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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.130 by root, Sun Sep 2 04:57:15 2007 UTC vs.
Revision 1.219 by root, Sat Jan 30 23:30:26 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 122
122 return !money; 123 return !money;
123 } 124 }
124 } 125 }
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 137 buf << "The item has a story:\r" << id->msg << "\n\n";
137 138
138 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
140 break; 141 break;
141 } 142 }
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 168}
186 169
187/** 170/**
188 * Handles applying a potion. 171 * Handles applying a potion.
189 */ 172 */
217 200
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 202 {
220 op->drain_stat (); 203 op->drain_stat ();
221 op->update_stats (); 204 op->update_stats ();
222 decrease_ob (tmp); 205 tmp->decrease ();
223 return 1; 206 return 1;
224 } 207 }
225 208
226 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
227 { 210 {
228 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 212 return 0;
230 } 213 }
214
231 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
232 216
233 if (depl) 217 if (depl)
234 { 218 {
235 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 224 op->update_stats ();
241 } 225 }
242 else 226 else
243 op->statusmsg ("Your potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
244 228
245 decrease_ob (tmp); 229 tmp->decrease ();
246 return 1; 230 return 1;
247 } 231 }
248 232
249 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 235 {
252 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
253 { 237 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 239 {
256 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
257 { 241 {
292 } 276 }
293 } 277 }
294 } 278 }
295 279
296 /* Just makes checking easier */ 280 /* Just makes checking easier */
297 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
298 got_one = 1; 282 got_one = 1;
299 283
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 285 {
302 if (got_one) 286 if (got_one)
318 } 302 }
319 else 303 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 305 }
322 306
323 decrease_ob (tmp); 307 tmp->decrease ();
324 return 1; 308 return 1;
325 } 309 }
326 310
327 311
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 316 */
333 if (tmp->inv) 317 if (tmp->inv)
334 { 318 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 320 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
340 322 create_exploding_ball_at (op, op->level);
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 323 }
349 else 324 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 326
352 decrease_ob (tmp); 327 tmp->decrease ();
353 328
354 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 331 op->update_stats ();
357 332
388 force->speed_left = -1; 363 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 367 change_abil (op, force);
393 decrease_ob (tmp); 368 tmp->decrease ();
394 return 1; 369 return 1;
395 } 370 }
396 371
397 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 373 if (op->type == PLAYER)
399 { /* only for players */ 374 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 379 else
403 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
404 381
405 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 389 * up all the stats.
413 */ 390 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 392 op->update_stats ();
416 decrease_ob (tmp); 393 tmp->decrease ();
417 return 1; 394 return 1;
418} 395}
419 396
420/**************************************************************************** 397/****************************************************************************
421 * Weapon improvement code follows 398 * Weapon improvement code follows
422 ****************************************************************************/ 399 ****************************************************************************/
423 400
424/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
425 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
426 */ 418 */
427static int 419static int
428check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
429{ 421{
430 int count = 0; 422 int count = 0;
431 423
432 if (!item) 424 if (!item)
433 return 0; 425 return 0;
434 426
435 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 431 count += op->number_of ();
446 }
447 }
448 }
449 432
450 return count; 433 return count;
451} 434}
452 435
453/** 436/**
455 * op is typically the player, which is only 438 * op is typically the player, which is only
456 * really used to determine what space to look at. 439 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
458 */ 441 */
459static void 442static void
460eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 444{
462 object *prev; 445 object *prev;
463 446
464 prev = op; 447 prev = op;
465 op = op->below; 448 op = op->below;
466 449
467 while (op) 450 while (op)
468 { 451 {
469 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
470 { 453 {
471 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
472 { 455 {
473 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
474 return; 457 return;
475 } 458 }
476 else 459 else
477 { 460 {
478 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
479 nrof -= op->nrof; 462 nrof -= op->nrof;
480 } 463 }
481 464
482 op = prev; 465 op = prev;
483 } 466 }
486 op = op->below; 469 op = op->below;
487 } 470 }
488} 471}
489 472
490/** 473/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 476 */
545static int 477static int
546check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
568static int 500static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 502{
571 stat += sacrifice_count; 503 stat += sacrifice_count;
572 weapon->last_eat++; 504 weapon->last_eat++;
573 decrease_ob (improver); 505 improver->decrease ();
574 506
575 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
576 op->update_stats (); 508 op->update_stats ();
577 509
578 op->statusmsg (format ( 510 op->statusmsg (format (
599 531
600/** 532/**
601 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
603 */ 535 */
604int 536static int
605prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
606{ 538{
607 int sacrifice_count, i; 539 int sacrifice_count, i;
608 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
609 541
623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
625 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
627 { 559 {
628 op->failmsg ("You cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
629 return 0; 563 return 0;
630 } 564 }
631 565
632 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
633 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
644 578
645 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
646 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
647 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
648 slot at once! */ 582 slot at once! */
649 decrease_ob (improver); 583 improver->decrease ();
650 weapon->last_eat = 0; 584 weapon->last_eat = 0;
651 return 1; 585 return 1;
652} 586}
653
654 587
655/** 588/**
656 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
657 * This is the new improve weapon code. 590 * This is the new improve weapon code.
658 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
661 * 594 *
662 * 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
663 * 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 ??
664 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
665 */ 598 */
666int 599static int
667improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
668{ 601{
669 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
670 603
671 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
672 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
673 606
674 if (weapon->level == 0) 607 if (weapon->level == 0)
675 { 608 {
676 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.>");
677 return 0; 612 return 0;
678 } 613 }
679 614
680 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
681 { 617 {
682 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
683 return 0; 619 return 0;
684 } 620 }
685 621
686 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))
687 { 624 {
688 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
690 "really want to improve it."); 627 "really want to improve it.");
691 return 0; 628 return 0;
702 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
704 weapon->last_eat++; 641 weapon->last_eat++;
705 642
706 weapon->item_power++; 643 weapon->item_power++;
707 decrease_ob (improver); 644 improver->decrease ();
708 return 1; 645 return 1;
709 } 646 }
710 647
711 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
712 { 649 {
716 weapon->weight = 1; 653 weapon->weight = 1;
717 654
718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
719 weapon->last_eat++; 656 weapon->last_eat++;
720 weapon->item_power++; 657 weapon->item_power++;
721 decrease_ob (improver); 658 improver->decrease ();
722 return 1; 659 return 1;
723 } 660 }
661
724 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
725 { 663 {
726 weapon->magic++; 664 weapon->magic++;
727 weapon->last_eat++; 665 weapon->last_eat++;
728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
729 decrease_ob (improver); 667 improver->decrease ();
730 weapon->item_power++; 668 weapon->item_power++;
731 return 1; 669 return 1;
732 } 670 }
733 671
734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
768/** 706/**
769 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
770 * 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, ...),
771 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
772 */ 710 */
773int 711static int
774check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
775{ 713{
776 object *otmp; 714 object *otmp;
777 715
778 if (op->type != PLAYER) 716 if (op->type != PLAYER)
783 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
784 return 0; 722 return 0;
785 } 723 }
786 724
787 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
788 if (!otmp) 727 if (!otmp)
789 { 728 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
791 return 0; 730 return 0;
792 } 731 }
824 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
825 * the users level or 90) 764 * the users level or 90)
826 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
827 * changing of physical area right now. 766 * changing of physical area right now.
828 */ 767 */
829int 768static int
830improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
831{ 770{
832 object *tmp; 771 object *tmp;
833 772
834 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
835 { 774 {
836 op->failmsg ("This armour can not be enchanted any further!"); 775 op->failmsg ("This armour can not be enchanted any further!");
837 return 0; 776 return 0;
838 } 777 }
778
839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
840 * etc), so take the easy way out and don't worry about it. 780 * etc), so take the easy way out and don't worry about it.
841 * Note - maybe add scrolls which make the random artifact versions (eg, armour 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
842 * of gnarg and what not?) 782 * of gnarg and what not?)
