1 (true) if the player can use the weapon.
470 */
471static int
472check_weapon_power (const object *who, int improvs)
473{
474/* Old code is below (commented out). Basically, since weapons are the only
475 * object players really have any control to improve, it's a bit harsh to
476 * require high level in some combat skill, so we just use overall level.
477 */
478#if 1
479 if (((who->level / 5) + 5) >= improvs)
480 return 1;
481 else
482 return 0;
483
484#else
485 int level = 0;
486
487 /* The skill system hands out wc and dam bonuses to fighters
488 * more generously than the old system (see fix_player). Thus
489 * we need to curtail the power of player enchanted weapons.
490 * I changed this to 1 improvement per "fighter" level/5 -b.t.
491 * Note: Nothing should break by allowing this ratio to be different or
492 * using normal level - it is just a matter of play balance.
493 */
494 if (who->type == PLAYER)
495 {
496 object *wc_obj = NULL;
497
498 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
499 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
500 level = wc_obj->level;
501
502 if (!level)
503 {
504 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
505 level = who->level;
506 }
507 }
508 else
509 level = who->level;
510
511 return (improvs <= ((level / 5) + 5));
512#endif
513} 471}
514 472
515/** 473/**
516 * 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.
517 * 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.
573 531
574/** 532/**
575 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
576 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
577 */ 535 */
578int 536static int
579prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
580{ 538{
581 int sacrifice_count, i; 539 int sacrifice_count, i;
582 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
583 541
636 * 594 *
637 * 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
638 * 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 ??
639 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
640 */ 598 */
641int 599static int
642improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
643{ 601{
644 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
645 603
646 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
647 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
648 606
649 if (weapon->level == 0) 607 if (weapon->level == 0)
650 { 608 {
651 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.>");
652 return 0; 612 return 0;
653 } 613 }
654 614
655 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
656 { 617 {
657 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
658 return 0; 619 return 0;
659 } 620 }
660 621
661 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))
662 { 624 {
663 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
664 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
665 "really want to improve it."); 627 "really want to improve it.");
666 return 0; 628 return 0;
744/** 706/**
745 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
746 * 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, ...),
747 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
748 */ 710 */
749int 711static int
750check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
751{ 713{
752 object *otmp; 714 object *otmp;
753 715
754 if (op->type != PLAYER) 716 if (op->type != PLAYER)
801 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
802 * the users level or 90) 764 * the users level or 90)
803 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
804 * changing of physical area right now. 766 * changing of physical area right now.
805 */ 767 */
806int 768static int
807improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
808{ 770{
809 object *tmp; 771 object *tmp;
810 772
811 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
895 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
896 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
897 * 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
898 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
899 */ 861 */
900static int 862int
901convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
902{ 864{
903 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
904 866
905 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
906 return 0; 868 return 0;
907 869
908 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
909 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
910 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
911 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
912 874
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;
1362 return; 1324 return;
1363 1325
1364 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1365 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1366 */ 1328 */
1367 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1368 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1369 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1370 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1371 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1372 */ 1334 */
1379 1341
1380 recursion_depth++; 1342 recursion_depth++;
1381 if (trap->head) 1343 if (trap->head)
1382 trap = trap->head; 1344 trap = trap->head;
1383 1345
1384 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)))
1385 goto leave;
1386
1387 switch (trap->type) 1347 switch (trap->type)
1388 { 1348 {
1389 case PLAYERMOVER: 1349 case PLAYERMOVER:
1390 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:
1391 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1392 if (!trap->stats.maxsp) 1423 if (!trap->value)
1393 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1394 1426
1395 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1396 * 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
1397 */ 1442 */
1398 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1399 1444
1400 /* 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)
1401 * above with some objects have zero speed, and thus the player 1446 {
1402 * 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 }
1403 */ 1456 }
1404 if (victim->speed_left < -50.f) 1457 break;
1405 victim->speed_left = -50.f;
1406 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1407 } 1458 }
1408 goto leave;
1409 1459
1410 case SPINNER: 1460 case CONVERTER:
1411 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1412 {
1413 victim->direction = absdir (victim->direction - trap->stats.sp);
1414 update_turn_face (victim);
1415 }
1416 goto leave;
1417
1418 case DIRECTOR:
1419 if (victim->direction && !should_director_abort (trap, victim))
1420 {
1421 victim->direction = trap->stats.sp;
1422 update_turn_face (victim);
1423 }
1424 goto leave;
1425
1426 case BUTTON:
1427 case PEDESTAL:
1428 update_button (trap);
1429 goto leave;
1430
1431 case ALTAR:
1432 /* sacrifice victim on trap */
1433 apply_altar (trap, victim, originator);
1434 goto leave;
1435
1436 case THROWN_OBJ:
1437 if (trap->inv == NULL)
1438 goto leave;
1439 /* fallthrough */
1440
1441 case ARROW:
1442 /* bad bug: monster throw a object, make a step forwards, step on object ,
1443 * trigger this here and get hit by own missile - and will be own enemy.