843 */ 783 */
845 { 785 {
846 op->failmsg ("This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
847 return 0; 787 return 0;
848 } 788 }
849 789
850 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
851 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
852 */ 792 */
853 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
854 tmp = get_split_ob (armour, armour->nrof - 1);
855 else
856 tmp = NULL;
857 794
858 armour->magic++; 795 armour->magic++;
859 796
860 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
861 { 798 {
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 836
900 if (op->type == PLAYER) 837 if (op->type == PLAYER)
901 { 838 {
902 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats (); 842 op->update_stats ();
905 } 843 }
906 844
907 decrease_ob (improver); 845 improver->decrease ();
908 846
909 if (tmp) 847 if (tmp)
910 { 848 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 849
915 return 1; 850 return 1;
916} 851}
917 852
918/* 853/*
919 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * convert_item() returns 1 if anything was converted, 0 if the item was not
920 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
921 */ 856 *
922#define CONV_FROM(xyz) xyz->slaying
923#define CONV_TO(xyz) xyz->other_arch
924#define CONV_NR(xyz) xyz->stats.sp
925#define CONV_NEED(xyz) xyz->stats.food
926
927/* Takes one items and makes another. 857 * Takes one type of items and makes another.
928 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
929 * 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
930 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
931 */ 861 */
932int 862int
933convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
934{ 864{
935 int nr = 0; 865 sint64 nr = 0, price_in;
936 uint32 price_in; 866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
937 874
938 /* We make some assumptions - we assume if it takes money as it type, 875 /* We make some assumptions - we assume if it takes money as it type,
939 * it wants some amount. We don't make change (ie, if something costs 876 * it wants some amount. We don't make change (ie, if something costs
940 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
941 */ 878 */
942 if (CONV_FROM (converter) == shstr_money) 879 if (conv_from == shstr_money)
943 { 880 {
944 if (item->type != MONEY) 881 if (item->type != MONEY)
945 return 0; 882 return 0;
946 883
947 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
948 if (!nr) 885 if (!nr)
949 return 0; 886 return 0;
950 887
951 converter->play_sound (sound_find ("shop_buy")); 888 converter->play_sound (sound_find ("shop_buy"));
952 889
953 int cost = nr * CONV_NEED (converter) / item->value; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
954 /* take into account rounding errors */
955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957 891
958 decrease_ob_nr (item, cost); 892 item->decrease (cost);
959 893
960 price_in = cost * item->value; 894 price_in = cost * item->value;
961 } 895 }
962 else 896 else
963 { 897 {
964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 898 if (item->type == PLAYER
965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
966 return 0; 901 return 0;
967 902
968 converter->play_sound (sound_find ("convert_item")); 903 converter->play_sound (sound_find ("convert_item"));
969 904
970 if (CONV_NEED (converter)) 905 if (need)
971 { 906 {
972 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
973 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
974 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
975 } 910 }
976 else 911 else
977 { 912 {
978 price_in = item->value; 913 price_in = item->value;
979 item->destroy (); 914 item->destroy ();
990 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 928 ob_to_copy = ob;
994 929
995 item = object_create_clone (ob_to_copy); 930 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 933 }
999 else 934 else
1000 { 935 {
1001 if (converter->other_arch == NULL) 936 if (!conv_to)
1002 { 937 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
1005 return -1; 940 return -1;
1006 } 941 }
1007 942
1008 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1010 } 945 }
1011 946
1012 if (CONV_NR (converter)) 947 if (give)
1013 item->nrof = CONV_NR (converter); 948 item->nrof = give;
1014 949
1015 if (nr) 950 if (nr)
1016 item->nrof *= nr; 951 item->nrof *= nr;
1017 952
1018 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1019 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1020 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 965 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /** 968 /**
1025 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this. 970 * hopefully had something in mind when doing this.
1027 */ 971 */
1028 } 972 }
1029 973
1030 SET_FLAG (item, FLAG_IDENTIFIED); 974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1; 980 return 1;
1033} 981}
1034 982
1035/** 983/**
1036 * Handle apply on containers. 984 * Handle apply on containers.
1037 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1039 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1040 */ 988 */
1041int 989static int
1042apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1043{ 991{
1044 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1045 return 0; /* This might change */ 993 return 0; /* This might change */
1046 994
1059 } 1007 }
1060 1008
1061 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1062 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1063 { 1011 {
1064 if (op->container == sack) 1012 if (op->container_ () == sack)
1065 { 1013 {
1066 // open on ground or inv, so close 1014 // open on ground or inv, so close
1067 op->close_container (); 1015 op->close_container ();
1068 return 1; 1016 return 1;
1069 } 1017 }
1112{ 1060{
1113 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0; 1063 return 0;
1116 1064
1117 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1118 { 1066 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1121 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1122 */ 1070 */
1131/* push_button (altar);*/ 1079/* push_button (altar);*/
1132 } 1080 }
1133 else 1081 else
1134 { 1082 {
1135 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1136 push_button (altar); 1084 push_button (altar, originator);
1137 } 1085 }
1138 1086
1139 return !sacrifice; 1087 return !sacrifice;
1140 } 1088 }
1141 else 1089 else
1158 1106
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160 1108
1161 bool has_unpaid = false; 1109 bool has_unpaid = false;
1162 1110
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1164 // a quick and small change :( 1112 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1167 { 1115 {
1168 has_unpaid = true; 1116 has_unpaid = true;
1169 break; 1117 break;
1170 } 1118 }
1171 1119
1172 if (op->type != PLAYER) 1120 if (!op->is_player ())
1173 { 1121 {
1174 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1176 * the shop. 1124 * the shop.
1177 */ 1125 */
1181 1129
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 { 1131 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 1133
1134 if (i >= 0)
1186 tmp->remove (); 1135 tmp->move (i);
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 } 1136 }
1196 } 1137 }
1197 1138
1198 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1210 if (i != -1) 1151 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212 1153
1213 return 0; 1154 return 0;
1214 } 1155 }
1156
1215 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1217 */ 1159 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 1161 }
1274 * Handles applying a sign. 1216 * Handles applying a sign.
1275 */ 1217 */
1276static void 1218static void
1277apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1278{ 1220{
1279 readable_message_type *msgType; 1221 if (!op->is_player())
1222 return;
1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1280 1229
1281 if (!sign->msg) 1230 if (!sign->msg)
1282 { 1231 {
1283 op->statusmsg ("Nothing is written on it."); 1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1284 return; 1236 return;
1285 } 1237 }
1286 1238
1287 if (sign->stats.food) 1239 if (sign->stats.food)
1288 { 1240 {
1289 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1290 { 1242 {
1291 if (!sign->move_on) 1243 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1293 1245
1294 return; 1246 return;
1295 } 1247 }
1296 1248
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1310 } 1262 }
1311 1263
1312 if (op->contr) 1264 if (op->contr)
1313 if (client *ns = op->contr->ns) 1265 if (client *ns = op->contr->ns)
1314 { 1266 {
1267 if (sign->sound)
1315 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1316 1271
1317 if (ns->can_msg)
1318 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));
1319 else
1320 {
1321 msgType = get_readable_message_type (sign);
1322 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1323 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1324 }
1325 } 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);
1326} 1306}
1327 1307
1328/** 1308/**
1329 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1330 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1344 return; 1324 return;
1345 1325
1346 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1347 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1348 */ 1328 */
1349 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1350 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1351 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1352 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1353 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1354 */ 1334 */
1361 1341
1362 recursion_depth++; 1342 recursion_depth++;
1363 if (trap->head) 1343 if (trap->head)
1364 trap = trap->head; 1344 trap = trap->head;
1365 1345
1366 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)))
1367 goto leave;
1368
1369 switch (trap->type) 1347 switch (trap->type)
1370 { 1348 {
1371 case PLAYERMOVER: 1349 case PLAYERMOVER:
1372 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 = -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:
1373 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1374 if (!trap->stats.maxsp) 1423 if (!trap->value)
1375 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1376 1426
1377 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1378 * 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
1379 */ 1442 */
1380 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1381 1444
1382 /* 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)
1383 * above with some objects have zero speed, and thus the player 1446 {
1384 * 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 }
1385 */ 1456 }
1386 if (victim->speed_left < -50.f) 1457 break;
1387 victim->speed_left = -50.f;
1388 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1389 } 1458 }
1390 goto leave;
1391 1459
1392 case SPINNER: 1460 case CONVERTER:
1393 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1394 {
1395 victim->direction = absdir (victim->direction - trap->stats.sp);
1396 update_turn_face (victim);
1397 }
1398 goto leave;
1399
1400 case DIRECTOR:
1401 if (victim->direction && !should_director_abort (trap, victim))
1402 {
1403 victim->direction = trap->stats.sp;
1404 update_turn_face (victim);
1405 }
1406 goto leave;
1407
1408 case BUTTON:
1409 case PEDESTAL:
1410 update_button (trap);
1411 goto leave;
1412
1413 case ALTAR:
1414 /* sacrifice victim on trap */
1415 apply_altar (trap, victim, originator);
1416 goto leave;
1417
1418 case THROWN_OBJ:
1419 if (trap->inv == NULL)
1420 goto leave;
1421 /* fallthrough */
1422
1423 case ARROW:
1424 /* bad bug: monster throw a object, make a step forwards, step on object ,
1425 * trigger this here and get hit by own missile - and will be own enemy.