1444 * Victim then is his own enemy and will start to kill herself (this is
1445 * removed) but we have not synced victim and his missile. To avoid senseless
1446 * action, we avoid hits here
1447 */
1448 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1449 hit_with_arrow (trap, victim);
1450 goto leave;
1451
1452 case SPELL_EFFECT:
1453 apply_spell_effect (trap, victim);
1454 goto leave;
1455
1456 case TRAPDOOR:
1457 {
1458 int max, sound_was_played;
1459 object *ab, *ab_next;
1460
1461 if (!trap->value)
1462 { 1462 {
1463 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 tot += ab->head_ ()->total_weight ();
1468
1469 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1470 goto leave;
1471
1472 SET_ANIMATION (trap, trap->value);
1473 update_object (trap, UP_OBJ_FACE);
1474 } 1465 }
1475 1466
1476 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))
1477 { 1489 {
1478 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1479 * ab->above would be bogus 1491 * players output.
1480 */ 1492 */
1481 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1482 1495
1483 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1484 { 1497 victim->enter_exit (trap);
1485 if (!sound_was_played)
1486 {
1487 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1488 sound_was_played = 1;
1489 }
1490
1491 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1492 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1493 }
1494 } 1498 }
1495 goto leave; 1499 break;
1496 }
1497 1500
1498 case CONVERTER:
1499 if (convert_item (victim, trap) < 0)
1500 {
1501 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1502 archetype::get (shstr_burnout)->insert_at (trap, trap);
1503 }
1504
1505 goto leave;
1506
1507 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR:
1510 check_trigger (trap, victim);
1511 goto leave;
1512
1513 case DEEP_SWAMP:
1514 walk_on_deep_swamp (trap, victim);
1515 goto leave;
1516
1517 case CHECK_INV:
1518 check_inv (victim, trap);
1519 goto leave;
1520
1521 case HOLE:
1522 move_apply_hole (trap, victim);
1523 goto leave;
1524
1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1528 /* Basically, don't show exits leading to random maps the
1529 * players output.
1530 */
1531 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1537 goto leave;
1538
1539 case ENCOUNTER: 1501 case ENCOUNTER:
1540 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1541 goto leave; 1503 break;
1542 1504
1543 case SHOP_MAT: 1505 case SHOP_MAT:
1544 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1545 goto leave; 1507 break;
1546 1508
1547 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1548 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1549 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1550 goto leave; 1512 break;
1551 1513
1552 case SIGN: 1514 case SIGN:
1553 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1554 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1555 1517
1556 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1557 goto leave; 1519 break;
1558 1520
1559 case CONTAINER: 1521 case CONTAINER:
1560 apply_container (victim, trap); 1522 apply_container (victim, trap);
1561 goto leave; 1523 break;
1562 1524
1563 case RUNE: 1525 case RUNE:
1564 case TRAP: 1526 case TRAP:
1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1567 goto leave; 1529 break;
1568 1530
1569 default: 1531 default:
1570 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 "
1571 "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);
1572 goto leave; 1534 break;
1573 } 1535 }
1574 1536
1575leave:
1576 recursion_depth--; 1537 recursion_depth--;
1577} 1538}
1578 1539
1579/** 1540/**
1580 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1591 return; 1552 return;
1592 } 1553 }
1593 1554
1594 if (!tmp->msg) 1555 if (!tmp->msg)
1595 { 1556 {
1596 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));
1597 return; 1558 return;
1598 } 1559 }
1599 1560
1600 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1641 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 */
1642 } 1603 }
1643} 1604}
1644 1605
1645/** 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 }
1656 }
1657}
1658
1659/**
1646 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1647 * op is the person learning the skill, tmp is the skill scroll object 1661 * op is the person learning the skill, tmp is the skill scroll object
1648 */ 1662 */
1649static void 1663static void
1650apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1783 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);
1784 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!");
1785 return; 1799 return;
1786 } 1800 }
1787 1801
1788 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1789 { 1804 {
1790 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));
1791 return; 1807 return;
1792 } 1808 }
1793 1809
1794 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));
1795 1811
1837 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1838 */ 1854 */
1839 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1840 { 1856 {
1841 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!");
1842 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));
1843 } 1859 }
1844 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1845 (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])
1846 { 1862 {
1847 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1953 break; 1969 break;
1954 } 1970 }
1955 1971
1956 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1957 tmp->decrease (true); 1973 tmp->decrease (true);
1958}
1959
1960/**
1961 * op eats food.
1962 * If player, takes care of messages and dragon special food.