1426 * Victim then is his own enemy and will start to kill herself (this is
1427 * removed) but we have not synced victim and his missile. To avoid senseless
1428 * action, we avoid hits here
1429 */
1430 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1431 hit_with_arrow (trap, victim);
1432 goto leave;
1433
1434 case SPELL_EFFECT:
1435 apply_spell_effect (trap, victim);
1436 goto leave;
1437
1438 case TRAPDOOR:
1439 {
1440 int max, sound_was_played;
1441 object *ab, *ab_next;
1442
1443 if (!trap->value)
1444 { 1462 {
1445 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1446 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1447 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450
1451 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 goto leave;
1453
1454 SET_ANIMATION (trap, trap->value);
1455 update_object (trap, UP_OBJ_FACE);
1456 } 1465 }
1457 1466
1458 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))
1459 { 1489 {
1460 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1461 * ab->above would be bogus 1491 * players output.
1462 */ 1492 */
1463 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1464 1495
1465 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1466 { 1497 victim->enter_exit (trap);
1467 if (!sound_was_played)
1468 {
1469 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1470 sound_was_played = 1;
1471 }
1472
1473 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1474 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1475 }
1476 } 1498 }
1477 goto leave; 1499 break;
1478 }
1479 1500
1480 case CONVERTER:
1481 if (convert_item (victim, trap) < 0)
1482 {
1483 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1484 get_archetype ("burnout")->insert_at (trap, trap);
1485 }
1486
1487 goto leave;
1488
1489 case TRIGGER_BUTTON:
1490 case TRIGGER_PEDESTAL:
1491 case TRIGGER_ALTAR:
1492 check_trigger (trap, victim);
1493 goto leave;
1494
1495 case DEEP_SWAMP:
1496 walk_on_deep_swamp (trap, victim);
1497 goto leave;
1498
1499 case CHECK_INV:
1500 check_inv (victim, trap);
1501 goto leave;
1502
1503 case HOLE:
1504 /* Hole not open? */
1505 if (trap->stats.wc > 0)
1506 goto leave;
1507
1508 /* Is this a multipart monster and not the head? If so, return.
1509 * Processing will happen if the head runs into the pit
1510 */
1511 if (victim->head)
1512 goto leave;
1513
1514 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1515 victim->statusmsg ("You fall through the hole!", NDI_RED);
1516 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1517 goto leave;
1518
1519 case EXIT:
1520 if (victim->type == PLAYER && EXIT_PATH (trap))
1521 {
1522 /* Basically, don't show exits leading to random maps the
1523 * players output.
1524 */
1525 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1526 victim->statusmsg (trap->msg, NDI_NAVY);
1527
1528 victim->enter_exit (trap);
1529 }
1530 goto leave;
1531
1532 case ENCOUNTER: 1501 case ENCOUNTER:
1533 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1534 goto leave; 1503 break;
1535 1504
1536 case SHOP_MAT: 1505 case SHOP_MAT:
1537 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1538 goto leave; 1507 break;
1539 1508
1540 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1541 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1542 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1543 goto leave; 1512 break;
1544 1513
1545 case SIGN: 1514 case SIGN:
1546 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1547 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1548 1517
1549 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1550 goto leave; 1519 break;
1551 1520
1552 case CONTAINER: 1521 case CONTAINER:
1553 apply_container (victim, trap); 1522 apply_container (victim, trap);
1554 goto leave; 1523 break;
1555 1524
1556 case RUNE: 1525 case RUNE:
1557 case TRAP: 1526 case TRAP:
1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1559 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1560 goto leave; 1529 break;
1561 1530
1562 default: 1531 default:
1563 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 "
1564 "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);
1565 goto leave; 1534 break;
1566 } 1535 }
1567 1536
1568leave:
1569 recursion_depth--; 1537 recursion_depth--;
1570} 1538}
1571 1539
1572/** 1540/**
1573 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1584 return; 1552 return;
1585 } 1553 }
1586 1554
1587 if (!tmp->msg) 1555 if (!tmp->msg)
1588 { 1556 {
1589 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));
1590 return; 1558 return;
1591 } 1559 }
1592 1560
1593 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1594 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1599 } 1567 }
1600 1568
1601 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1603 { 1571 {
1604 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1605 : lev_diff < 3 ? "This book is slightly beyond your comprehension." 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1606 : lev_diff < 5 ? "This book is beyond your comprehension." 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1607 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1608 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1609 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1612 1580
1613 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1614 1582
1615 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1616 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1617 if (ns->can_msg) 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1618 {
1619 dynbuf_text buf;
1620 buf << long_desc (tmp, op)
1621 << "\n\n"
1622 << tmp->msg
1623 << '\0';
1624 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1625 }
1626 else
1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1628 msgType->message_type, msgType->message_subtype,
1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630 long_desc (tmp, op), &tmp->msg);
1631 1586
1632 /* gain xp from reading */ 1587 /* gain xp from reading */
1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634 { /* only if not read before */ 1589 { /* only if not read before */
1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 { 1593 {
1639 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1640 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1641 1596
1642 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1643 if (tmp->env)
1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1645 else
1646 op->contr->ns->floorbox_update ();
1647 } 1599 }
1648 1600
1649 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 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 }
1651 } 1656 }
1652} 1657}
1653 1658
1654/** 1659/**
1655 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1664 op->play_sound (sound_find ("generic_fail")); 1669 op->play_sound (sound_find ("generic_fail"));
1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 break; 1671 break;
1667 1672
1668 case 1: 1673 case 1:
1669 decrease_ob (tmp); 1674 tmp->decrease ();
1670 op->play_sound (sound_find ("skill_learn")); 1675 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break; 1677 break;
1673 1678
1674 default: 1679 default:
1675 decrease_ob (tmp); 1680 tmp->decrease ();
1676 op->play_sound (sound_find ("generic_fail")); 1681 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 break; 1683 break;
1679 } 1684 }
1680} 1685}
1761 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1762 * legacy spellbooks 1767 * legacy spellbooks
1763 */ 1768 */
1764 if (tmp->slaying) 1769 if (tmp->slaying)
1765 { 1770 {
1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1767 if (!spell) 1773 if (!spell)
1768 { 1774 {
1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1775 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1770 return; 1776 return;
1771 } 1777 }
1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1798 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1799 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 return; 1800 return;
1795 } 1801 }
1796 1802
1797 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1803 int learn_level = sqrtf (spell->level) * 1.5f;
1804 if (skop->level < learn_level)
1798 { 1805 {
1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1806 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1807 &tmp->skill, learn_level));
1800 return; 1808 return;
1801 } 1809 }
1802 1810
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1811 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804 1812
1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 {
1807 identify (tmp); 1814 identify (tmp);
1808
1809 if (tmp->env)
1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1811 else
1812 op->contr->ns->floorbox_update ();
1813 }
1814 1815
1815 /* I removed the check for special_prayer_mark here - it didn't make 1816 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and 1817 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that 1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1853 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1854 */ 1855 */
1855 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 { 1857 {
1857 op->failmsg ("In your confused state you flub the wording of the text!"); 1858 op->failmsg ("In your confused state you flub the wording of the text!");
1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1859 } 1860 }
1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862 { 1863 {
1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1871 { 1872 {
1872 op->contr->play_sound (sound_find ("fumble_spell")); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 } 1875 }
1875 1876
1876 decrease_ob (tmp); 1877 tmp->decrease ();
1877} 1878}
1878 1879
1879/** 1880/**
1880 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
1881 */ 1882 */
1920 identify (tmp); 1921 identify (tmp);
1921 1922
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923 1924
1924 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 decrease_ob (tmp); 1926 tmp->decrease ();
1926} 1927}
1927 1928
1928/** 1929/**
1929 * Applies a treasure object - by default, chest. op 1930 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure 1931 * is the person doing the applying, tmp is the treasure
1942 object *treas = tmp->inv; 1943 object *treas = tmp->inv;
1943 1944
1944 if (!treas) 1945 if (!treas)
1945 { 1946 {
1946 op->statusmsg ("The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
1947 decrease_ob (tmp); 1948 tmp->decrease ();
1948 return; 1949 return;
1949 } 1950 }
1950 1951
1951 while (tmp->inv) 1952 while (tmp->inv)
1952 { 1953 {
1968 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1969 break; 1970 break;
1970 } 1971 }
1971 1972
1972 if (!tmp->destroyed () && !tmp->inv) 1973 if (!tmp->destroyed () && !tmp->inv)
1973 decrease_ob (tmp); 1974 tmp->decrease (true);
1974}
1975
1976/**
1977 * op eats food.
1978 * If player, takes care of messages and dragon special food.
1979 */
1980static void
1981apply_food (object *op, object *tmp)
1982{
1983 int capacity_remaining;
1984
1985 if (op->type != PLAYER)
1986 op->stats.hp = op->stats.maxhp;
1987 else
1988 {
1989 /* check if this is a dragon (player), eating some flesh */
1990 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1991 ;
1992 else
1993 {
1994 /* usual case - no dragon meal: */
1995 if (op->stats.food + tmp->stats.food > 999)
1996 {
1997 if (tmp->type == FOOD || tmp->type == FLESH)
1998 op->failmsg ("You feel full, but what a waste of food!");
1999 else
2000 op->statusmsg ("Most of the drink goes down your face not your throat!");
2001 }
2002
2003 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2004 {
2005 const char *buf;
2006
2007 if (!is_dragon_pl (op))
2008 {
2009 /* eating message for normal players */
2010 if (tmp->type == DRINK)
2011 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2012 else
2013 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2014 }
2015 else
2016 /* eating message for dragon players */
2017 buf = format ("The %s tasted terrible!", &tmp->name);
2018
2019 op->statusmsg (buf);
2020
2021 capacity_remaining = 999 - op->stats.food;
2022 op->stats.food += tmp->stats.food;
2023 if (capacity_remaining < tmp->stats.food)
2024 op->stats.hp += capacity_remaining / 50;
2025 else
2026 op->stats.hp += tmp->stats.food / 50;
2027
2028 if (op->stats.hp > op->stats.maxhp)
2029 op->stats.hp = op->stats.maxhp;
2030 if (op->stats.food > 999)
2031 op->stats.food = 999;
2032 }
2033
2034 /* special food hack -b.t. */
2035 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2036 eat_special_food (op, tmp);
2037 }
2038 }
2039
2040 handle_apply_yield (tmp);
2041 decrease_ob (tmp);
2042} 1975}
2043 1976
2044/** 1977/**
2045 * A dragon is eating some flesh. If the flesh contains resistances, 1978 * A dragon is eating some flesh. If the flesh contains resistances,
2046 * there is a chance for the dragon's skin to get improved. 1979 * there is a chance for the dragon's skin to get improved.
2049 * object *op the object (dragon player) eating the flesh 1982 * object *op the object (dragon player) eating the flesh
2050 * object *meal the flesh item, getting chewed in dragon's mouth 1983 * object *meal the flesh item, getting chewed in dragon's mouth
2051 * return: 1984 * return:
2052 * int 1 if eating successful, 0 if it doesn't work 1985 * int 1 if eating successful, 0 if it doesn't work
2053 */ 1986 */
2054int 1987static int
2055dragon_eat_flesh (object *op, object *meal) 1988dragon_eat_flesh (object *op, object *meal)
2056{ 1989{
2057 object *skin = NULL; /* pointer to dragon skin force */ 1990 object *skin = NULL; /* pointer to dragon skin force */
2058 object *abil = NULL; /* pointer to dragon ability force */ 1991 object *abil = NULL; /* pointer to dragon ability force */
2059 object *tmp = NULL; /* tmp. object */ 1992 object *tmp = NULL; /* tmp. object */
2065 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2066 int winners = 0; /* number of winners */ 1999 int winners = 0; /* number of winners */
2067 int i; /* index */ 2000 int i; /* index */
2068 2001
2069 /* let's make sure and doublecheck the parameters */ 2002 /* let's make sure and doublecheck the parameters */
2070 if (meal->type != FLESH || !is_dragon_pl (op)) 2003 if (meal->type != FLESH || !op->is_dragon ())
2071 return 0; 2004 return 0;
2072 2005
2073 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2074 from the player's inventory */ 2007 from the player's inventory */
2075 for (tmp = op->inv; tmp; tmp = tmp->below) 2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2091 op->stats.hp += meal->stats.food / 50; 2024 op->stats.hp += meal->stats.food / 50;
2092 2025
2093 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2094 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2095 2028
2096 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2097 2030
2098 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2099 2032
2100 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2101 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2111 2044
2112 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2113 flesh is too rare */ 2046 flesh is too rare */
2114 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2115 2048
2116 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2117 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2118 2051
2119 if (chance >= 0.) 2052 if (chance >= 0.)
2120 chance += 1.; 2053 chance += 1.;
2121 else 2054 else
2122 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2123 2056
2124 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2125 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2126 2059
2127 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2128 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2129 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2130 2063
2131 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2064 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2132 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2133 { 2066 {
2134 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2135 winners++; 2068 winners++;
2136 } 2069 }
2137 2070
2165 op->statusmsg (buf); 2098 op->statusmsg (buf);
2166 2099
2167 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2168 i = -1; 2101 i = -1;
2169 if (winners > 0) 2102 if (winners > 0)
2170 i = atnr_winner[RANDOM () % winners]; 2103 i = atnr_winner [rndm (winners)];
2171 2104
2172 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2173 { 2106 {
2174 /* resistance increased! */ 2107 /* resistance increased! */
2175 skin->resist[i]++; 2108 skin->resist[i]++;
2200 2133
2201 return 1; 2134 return 1;
2202} 2135}
2203 2136
2204/** 2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > 999)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 op->failmsg ("You feel full, but what a waste of food!");
2160 else
2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2162 }
2163
2164 tmp->play_sound (
2165 tmp->sound
2166 ? tmp->sound
2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2171
2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173 {
2174 const char *buf;
2175
2176 if (!op->is_dragon ())
2177 {
2178 /* eating message for normal players */
2179 if (tmp->type == DRINK)
2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181 else
2182 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183 }
2184 else
2185 /* eating message for dragon players */
2186 buf = format ("The %s tasted terrible!", &tmp->name);
2187
2188 op->statusmsg (buf);
2189
2190 capacity_remaining = 999 - op->stats.food;
2191 op->stats.food += tmp->stats.food;
2192 if (capacity_remaining < tmp->stats.food)
2193 op->stats.hp += capacity_remaining / 50;
2194 else
2195 op->stats.hp += tmp->stats.food / 50;
2196
2197 if (op->stats.hp > op->stats.maxhp)
2198 op->stats.hp = op->stats.maxhp;
2199 if (op->stats.food > 999)
2200 op->stats.food = 999;
2201 }
2202
2203 /* special food hack -b.t. */
2204 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2205 eat_special_food (op, tmp);
2206 }
2207 }
2208
2209 handle_apply_yield (tmp);
2210 tmp->decrease ();
2211}
2212
2213/**
2205 * Handles applying an improve armor scroll. 2214 * Handles applying an improve armor scroll.
2206 * Does some sanity checks, then calls improve_armour. 2215 * Does some sanity checks, then calls improve_armour.