1963 */
1964static void
1965apply_food (object *op, object *tmp)
1966{
1967 int capacity_remaining;
1968
1969 if (op->type != PLAYER)
1970 op->stats.hp = op->stats.maxhp;
1971 else
1972 {
1973 /* check if this is a dragon (player), eating some flesh */
1974 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1975 ;
1976 else
1977 {
1978 /* usual case - no dragon meal: */
1979 if (op->stats.food + tmp->stats.food > 999)
1980 {
1981 if (tmp->type == FOOD || tmp->type == FLESH)
1982 op->failmsg ("You feel full, but what a waste of food!");
1983 else
1984 op->statusmsg ("Most of the drink goes down your face not your throat!");
1985 }
1986
1987 tmp->play_sound (
1988 tmp->sound
1989 ? tmp->sound
1990 : tmp->type == DRINK
1991 ? sound_find ("eat_drink")
1992 : sound_find ("eat_food")
1993 );
1994
1995 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1996 {
1997 const char *buf;
1998
1999 if (!is_dragon_pl (op))
2000 {
2001 /* eating message for normal players */
2002 if (tmp->type == DRINK)
2003 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2004 else
2005 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2006 }
2007 else
2008 /* eating message for dragon players */
2009 buf = format ("The %s tasted terrible!", &tmp->name);
2010
2011 op->statusmsg (buf);
2012
2013 capacity_remaining = 999 - op->stats.food;
2014 op->stats.food += tmp->stats.food;
2015 if (capacity_remaining < tmp->stats.food)
2016 op->stats.hp += capacity_remaining / 50;
2017 else
2018 op->stats.hp += tmp->stats.food / 50;
2019
2020 if (op->stats.hp > op->stats.maxhp)
2021 op->stats.hp = op->stats.maxhp;
2022 if (op->stats.food > 999)
2023 op->stats.food = 999;
2024 }
2025
2026 /* special food hack -b.t. */
2027 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2028 eat_special_food (op, tmp);
2029 }
2030 }
2031
2032 handle_apply_yield (tmp);
2033 tmp->decrease ();
2034} 1974}
2035 1975
2036/** 1976/**
2037 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2038 * 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.
2041 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2042 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2043 * return: 1983 * return:
2044 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2045 */ 1985 */
2046int 1986static int
2047dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2048{ 1988{
2049 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2050 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2051 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2083 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2084 2024
2085 if (op->stats.hp > op->stats.maxhp) 2025 if (op->stats.hp > op->stats.maxhp)
2086 op->stats.hp = op->stats.maxhp; 2026 op->stats.hp = op->stats.maxhp;
2087 2027
2088 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2028 op->stats.food = min (999, op->stats.food + meal->stats.food);
2089 2029
2090 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2091 2031
2092 /* on to the interesting part: chances for adding resistance */ 2032 /* on to the interesting part: chances for adding resistance */
2093 for (i = 0; i < NROFATTACKS; i++) 2033 for (i = 0; i < NROFATTACKS; i++)
2103 2043
2104 /* monster bonus increases with level, because high-level 2044 /* monster bonus increases with level, because high-level
2105 flesh is too rare */ 2045 flesh is too rare */
2106 mbonus = op->level * 20. / ((double) settings.max_level); 2046 mbonus = op->level * 20. / ((double) settings.max_level);
2107 2047
2108 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2048 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2109 ((double) settings.max_level)) - skin->resist[i]; 2049 ((double)settings.max_level)) - skin->resist[i];
2110 2050
2111 if (chance >= 0.) 2051 if (chance >= 0.)
2112 chance += 1.; 2052 chance += 1.;
2113 else 2053 else
2114 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2115 2055
2116 /* chance is proportional to amount of resistance (max. 50) */ 2056 /* chance is proportional to amount of resistance (max. 50) */
2117 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2057 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2118 2058
2119 /* doubled chance for resistance of ability-focus */ 2059 /* doubled chance for resistance of ability-focus */
2120 if (i == abil->stats.exp) 2060 if (i == abil->stats.exp)
2121 chance = MIN (100., chance * 2.); 2061 chance = min (100., chance * 2.);
2122 2062
2123 /* 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!) */
2124 if (rndm (10000) < (unsigned int) (chance * 100)) 2064 if (rndm (10000) < (unsigned int)(chance * 100))
2125 { 2065 {
2126 atnr_winner[winners] = i; 2066 atnr_winner[winners] = i;
2127 winners++; 2067 winners++;
2128 } 2068 }
2129 2069
2192 2132
2193 return 1; 2133 return 1;
2194} 2134}
2195 2135
2196/** 2136/**
2137 * op eats food.
2138 * If player, takes care of messages and dragon special food.