2207 */ 2216 */
2208static void 2217static void
2209apply_armour_improver (object *op, object *tmp) 2218apply_armour_improver (object *op, object *tmp)
2234 2243
2235 op->statusmsg ("Applying armour enchantment."); 2244 op->statusmsg ("Applying armour enchantment.");
2236 improve_armour (op, tmp, armor); 2245 improve_armour (op, tmp, armor);
2237} 2246}
2238 2247
2239extern void 2248void
2240apply_poison (object *op, object *tmp) 2249apply_poison (object *op, object *tmp)
2241{ 2250{
2251 // need to do it now when it is still on the map
2252 handle_apply_yield (tmp);
2253
2254 object *poison = tmp->split (1);
2255
2242 if (op->type == PLAYER) 2256 if (op->type == PLAYER)
2243 { 2257 {
2244 op->contr->play_sound (sound_find ("drink_poison")); 2258 op->contr->play_sound (sound_find ("drink_poison"));
2245 op->failmsg ("Yech! That tasted poisonous!"); 2259 op->failmsg ("Yech! That tasted poisonous!");
2246 strcpy (op->contr->killer, "poisonous booze"); 2260 op->contr->killer = poison;
2247 } 2261 }
2248 2262
2249 if (tmp->stats.hp > 0) 2263 if (poison->stats.hp > 0)
2250 { 2264 {
2251 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2265 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2252 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2266 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2253 } 2267 }
2254 2268
2255 op->stats.food -= op->stats.food / 4; 2269 op->stats.food -= op->stats.food / 4;
2256 handle_apply_yield (tmp); 2270 poison->destroy ();
2257 decrease_ob (tmp);
2258} 2271}
2259 2272
2260/** 2273/**
2261 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2274 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2262 * A valid 2 way exit means: 2275 * A valid 2 way exit means:
2267 * 2280 *
2268 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * Note: a owner in a 2 way exit is saved as the owner's name
2269 * in the field exit->name cause the field exit->owner doesn't 2282 * in the field exit->name cause the field exit->owner doesn't
2270 * survive in the swapping (in fact the whole exit doesn't survive). 2283 * survive in the swapping (in fact the whole exit doesn't survive).
2271 */ 2284 */
2272int 2285static int
2273is_legal_2ways_exit (object *op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2274{ 2287{
2275 if (exit->stats.exp != 1) 2288 if (exit->stats.exp != 1)
2276 return 1; /*This is not a 2 way, so it is legal */ 2289 return 1; /*This is not a 2 way, so it is legal */
2277 2290
2343 return 1; 2356 return 1;
2344 } 2357 }
2345 } 2358 }
2346 2359
2347 return 0; 2360 return 0;
2361}
2362
2363/**
2364 * This function will try to apply a lighter and in case no lighter
2365 * is specified it will try to find a lighter in the players inventory,
2366 * and inform him about this requirement.
2367 *
2368 * who - the player
2369 * op - the item we want to light
2370 * lighter - the lighter or 0 if a lighter has yet to be found
2371 */
2372static object *
2373auto_apply_lighter (object *who, object *op, object *lighter)
2374{
2375 if (lighter == 0)
2376 {
2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2378 {
2379 if (tmp->type == LIGHTER)
2380 {
2381 lighter = tmp;
2382 break;
2383 }
2384 }
2385
2386 if (!lighter)
2387 {
2388 who->failmsg (format (
2389 "You can't light up the %s with your bare hands! "
2390 "H<You need a lighter in your inventory, for example a flint and steel.>",
2391 &op->name));
2392 return 0;
2393 }
2394 }
2395
2396 // last_eat == 0 means the lighter is not being used up!
2397 if (lighter->last_eat && lighter->stats.food)
2398 {
2399 /* lighter gets used up */
2400 lighter = lighter->split ();
2401 lighter->stats.food--;
2402 who->insert (lighter);
2403 }
2404 else if (lighter->last_eat)
2405 {
2406 /* no charges left in lighter */
2407 who->failmsg (format (
2408 "You attempt to light the %s with a used up %s.",
2409 &op->name, &lighter->name));
2410 return 0;
2411 }
2412
2413 return lighter;
2414}
2415
2416/**
2417 * Designed primarily to light torches/lanterns/etc.
2418 * Also burns up burnable material too. First object in the inventory is
2419 * the selected object to "burn". -b.t.
2420 */
2421static void
2422apply_lighter (object *who, object *lighter)
2423{
2424 object *item;
2425 int is_player_env = 0;
2426
2427 item = find_marked_object (who);
2428 if (item)
2429 {
2430 if (!auto_apply_lighter (who, item, lighter))
2431 return;
2432
2433 /* Perhaps we should split what we are trying to light on fire?
2434 * I can't see many times when you would want to light multiple
2435 * objects at once.
2436 */
2437
2438 save_throw_object (item, AT_FIRE, who);
2439
2440 if (item->destroyed ()
2441 || ((item->type == LAMP || item->type == TORCH)
2442 && item->glow_radius > 0))
2443 who->statusmsg (format (
2444 "You light the %s with the %s.",
2445 &item->name, &lighter->name));
2446 else
2447 who->failmsg (format (
2448 "You attempt to light the %s with the %s and fail.",
2449 &item->name, &lighter->name));
2450 }
2451 else
2452 who->failmsg ("You need to mark a lightable object.");
2453}
2454
2455/**
2456 * This function generates a cursed effect for cursed lamps and torches.
2457 */
2458static void
2459player_apply_lamp_cursed_effect (object *who, object *op)
2460{
2461 if (op->level)
2462 {
2463 who->failmsg (format (
2464 "The %s was cursed, it explodes in a big fireball!",
2465 &op->name));
2466 create_exploding_ball_at (who, op->level);
2467 }
2468 else
2469 {
2470 who->failmsg (format (
2471 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2472 &op->name));
2473 }
2474
2475 op->destroy ();
2476}
2477
2478/**
2479 * Apply for players and lamps
2480 *
2481 * who - the player
2482 * op - the lamp
2483 */
2484static void
2485player_apply_lamp (object *who, object *op)
2486{
2487 bool switch_on = op->glow_radius ? false : true;
2488
2489 if (switch_on)
2490 {
2491 object *lighter = 0;
2492
2493 if (op->flag [FLAG_IS_LIGHTABLE]
2494 && !(lighter = auto_apply_lighter (who, op, 0)))
2495 return;
2496
2497 if (op->stats.food < 1)
2498 {
2499 if (op->type == LAMP)
2500 who->failmsg (format (
2501 "The %s is out of fuel! "
2502 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2503 &op->name));
2504 else
2505 who->failmsg (format (
2506 "The %s is burnt out! "
2507 "H<Torches and similar items burn out and become worthless.>",
2508 &op->name));
2509 return;
2510 }
2511
2512 if (op->flag [FLAG_CURSED])
2513 {
2514 player_apply_lamp_cursed_effect (who, op);
2515 return;
2516 }
2517
2518 if (lighter)
2519 who->statusmsg (format (
2520 "You light up the %s with the %s.", &op->name, &lighter->name));
2521 else
2522 who->statusmsg (format ("You light up the %s.", &op->name));
2523 }
2524 else
2525 {
2526 if (op->flag [FLAG_CURSED])
2527 {
2528 player_apply_lamp_cursed_effect (who, op);
2529 return;
2530 }
2531
2532 if (op->type == TORCH)
2533 {
2534 if (!op->flag [FLAG_IS_LIGHTABLE])
2535 {
2536 who->statusmsg (format (
2537 "You put out the %s. "
2538 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2539 &op->name, &op->name));
2540 }
2541 else
2542 who->statusmsg (format (
2543 "You put out the %s."
2544 "H<Torches wear out if you put them out.>",
2545 &op->name));
2546 }
2547 else
2548 who->statusmsg (format ("You turn off the %s.", &op->name));
2549 }
2550
2551 apply_lamp (op, switch_on);
2552}
2553
2554void get_animation_from_arch (object *op, arch_ptr a)
2555{
2556 op->animation_id = a->animation_id;
2557 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2558 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2559 op->anim_speed = a->anim_speed;
2560 op->last_anim = 0;
2561 op->state = 0;
2562 op->face = a->face;
2563
2564 if (NUM_ANIMATIONS(op) > 1)
2565 {
2566 SET_ANIMATION(op, 0);
2567 animate_object (op, op->direction);
2568 }
2569 else
2570 update_object (op, UP_OBJ_FACE);
2571}
2572
2573/**
2574 * Apply for LAMPs and TORCHes.