2139 */
2140static void
2141apply_food (object *op, object *tmp)
2142{
2143 int capacity_remaining;
2144
2145 if (op->type != PLAYER)
2146 op->stats.hp = op->stats.maxhp;
2147 else
2148 {
2149 /* check if this is a dragon (player), eating some flesh */
2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2151 ;
2152 else
2153 {
2154 /* usual case - no dragon meal: */
2155 if (op->stats.food + tmp->stats.food > 999)
2156 {
2157 if (tmp->type == FOOD || tmp->type == FLESH)
2158 op->failmsg ("You feel full, but what a waste of food!");
2159 else
2160 op->statusmsg ("Most of the drink goes down your face not your throat!");
2161 }
2162
2163 tmp->play_sound (
2164 tmp->sound
2165 ? tmp->sound
2166 : tmp->type == DRINK
2167 ? sound_find ("eat_drink")
2168 : sound_find ("eat_food")
2169 );
2170
2171 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2172 {
2173 const char *buf;
2174
2175 if (!is_dragon_pl (op))
2176 {
2177 /* eating message for normal players */
2178 if (tmp->type == DRINK)
2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2180 else
2181 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2182 }
2183 else
2184 /* eating message for dragon players */
2185 buf = format ("The %s tasted terrible!", &tmp->name);
2186
2187 op->statusmsg (buf);
2188
2189 capacity_remaining = 999 - op->stats.food;
2190 op->stats.food += tmp->stats.food;
2191 if (capacity_remaining < tmp->stats.food)
2192 op->stats.hp += capacity_remaining / 50;
2193 else
2194 op->stats.hp += tmp->stats.food / 50;
2195
2196 if (op->stats.hp > op->stats.maxhp)
2197 op->stats.hp = op->stats.maxhp;
2198 if (op->stats.food > 999)
2199 op->stats.food = 999;
2200 }
2201
2202 /* special food hack -b.t. */
2203 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204 eat_special_food (op, tmp);
2205 }
2206 }
2207
2208 handle_apply_yield (tmp);
2209 tmp->decrease ();
2210}
2211
2212/**
2197 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2198 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2199 */ 2215 */
2200static void 2216static void
2201apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2263 * 2279 *
2264 * 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
2265 * 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
2266 * 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).
2267 */ 2283 */
2268int 2284static int
2269is_legal_2ways_exit (object *op, object *exit) 2285is_legal_2ways_exit (object *op, object *exit)
2270{ 2286{
2271 if (exit->stats.exp != 1) 2287 if (exit->stats.exp != 1)
2272 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 */
2273 2289
2339 return 1; 2355 return 1;
2340 } 2356 }
2341 } 2357 }
2342 2358
2343 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 ();
2344} 2708}
2345 2709
2346/** 2710/**
2347 * Main apply handler. 2711 * Main apply handler.
2348 * 2712 *
2351 * Return value: 2715 * Return value:
2352 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2353 * 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
2354 * 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
2355 * 2719 *
2356 * 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
2357 * being applied. 2721 * being applied.
2358 * 2722 *
2359 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2360 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2361 */ 2725 */
2362int 2726int
2363manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2364{ 2728{
2365 tmp = tmp->head_ (); 2729 op = op->head_ ();
2366 2730
2367 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2368 { 2732 {
2369 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2370 { 2734 {
2735 examine (who, op);
2371 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
2372 return 1; 2737 return 1;
2373 } 2738 }
2374 else 2739 else
2375 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2376 } 2741 }
2377 2742
2378 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2379 return RESULT_INT (0); 2744 return RESULT_INT (0);
2380 2745
2381 switch (tmp->type) 2746 switch (op->type)
2382 { 2747 {
2383 case CF_HANDLE: 2748 case T_HANDLE:
2384 op->play_sound (sound_find ("turn_handle")); 2749 who->play_sound (sound_find ("turn_handle"));
2385 op->statusmsg ("You turn the handle."); 2750 who->statusmsg ("You turn the handle.");
2386 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2387 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2388 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2389 push_button (tmp); 2754 push_button (op, who);
2390 return 1; 2755 return 1;
2391 2756
2392 case TRIGGER: 2757 case TRIGGER:
2393 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2394 { 2759 {
2395 op->statusmsg ("You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2396 op->play_sound (sound_find ("turn_handle")); 2761 who->play_sound (sound_find ("turn_handle"));
2397 } 2762 }
2398 else 2763 else
2399 op->failmsg ("The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2400 2765
2401 return 1; 2766 return 1;
2402 2767
2403 case EXIT: 2768 case EXIT:
2404 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2405 return 0; 2770 return 0;
2406 2771
2407 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2408 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)));
2409 else 2774 else
2410 { 2775 {
2411 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2412 if (tmp->msg && !EXIT_PATH (tmp).starts_with ("/!")) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2413 op->statusmsg (tmp->msg, NDI_NAVY); 2778 who->statusmsg (op->msg, NDI_NAVY);
2414 2779
2415 op->enter_exit (tmp); 2780 who->enter_exit (op);
2416 } 2781 }
2417 2782
2418 return 1; 2783 return 1;
2419 2784
2420 case INSCRIBABLE: 2785 case INSCRIBABLE:
2421 op->statusmsg (tmp->msg); 2786 who->statusmsg (op->msg);
2422 // 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
2423 return 1; 2788 return 1;
2424 2789
2425 case SIGN: 2790 case SIGN:
2426 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2427 return 1; 2792 return 1;
2428 2793
2429 case BOOK: 2794 case BOOK:
2430 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2431 { 2796 {
2432 apply_book (op, tmp); 2797 apply_book (who, op);
2433 return 1; 2798 return 1;
2434 } 2799 }
2435 else 2800 else
2436 return 0; 2801 return 0;
2437 2802
2438 case SKILLSCROLL: 2803 case SKILLSCROLL:
2439 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2440 { 2805 {
2441 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2442 return 1; 2807 return 1;
2443 } 2808 }
2444 else 2809 else
2445 return 0; 2810 return 0;
2446 2811
2447 case SPELLBOOK: 2812 case SPELLBOOK:
2448 if (op->type == PLAYER) 2813 if (who->type == PLAYER)
2449 { 2814 {
2450 apply_spellbook (op, tmp); 2815 apply_spellbook (who, op);
2451 return 1; 2816 return 1;
2452 } 2817 }
2453 else 2818 else
2454 return 0; 2819 return 0;
2455 2820
2456 case SCROLL: 2821 case SCROLL:
2457 apply_scroll (op, tmp, 0); 2822 apply_scroll (who, op, 0);
2458 return 1; 2823 return 1;
2459 2824
2460 case POTION: 2825 case POTION:
2461 apply_potion (op, tmp); 2826 apply_potion (who, op);
2462 return 1; 2827 return 1;
2463 2828
2464 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2465 //TODO: remove, as it is unsed? 2830 //TODO: remove, as it is unsed?
2466 case CLOSE_CON: 2831 case CLOSE_CON:
2467 apply_container (op, tmp->env); 2832 apply_container (who, op->env);
2468 return 1; 2833 return 1;
2469 2834
2470 case CONTAINER: 2835 case CONTAINER:
2471 apply_container (op, tmp); 2836 apply_container (who, op);
2472 return 1; 2837 return 1;
2473 2838
2474 case TREASURE: 2839 case TREASURE:
2475 if (op->type == PLAYER) 2840 if (who->type == PLAYER)
2476 { 2841 {
2477 apply_treasure (op, tmp); 2842 apply_treasure (who, op);
2478 return 1; 2843 return 1;
2479 } 2844 }
2480 else 2845 else
2481 return 0; 2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2482 2852
2483 case WEAPON: 2853 case WEAPON:
2484 case ARMOUR: 2854 case ARMOUR:
2485 case BOOTS: 2855 case BOOTS:
2486 case GLOVES: 2856 case GLOVES:
2494 case WAND: 2864 case WAND:
2495 case ROD: 2865 case ROD:
2496 case HORN: 2866 case HORN:
2497 case SKILL: 2867 case SKILL:
2498 case BOW: 2868 case BOW:
2499 case LAMP:
2500 case BUILDER: 2869 case BUILDER:
2501 case SKILL_TOOL: 2870 case SKILL_TOOL:
2502 if (tmp->env != op) 2871 if (op->env != who)
2503 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2504 2873
2505 apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2506 return 1; 2875 return 1;
2507 2876
2508 case DRINK: 2877 case DRINK:
2509 case FOOD: 2878 case FOOD:
2510 case FLESH: 2879 case FLESH:
2511 apply_food (op, tmp); 2880 apply_food (who, op);
2512 return 1; 2881 return 1;
2513 2882
2514 case POISON: 2883 case POISON:
2515 apply_poison (op, tmp); 2884 apply_poison (who, op);
2516 return 1; 2885 return 1;
2517 2886
2518 case SAVEBED: 2887 case SAVEBED:
2519 return 1; 2888 return 1;
2520 2889
2521 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2522 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2523 { 2892 {
2524 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2525 return 1; 2894 return 1;
2526 } 2895 }
2527 else 2896 else
2528 return 0; 2897 return 0;
2529 2898
2530 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2531 check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2532 return 1; 2901 return 1;
2533 2902
2534 case CLOCK: 2903 case CLOCK:
2535 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2536 { 2905 {
2537 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2538 timeofday_t tod; 2907 timeofday_t tod;
2539 2908
2540 get_tod (&tod); 2909 get_tod (&tod);
2541 op->play_sound (sound_find ("sound_clock")); 2910 who->play_sound (sound_find ("sound_clock"));
2542 op->statusmsg (format ( 2911 who->statusmsg (format (
2543 "It is %d minute%s past %d o'clock %s", 2912 "It is %d minute%s past %d o'clock %s",
2544 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2545 ((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")
2546 )); 2915 ));
2547 return 1; 2916 return 1;
2548 } 2917 }
2549 else 2918 else
2550 return 0; 2919 return 0;
2551 2920
2552 case MENU: 2921 case MENU:
2553 if (op->type == PLAYER) 2922 if (who->type == PLAYER)
2554 { 2923 {
2555 shop_listing (tmp, op); 2924 shop_listing (op, who);
2556 return 1; 2925 return 1;
2557 } 2926 }
2558 else 2927 else
2559 return 0; 2928 return 0;
2560 2929
2561 case POWER_CRYSTAL: 2930 case POWER_CRYSTAL:
2562 apply_power_crystal (op, tmp); /* see egoitem.c */ 2931 apply_power_crystal (who, op); /* see egoitem.c */
2563 return 1; 2932 return 1;
2564 2933
2565 case LIGHTER: /* for lighting torches/lanterns/etc */ 2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2566 if (op->type == PLAYER) 2935 if (who->type == PLAYER)
2567 { 2936 {
2568 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2569 return 1; 2938 return 1;
2570 } 2939 }
2571 else 2940 else
2572 return 0; 2941 return 0;
2573 2942
2574 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2575 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2576 return 1; 2945 return 1;
2577 2946
2578 default: 2947 default:
2579 return 0; 2948 return 0;
2580 } 2949 }
2632 * 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
2633 * 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
2634 * 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
2635 * not return a proper value. 3004 * not return a proper value.