2575 *
2576 * op - the lamp
2577 * switch_on - a flag which says whether the lamp should be switched on or off
2578 */
2579void apply_lamp (object *op, bool switch_on)
2580{
2581 op->set_glow_radius (switch_on ? op->range : 0);
2582 op->set_speed (switch_on ? op->arch->speed : 0);
2583
2584 // torches wear out if you put them out
2585 if (op->type == TORCH && !switch_on)
2586 {
2587 if (op->flag [FLAG_IS_LIGHTABLE])
2588 {
2589 op->stats.food -= (double) op->arch->stats.food / 15;
2590 if (op->stats.food < 0)
2591 op->stats.food = 0;
2592 }
2593 else
2594 op->stats.food = 0;
2595 }
2596
2597 // lamps and torched get worthless when used up
2598 if (op->stats.food <= 0)
2599 op->value = 0;
2600
2601 // FIXME: This is a hack to make the more sane torches and lamps
2602 // still animated ;-/
2603 if (op->other_arch)
2604 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2605
2606 if (object *pl = op->visible_to ())
2607 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2608}
2609
2610/**
2611 * This handles items of type 'transformer'.
2612 * Basically those items, used with a marked item, transform both items into something
2613 * else.
2614 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2615 * Change information is contained in the 'slaying' field of the marked item.
2616 * The format is as follow: transformer:[number ]yield[;transformer:...].
2617 * This way an item can be transformed in many things, and/or many objects.
2618 * The 'slaying' field for transformer is used as verb for the action.
2619 */
2620static void
2621apply_item_transformer (object *pl, object *transformer)
2622{
2623 object *marked;
2624 object *new_item;
2625 const char *find;
2626 char *separator;
2627 int yield;
2628 char got[MAX_BUF];
2629 int len;
2630
2631 if (!pl || !transformer)
2632 return;
2633
2634 marked = find_marked_object (pl);
2635
2636 if (!marked)
2637 {
2638 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2639 return;
2640 }
2641
2642 if (!marked->slaying)
2643 {
2644 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2645 return;
2646 }
2647
2648 /* check whether they are compatible or not */
2649 find = strstr (&marked->slaying, transformer->arch->archname);
2650 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2651 {
2652 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2653 return;
2654 }
2655
2656 find += strlen (transformer->arch->archname) + 1;
2657 /* Item can be used, now find how many and what it yields */
2658 if (isdigit (*(find)))
2659 {
2660 yield = atoi (find);
2661 if (yield < 1)
2662 {
2663 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2664 yield = 1;
2665 }
2666 }
2667 else
2668 yield = 1;
2669
2670 while (isdigit (*find))
2671 find++;
2672
2673 while (*find == ' ')
2674 find++;
2675
2676 memset (got, 0, MAX_BUF);
2677
2678 if ((separator = strchr (find, ';')))
2679 len = separator - find;
2680 else
2681 len = strlen (find);
2682
2683 min_it (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 ();
2348} 2708}
2349 2709
2350/** 2710/**
2351 * Main apply handler. 2711 * Main apply handler.
2352 * 2712 *
2355 * Return value: 2715 * Return value:
2356 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2357 * 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
2358 * 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
2359 * 2719 *
2360 * 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
2361 * being applied. 2721 * being applied.
2362 * 2722 *
2363 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2364 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2365 */ 2725 */
2366int 2726int
2367manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2368{ 2728{
2369 if (tmp->head) 2729 op = op->head_ ();
2370 tmp = tmp->head;
2371 2730
2372 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2373 { 2732 {
2374 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2375 { 2734 {
2735 examine (who, op);
2376 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
2377 return 1; 2737 return 1;
2378 } 2738 }
2379 else 2739 else
2380 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2381 } 2741 }
2382 2742
2383 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2384 return RESULT_INT (0); 2744 return RESULT_INT (0);
2385 2745
2386 switch (tmp->type) 2746 switch (op->type)
2387 { 2747 {
2388 case CF_HANDLE: 2748 case T_HANDLE:
2389 op->play_sound (sound_find ("turn_handle")); 2749 who->play_sound (sound_find ("turn_handle"));
2390 op->statusmsg ("You turn the handle."); 2750 who->statusmsg ("You turn the handle.");
2391 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2392 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2393 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2394 push_button (tmp); 2754 push_button (op, who);
2395 return 1; 2755 return 1;
2396 2756
2397 case TRIGGER: 2757 case TRIGGER:
2398 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2399 { 2759 {
2400 op->statusmsg ("You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2401 op->play_sound (sound_find ("turn_handle")); 2761 who->play_sound (sound_find ("turn_handle"));
2402 } 2762 }
2403 else 2763 else
2404 op->failmsg ("The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2405 2765
2406 return 1; 2766 return 1;
2407 2767
2408 case EXIT: 2768 case EXIT:
2409 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2410 return 0; 2770 return 0;
2411 2771
2412 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2413 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)));
2414 else 2774 else
2415 { 2775 {
2416 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2417 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2418 op->statusmsg (tmp->msg, NDI_NAVY); 2778 who->statusmsg (op->msg, NDI_NAVY);
2419 2779
2420 op->enter_exit (tmp); 2780 who->enter_exit (op);
2421 } 2781 }
2422 2782
2423 return 1; 2783 return 1;
2424 2784
2425 case INSCRIBABLE: 2785 case INSCRIBABLE:
2426 op->statusmsg (tmp->msg); 2786 who->statusmsg (op->msg);
2427 // 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
2428 return 1; 2788 return 1;
2429 2789
2430 case SIGN: 2790 case SIGN:
2431 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2432 return 1; 2792 return 1;
2433 2793
2434 case BOOK: 2794 case BOOK:
2435 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2436 { 2796 {
2437 apply_book (op, tmp); 2797 apply_book (who, op);
2438 return 1; 2798 return 1;
2439 } 2799 }
2440 else 2800 else
2441 return 0; 2801 return 0;
2442 2802
2443 case SKILLSCROLL: 2803 case SKILLSCROLL:
2444 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2445 { 2805 {
2446 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2447 return 1; 2807 return 1;
2448 } 2808 }
2449 else 2809 else
2450 return 0; 2810 return 0;
2451 2811
2452 case SPELLBOOK: 2812 case SPELLBOOK:
2453 if (op->type == PLAYER) 2813 if (who->type == PLAYER)
2454 { 2814 {
2455 apply_spellbook (op, tmp); 2815 apply_spellbook (who, op);
2456 return 1; 2816 return 1;
2457 } 2817 }
2458 else 2818 else
2459 return 0; 2819 return 0;
2460 2820
2461 case SCROLL: 2821 case SCROLL:
2462 apply_scroll (op, tmp, 0); 2822 apply_scroll (who, op, 0);
2463 return 1; 2823 return 1;
2464 2824
2465 case POTION: 2825 case POTION:
2466 apply_potion (op, tmp); 2826 apply_potion (who, op);
2467 return 1; 2827 return 1;
2468 2828
2469 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2470 //TODO: remove, as it is unsed? 2830 //TODO: remove, as it is unsed?
2471 case CLOSE_CON: 2831 case CLOSE_CON:
2472 apply_container (op, tmp->env); 2832 apply_container (who, op->env);
2473 return 1; 2833 return 1;
2474 2834
2475 case CONTAINER: 2835 case CONTAINER:
2476 apply_container (op, tmp); 2836 apply_container (who, op);
2477 return 1; 2837 return 1;
2478 2838
2479 case TREASURE: 2839 case TREASURE:
2480 if (op->type == PLAYER) 2840 if (who->type == PLAYER)
2481 { 2841 {
2482 apply_treasure (op, tmp); 2842 apply_treasure (who, op);
2483 return 1; 2843 return 1;
2484 } 2844 }
2485 else 2845 else
2486 return 0; 2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2487 2852
2488 case WEAPON: 2853 case WEAPON:
2489 case ARMOUR: 2854 case ARMOUR:
2490 case BOOTS: 2855 case BOOTS:
2491 case GLOVES: 2856 case GLOVES:
2499 case WAND: 2864 case WAND:
2500 case ROD: 2865 case ROD:
2501 case HORN: 2866 case HORN:
2502 case SKILL: 2867 case SKILL:
2503 case BOW: 2868 case BOW:
2504 case LAMP:
2505 case BUILDER: 2869 case BUILDER:
2506 case SKILL_TOOL: 2870 case SKILL_TOOL:
2507 if (tmp->env != op) 2871 if (op->env != who)
2508 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2509 2873
2510 apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2511 return 1; 2875 return 1;
2512 2876
2513 case DRINK: 2877 case DRINK:
2514 case FOOD: 2878 case FOOD:
2515 case FLESH: 2879 case FLESH:
2516 apply_food (op, tmp); 2880 apply_food (who, op);
2517 return 1; 2881 return 1;
2518 2882
2519 case POISON: 2883 case POISON:
2520 apply_poison (op, tmp); 2884 apply_poison (who, op);
2521 return 1; 2885 return 1;
2522 2886
2523 case SAVEBED: 2887 case SAVEBED:
2524 return 1; 2888 return 1;
2525 2889
2526 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2527 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2528 { 2892 {
2529 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2530 return 1; 2894 return 1;
2531 } 2895 }
2532 else 2896 else
2533 return 0; 2897 return 0;
2534 2898
2535 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2536 check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2537 return 1; 2901 return 1;
2538 2902
2539 case CLOCK: 2903 case CLOCK:
2540 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2541 { 2905 {
2542 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2543 timeofday_t tod; 2907 timeofday_t tod;
2544 2908
2545 get_tod (&tod); 2909 get_tod (&tod);
2546 op->play_sound (sound_find ("sound_clock")); 2910 who->play_sound (sound_find ("sound_clock"));
2547 op->statusmsg (format ( 2911 who->statusmsg (format (
2548 "It is %d minute%s past %d o'clock %s", 2912 "It is %d minute%s past %d o'clock %s",
2549 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2550 ((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")
2551 )); 2915 ));
2552 return 1; 2916 return 1;
2553 } 2917 }
2554 else 2918 else
2555 return 0; 2919 return 0;
2556 2920
2557 case MENU: 2921 case MENU:
2558 if (op->type == PLAYER) 2922 if (who->type == PLAYER)
2559 { 2923 {
2560 shop_listing (tmp, op); 2924 shop_listing (op, who);
2561 return 1; 2925 return 1;
2562 } 2926 }
2563 else 2927 else
2564 return 0; 2928 return 0;
2565 2929
2566 case POWER_CRYSTAL: 2930 case POWER_CRYSTAL:
2567 apply_power_crystal (op, tmp); /* see egoitem.c */ 2931 apply_power_crystal (who, op); /* see egoitem.c */
2568 return 1; 2932 return 1;
2569 2933
2570 case LIGHTER: /* for lighting torches/lanterns/etc */ 2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2571 if (op->type == PLAYER) 2935 if (who->type == PLAYER)
2572 { 2936 {
2573 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2574 return 1; 2938 return 1;
2575 } 2939 }
2576 else 2940 else
2577 return 0; 2941 return 0;
2578 2942
2579 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2580 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2581 return 1; 2945 return 1;
2582 2946
2583 default: 2947 default:
2584 return 0; 2948 return 0;
2585 } 2949 }
2586} 2950}
2587
2588 2951
2589/* quiet suppresses the "don't know how to apply" and "you must get it first" 2952/* quiet suppresses the "don't know how to apply" and "you must get it first"
2590 * messages as needed by player_apply_below(). But there can still be 2953 * messages as needed by player_apply_below(). But there can still be
2591 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2592 * 2955 *
2593 * Same return value as apply() function. 2956 * Same return value as apply() function.
2594 */ 2957 */
2595int 2958int
2596player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2597{ 2960{
2598 int tmp;
2599
2600 if (op->env && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2601 { 2962 {
2602 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2603 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2604 { 2965 {
2605 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2966 pl->failmsg ("But you are floating high above the ground! "
2967 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2968 "or waiting till the levitation effect wears off.>");
2606 return 0; 2969 return 0;
2607 } 2970 }
2608 } 2971 }
2609 2972
2610 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2611 2974
2612 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2613 if (!quiet) 2977 if (!quiet)
2614 { 2978 {
2615 if (tmp == 0) 2979 if (tmp == 0)
2616 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2617 else if (tmp == 2) 2981 else if (tmp == 2)
2618 op->failmsg ("You must get it first!\n"); 2982 pl->failmsg ("You must get it first!\n");
2619 } 2983 }
2620 2984
2621 return tmp; 2985 return tmp;
2622} 2986}
2623 2987
2637 * 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
2638 * 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
2639 * 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
2640 * not return a proper value. 3004 * not return a proper value.
2641 */ 3005 */
2642 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)
2643 { 3007 {
2644 next = tmp->below; 3008 next = tmp->below;
2645 3009
2646 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2647 floors++; 3011 floors++;
2652 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2653 * 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
2654 * the item needs. 3018 * the item needs.
2655 */ 3019 */
2656 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2657 {
2658 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2659 return; 3022 return;
2660 } 3023
2661 if (floors >= 2) 3024 if (floors >= 2)
2662 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2663 } 3026 }
2664} 3027}
2665 3028
2709 break; 3072 break;
2710 3073
2711 case SKILL: 3074 case SKILL:
2712 if (who->contr) 3075 if (who->contr)
2713 { 3076 {
3077 if (IS_COMBAT_SKILL (op->subtype))
3078 who->change_weapon (who->contr->combat_ob = 0);
3079 else if (IS_RANGED_SKILL (op->subtype))
3080 who->change_weapon (who->contr->ranged_ob = 0);
3081
2714 if (!op->invisible) 3082 if (op->invisible)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3084 else
2715 who->statusmsg (format ("You stop using the %s.", query_name (op))); 3085 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2716 else
2717 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2718 } 3086 }
2719 3087
2720 change_abil (who, op); 3088 change_abil (who, op);
2721 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2722 break; 3090 break;
2733 case CLOAK: 3101 case CLOAK:
2734 who->statusmsg (format ("You unwear %s.", query_name (op))); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2735 change_abil (who, op); 3103 change_abil (who, op);
2736 break; 3104 break;
2737 3105
2738 case LAMP:
2739 {
2740 who->statusmsg (format ("You turn off your %s.", &op->name));
2741
2742 object *tmp2 = arch_to_object (op->other_arch);
2743 tmp2->x = op->x;
2744 tmp2->y = op->y;
2745 tmp2->map = op->map;
2746 tmp2->below = op->below;
2747 tmp2->above = op->above;
2748 tmp2->stats.food = op->stats.food;
2749 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2750
2751 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2752 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2753
2754 if (who->contr)
2755 esrv_del_item (who->contr, op->count);
2756
2757 op->destroy ();
2758 insert_ob_in_ob (tmp2, who);
2759 who->update_stats ();
2760
2761 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2762 {
2763 if (who->contr)
2764 {
2765 who->failmsg ("Oops, it feels deadly cold!");
2766 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2767 }
2768 }
2769
2770 if (who->contr)
2771 esrv_send_item (who, tmp2);
2772 }
2773
2774 return 1; /* otherwise, an attempt to drop causes problems */
2775
2776 case BOW: 3106 case BOW:
2777 case WAND: 3107 case WAND:
2778 case ROD: 3108 case ROD:
2779 case HORN: 3109 case HORN:
2780 if (player *pl = who->contr) 3110 if (player *pl = who->contr)
2807 default: 3137 default:
2808 who->statusmsg (format ("You unapply %s.", query_name (op))); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2809 break; 3139 break;
2810 } 3140 }
2811 3141
3142 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3143 if (object *pl = op->visible_to ())
3144 esrv_send_item (pl, op);
3145
2812 who->update_stats (); 3146 who->update_stats ();
2813
2814 if (!(aflags & AP_NO_MERGE))
2815 {
2816 object *tmp = merge_ob (op, 0);
2817
2818 if (who->contr)
2819 {
2820 if (tmp)
2821 { /* it was merged */
2822 esrv_del_item (who->contr, op->count);
2823 op = tmp;
2824 }
2825
2826 esrv_send_item (who, op);
2827 }
2828 }
2829 3147
2830 return 0; 3148 return 0;
2831} 3149}
2832 3150
2833/** 3151/**
2871#define CANNOT_REMOVE_CURSED \ 3189#define CANNOT_REMOVE_CURSED \
2872 "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. " \
2873 "Praying over an altar, scrolls of remove curse/damnation, " \ 3191 "Praying over an altar, scrolls of remove curse/damnation, " \
2874 "priests or even other players might help.>" 3192 "priests or even other players might help.>"
2875 3193
2876int 3194static int
2877unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2878{ 3196{
2879 if (op->is_range ()) 3197 if (op->is_range ())
2880 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2881 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3131 return 1; 3449 return 1;
3132 } 3450 }
3133 3451
3134 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3135 } 3453 }
3136
3137 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3138 return 0; 3455 return 0;
3139 3456
3140 // if the item is combat/ranged, wield the relevant slot first 3457 // if the item is combat/ranged, wield the relevant slot first
3141 // to resolve conflicts. 3458 // to resolve conflicts.