2636 */ 3005 */
2637 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)
2638 { 3007 {
2639 next = tmp->below; 3008 next = tmp->below;
2640 3009
2641 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2642 floors++; 3011 floors++;
2732 case CLOAK: 3101 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op))); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op); 3103 change_abil (who, op);
2735 break; 3104 break;
2736 3105
2737 case LAMP:
2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2741 object *tmp2 = arch_to_object (op->other_arch);
2742 tmp2->x = op->x;
2743 tmp2->y = op->y;
2744 tmp2->map = op->map;
2745 tmp2->below = op->below;
2746 tmp2->above = op->above;
2747 tmp2->stats.food = op->stats.food;
2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749
2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2752
2753 op->destroy ();
2754 who->insert (tmp2);
2755 who->update_stats ();
2756
2757 if (who->contr)
2758 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2759 {
2760 who->failmsg ("Oops, it feels deadly cold!");
2761 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2762 }
2763 }
2764
2765 return 1; /* otherwise, an attempt to drop causes problems */
2766
2767 case BOW: 3106 case BOW:
2768 case WAND: 3107 case WAND:
2769 case ROD: 3108 case ROD:
2770 case HORN: 3109 case HORN:
2771 if (player *pl = who->contr) 3110 if (player *pl = who->contr)
2850#define CANNOT_REMOVE_CURSED \ 3189#define CANNOT_REMOVE_CURSED \
2851 "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. " \
2852 "Praying over an altar, scrolls of remove curse/damnation, " \ 3191 "Praying over an altar, scrolls of remove curse/damnation, " \
2853 "priests or even other players might help.>" 3192 "priests or even other players might help.>"
2854 3193
2855int 3194static int
2856unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2857{ 3196{
2858 if (op->is_range ()) 3197 if (op->is_range ())
2859 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3178 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3179 */ 3518 */
3180 who->change_skill (skop); 3519 who->change_skill (skop);
3181 } 3520 }
3182 3521
3183 if (who->type == PLAYER 3522 if (!check_item_power (who, op->item_power))
3184 && op->item_power
3185 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3186 { 3523 {
3187 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);
3188 return 1; 3525 return 1;
3189 } 3526 }
3190 3527
3198 return RESULT_INT (0); 3535 return RESULT_INT (0);
3199 3536
3200 switch (op->type) 3537 switch (op->type)
3201 { 3538 {
3202 case WEAPON: 3539 case WEAPON:
3203 if (!check_weapon_power (who, op->last_eat))
3204 {
3205 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3206
3207 if (tmp)
3208 insert_ob_in_ob (tmp, who);
3209
3210 return 1;
3211 }
3212
3213 //TODO: this obviously fails for players using a shorter prefix 3540 //TODO: this obviously fails for players using a shorter prefix
3214 // i.e. "R" can use Ragnarok's sword. 3541 // i.e. "R" can use Ragnarok's sword.
3215 if (op->level && !op->name.starts_with (who->name)) 3542 if (op->level && !op->name.starts_with (who->name))
3216 { 3543 {
3217 /* 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. */
3254 case AMULET: 3581 case AMULET:
3255 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3256 who->statusmsg (format ("You wear %s.", query_name (op))); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3257 change_abil (who, op); 3584 change_abil (who, op);
3258 break; 3585 break;
3259
3260 case LAMP:
3261 if (op->stats.food < 1)
3262 {
3263 who->failmsg (format (
3264 "Your %s is out of fuel! "
3265 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3266 &op->name
3267 ));
3268 return 1;
3269 }
3270
3271 who->statusmsg (format ("You turn on your %s.", &op->name));
3272
3273 tmp2 = arch_to_object (op->other_arch);
3274 tmp2->stats.food = op->stats.food;
3275 SET_FLAG (tmp2, FLAG_APPLIED);
3276
3277 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3278 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3279
3280 who->insert (tmp2);
3281
3282 /* Remove the old lantern */
3283 op->destroy ();
3284
3285 /* insert the portion that was split off */
3286 if (tmp)
3287 who->insert (tmp);
3288
3289 who->update_stats ();
3290
3291 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3292 if (who->type == PLAYER)
3293 {
3294 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3295 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3296 }
3297
3298 return 0;
3299 3586
3300 case SKILL_TOOL: 3587 case SKILL_TOOL:
3301 // applying a skill tool also readies the skill 3588 // applying a skill tool also readies the skill
3302 SET_FLAG (op, FLAG_APPLIED); 3589 SET_FLAG (op, FLAG_APPLIED);
3303 3590
3383 } 3670 }
3384 3671
3385 break; 3672 break;
3386 3673
3387 case BOW: 3674 case BOW:
3388 if (!check_weapon_power (who, op->last_eat))
3389 {
3390 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3391
3392 if (tmp)
3393 insert_ob_in_ob (tmp, who);
3394
3395 return 1;
3396 }
3397
3398 if (op->level && !op->name.starts_with (who->name)) 3675 if (op->level && !op->name.starts_with (who->name))
3399 { 3676 {
3400 who->failmsg ("The weapon does not recognize you as its owner. " 3677 who->failmsg ("The weapon does not recognize you as its owner. "
3401 "H<Its name indicates that it belongs to somebody else.>"); 3678 "H<Its name indicates that it belongs to somebody else.>");
3402 if (tmp) 3679 if (tmp)
3486 3763
3487 if (object *pl = op->visible_to ()) 3764 if (object *pl = op->visible_to ())
3488 esrv_send_item (pl, op); 3765 esrv_send_item (pl, op);
3489 3766
3490 return 0; 3767 return 0;
3491}
3492
3493int
3494monster_apply_special (object *who, object *op, int aflags)
3495{
3496 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3497 return 1;
3498
3499 return apply_special (who, op, aflags);
3500} 3768}
3501 3769
3502/** 3770/**
3503 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3504 * 3772 *
3667 } 3935 }
3668 3936
3669 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3670 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3671 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3672 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3673} 3941}
3674 3942
3675/** 3943/**
3676 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3677 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3682eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3683{ 3951{
3684 object *force; 3952 object *force;
3685 int i, did_one = 0; 3953 int i, did_one = 0;
3686 3954
3687 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3688 3958
3689 for (i = 0; i < NUM_STATS; i++)
3690 if (sint8 k = food->stats.stat (i))
3691 {
3692 force->stats.stat (i) = k;
3693 did_one = 1;
3694 }
3695
3696 /* check if we can protect the eater */
3697 for (i = 0; i < NROFATTACKS; i++)
3698 {
3699 if (food->resist[i] > 0)
3700 {
3701 force->resist[i] = food->resist[i] / 2;
3702 did_one = 1;
3703 }
3704 }
3705
3706 if (did_one)
3707 {
3708 force->set_speed (0.1);
3709 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3710 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3711 SET_FLAG (force, FLAG_APPLIED); 3961
3712 change_abil (who, force); 3962 if (force = who->force_find (key))
3713 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;
3714 } 3973 }
3715 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
3716 force->destroy (); 4005 force->destroy ();
4006 }
3717 4007
3718 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3719 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3720 { 4010 {
3721 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3751 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3752 } 4042 }
3753 } 4043 }
3754 4044
3755 who->update_stats (); 4045 who->update_stats ();
3756}
3757
3758/**
3759 * Designed primarily to light torches/lanterns/etc.
3760 * Also burns up burnable material too. First object in the inventory is
3761 * the selected object to "burn". -b.t.
3762 */
3763void
3764apply_lighter (object *who, object *lighter)
3765{
3766 object *item;
3767 int is_player_env = 0;
3768
3769 item = find_marked_object (who);
3770 if (item)
3771 {
3772 if (lighter->last_eat && lighter->stats.food)
3773 { /* lighter gets used up */
3774 object *oneLighter = lighter->split ();
3775 oneLighter->stats.food--;
3776 who->insert (oneLighter);
3777 }
3778 else if (lighter->last_eat)
3779 {
3780 /* no charges left in lighter */
3781 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3782 return;
3783 }
3784
3785 /* Perhaps we should split what we are trying to light on fire?
3786 * I can't see many times when you would want to light multiple
3787 * objects at once.
3788 */
3789
3790 if (who == item->in_player ())
3791 is_player_env = 1;
3792
3793 save_throw_object (item, AT_FIRE, who);
3794
3795 if (item->destroyed ())
3796 {
3797 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3798 /* Need to update the player so that the players glow radius
3799 * gets changed.
3800 */
3801 if (is_player_env)
3802 who->update_stats ();
3803 }
3804 else
3805 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3806 }
3807 else
3808 who->failmsg ("You need to mark a lightable object.");
3809}
3810
3811/**
3812 * op made some mistake with a scroll, this takes care of punishment.
3813 * scroll_failure()- hacked directly from spell_failure
3814 */
3815void
3816scroll_failure (object *op, int failure, int power)
3817{
3818 if (abs (failure / 4) > power)
3819 power = abs (failure / 4); /* set minimum effect */
3820
3821 if (failure <= -1 && failure > -15)
3822 { /* wonder */
3823 object *tmp;
3824
3825 op->failmsg ("Your spell warps!");
3826 tmp = get_archetype (SPELL_WONDER);
3827 cast_wonder (op, op, 0, tmp);
3828 tmp->destroy ();
3829 }
3830 else if (failure <= -15 && failure > -35)
3831 { /* drain mana */
3832 op->failmsg ("Your mana is drained!");
3833 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3834 if (op->stats.sp < 0)
3835 op->stats.sp = 0;
3836 }
3837 else if (settings.spell_failure_effects == TRUE)
3838 {
3839 if (failure <= -35 && failure > -60)
3840 { /* confusion */
3841 op->failmsg ("The magic recoils on you!");
3842 confuse_player (op, op, power);
3843 }
3844 else if (failure <= -60 && failure > -70)
3845 { /* paralysis */
3846 op->failmsg ("The magic recoils and paralyzes you!");
3847 paralyze_player (op, op, power);
3848 }
3849 else if (failure <= -70 && failure > -80)
3850 { /* blind */
3851 op->failmsg ("The magic recoils on you!");
3852 blind_player (op, op, power);
3853 }
3854 else if (failure <= -80)
3855 { /* blast the immediate area */
3856 object *tmp = get_archetype (LOOSE_MANA);
3857 cast_magic_storm (op, tmp, power);
3858 op->failmsg ("You unleash uncontrolled mana!");
3859 tmp->destroy ();
3860 }
3861 }
3862} 4046}
3863 4047
3864void 4048void
3865apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3866{ 4050{
3943 break; 4127 break;
3944 } 4128 }
3945 } 4129 }
3946} 4130}
3947 4131
3948/**
3949 * This handles items of type 'transformer'.
3950 * Basically those items, used with a marked item, transform both items into something
3951 * else.
3952 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3953 * Change information is contained in the 'slaying' field of the marked item.
3954 * The format is as follow: transformer:[number ]yield[;transformer:...].
3955 * This way an item can be transformed in many things, and/or many objects.
3956 * The 'slaying' field for transformer is used as verb for the action.
3957 */
3958void
3959apply_item_transformer (object *pl, object *transformer)
3960{
3961 object *marked;
3962 object *new_item;
3963 char *find;
3964 char *separator;
3965 int yield;
3966 char got[MAX_BUF];
3967 int len;
3968
3969 if (!pl || !transformer)
3970 return;
3971
3972 marked = find_marked_object (pl);
3973
3974 if (!marked)
3975 {
3976 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3977 return;
3978 }
3979
3980 if (!marked->slaying)
3981 {
3982 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3983 return;
3984 }
3985
3986 /* check whether they are compatible or not */
3987 find = strstr (&marked->slaying, transformer->arch->archname);
3988 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3989 {
3990 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3991 return;
3992 }
3993
3994 find += strlen (transformer->arch->archname) + 1;
3995 /* Item can be used, now find how many and what it yields */
3996 if (isdigit (*(find)))
3997 {
3998 yield = atoi (find);
3999 if (yield < 1)
4000 {
4001 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4002 yield = 1;
4003 }
4004 }
4005 else
4006 yield = 1;
4007
4008 while (isdigit (*find))
4009 find++;
4010
4011 while (*find == ' ')
4012 find++;
4013
4014 memset (got, 0, MAX_BUF);
4015
4016 if ((separator = strchr (find, ';')) != NULL)
4017 len = separator - find;
4018 else
4019 len = strlen (find);
4020
4021 if (len > MAX_BUF - 1)
4022 len = MAX_BUF - 1;
4023
4024 strcpy (got, find);
4025 got[len] = '\0';
4026
4027 /* Now create new item, remove used ones when required. */
4028 new_item = get_archetype (got);
4029 if (!new_item)
4030 {
4031 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4032 return;
4033 }
4034
4035 new_item->nrof = yield;
4036
4037 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4038
4039 pl->insert (new_item);
4040 /* Eat up one item */
4041 marked->decrease ();
4042
4043 /* Eat one transformer if needed */
4044 if (transformer->stats.food)
4045 if (--transformer->stats.food == 0)
4046 transformer->decrease ();
4047}
4048

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