3142 if (player *pl = who->contr) 3459 if (player *pl = who->contr)
3200 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3201 */ 3518 */
3202 who->change_skill (skop); 3519 who->change_skill (skop);
3203 } 3520 }
3204 3521
3205 if (who->type == PLAYER 3522 if (!check_item_power (who, op->item_power))
3206 && op->item_power
3207 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3208 { 3523 {
3209 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);
3210 return 1; 3525 return 1;
3211 } 3526 }
3212 3527
3213 /* Ok. We are now at the state where we can apply the new object. 3528 /* Ok. We are now at the state where we can apply the new object.
3214 * Note that we don't have the checks for can_use_... 3529 * Note that we don't have the checks for can_use_...
3215 * below - that is already taken care of by can_apply_object. 3530 * below - that is already taken care of by can_apply_object.
3216 */ 3531 */
3217 if (op->nrof > 1) 3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3218 tmp = get_split_ob (op, op->nrof - 1);
3219 else
3220 tmp = 0;
3221 3533
3222 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3223 return RESULT_INT (0); 3535 return RESULT_INT (0);
3224 3536
3225 switch (op->type) 3537 switch (op->type)
3226 { 3538 {
3227 case WEAPON: 3539 case WEAPON:
3228 if (!check_weapon_power (who, op->last_eat))
3229 {
3230 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3231
3232 if (tmp)
3233 insert_ob_in_ob (tmp, who);
3234
3235 return 1;
3236 }
3237
3238 //TODO: this obviously fails for players using a shorter prefix 3540 //TODO: this obviously fails for players using a shorter prefix
3239 // i.e. "R" can use Ragnarok's sword. 3541 // i.e. "R" can use Ragnarok's sword.
3240 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3542 if (op->level && !op->name.starts_with (who->name))
3241 { 3543 {
3242 /* 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. */
3243 /* (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) */
3244 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.>");
3245 3547
3279 case AMULET: 3581 case AMULET:
3280 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3281 who->statusmsg (format ("You wear %s.", query_name (op))); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3282 change_abil (who, op); 3584 change_abil (who, op);
3283 break; 3585 break;
3284
3285 case LAMP:
3286 if (op->stats.food < 1)
3287 {
3288 who->failmsg (format (
3289 "Your %s is out of fuel! "
3290 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3291 &op->name
3292 ));
3293 return 1;
3294 }
3295
3296 who->statusmsg (format ("You turn on your %s.", &op->name));
3297
3298 tmp2 = arch_to_object (op->other_arch);
3299 tmp2->stats.food = op->stats.food;
3300 SET_FLAG (tmp2, FLAG_APPLIED);
3301
3302 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3303 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3304
3305 insert_ob_in_ob (tmp2, who);
3306
3307 /* Remove the old lantern */
3308 if (who->type == PLAYER)
3309 esrv_del_item (who->contr, op->count);
3310
3311 op->destroy ();
3312
3313 /* insert the portion that was split off */
3314 if (tmp)
3315 {
3316 insert_ob_in_ob (tmp, who);
3317 if (who->type == PLAYER)
3318 esrv_send_item (who, tmp);
3319 }
3320
3321 who->update_stats ();
3322
3323 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3324 if (who->type == PLAYER)
3325 {
3326 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3327 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3328 }
3329
3330 if (who->type == PLAYER)
3331 esrv_send_item (who, tmp2);
3332
3333 return 0;
3334 3586
3335 case SKILL_TOOL: 3587 case SKILL_TOOL:
3336 // applying a skill tool also readies the skill 3588 // applying a skill tool also readies the skill
3337 SET_FLAG (op, FLAG_APPLIED); 3589 SET_FLAG (op, FLAG_APPLIED);
3338 3590
3418 } 3670 }
3419 3671
3420 break; 3672 break;
3421 3673
3422 case BOW: 3674 case BOW:
3423 if (!check_weapon_power (who, op->last_eat)) 3675 if (op->level && !op->name.starts_with (who->name))
3424 {
3425 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3426
3427 if (tmp)
3428 insert_ob_in_ob (tmp, who);
3429
3430 return 1;
3431 }
3432
3433 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3434 { 3676 {
3435 who->failmsg ("The weapon does not recognize you as its owner. " 3677 who->failmsg ("The weapon does not recognize you as its owner. "
3436 "H<Its name indicates that it belongs to somebody else.>"); 3678 "H<Its name indicates that it belongs to somebody else.>");
3437 if (tmp) 3679 if (tmp)
3438 insert_ob_in_ob (tmp, who); 3680 insert_ob_in_ob (tmp, who);
3496 } 3738 }
3497 3739
3498 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3499 3741
3500 if (tmp) 3742 if (tmp)
3501 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3502 3744
3503 who->update_stats (); 3745 who->update_stats ();
3504 3746
3505 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3506 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3512 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3513 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3514 { 3756 {
3515 who->failmsg ( 3757 who->failmsg (
3516 "Oops, it feels deadly cold! " 3758 "Oops, it feels deadly cold! "
3517 "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.>"
3518 ); 3760 );
3519 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3520 } 3762 }
3521 3763
3522 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3523 {
3524 /* if multiple objects were applied, update both slots */
3525 if (tmp)
3526 esrv_send_item (who, tmp);
3527
3528 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3529 }
3530 3766
3531 return 0; 3767 return 0;
3532}
3533
3534int
3535monster_apply_special (object *who, object *op, int aflags)
3536{
3537 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3538 return 1;
3539
3540 return apply_special (who, op, aflags);
3541} 3768}
3542 3769
3543/** 3770/**
3544 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3545 * 3772 *
3548int 3775int
3549auto_apply (object *op) 3776auto_apply (object *op)
3550{ 3777{
3551 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3552 int i; 3779 int i;
3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3553 3782
3554 switch (op->type) 3783 switch (op->type)
3555 { 3784 {
3556 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3557 if (!op->has_random_items ()) 3786 if (!op->has_random_items ())
3559 3788
3560 do 3789 do
3561 { 3790 {
3562 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3563 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3564 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3793 op->stats.exp
3794 ? (int) op->stats.exp
3795 : max (op->map->difficulty, 5)))
3796 == NULL && --i);
3797
3565 if (tmp == NULL) 3798 if (tmp == NULL)
3566 return 0; 3799 return 0;
3800
3567 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3568 { 3802 {
3569 tmp->destroy (); 3803 tmp->destroy ();
3570 tmp = NULL; 3804 tmp = NULL;
3571 } 3805 }
3574 3808
3575 tmp->x = op->x; 3809 tmp->x = op->x;
3576 tmp->y = op->y; 3810 tmp->y = op->y;
3577 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3578 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3579 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3580 identify (tmp); 3813 identify (tmp);
3581 break; 3814 break;
3582 3815
3583 case TREASURE: 3816 case TREASURE:
3584 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3591 /* 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,
3592 * 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
3593 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3594 * that is put inside other objects. 3827 * that is put inside other objects.
3595 */ 3828 */
3596 for (tmp = op->inv; tmp; tmp = tmp2)
3597 {
3598 tmp2 = tmp->below;
3599 tmp->remove ();
3600
3601 if (op->env) 3829 if (op->env)
3602 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3603 else 3831 op->env->insert (op->inv);
3604 tmp->destroy ();
3605 }
3606 3832
3607 op->destroy (); 3833 op->destroy ();
3608 break; 3834 break;
3609 } 3835 }
3610 return tmp ? 1 : 0; 3836
3837 return !!tmp;
3611} 3838}
3612 3839
3613/** 3840/**
3614 * fix_auto_apply goes through the entire map every time a map 3841 * fix_auto_apply goes through the entire map every time a map
3615 * is loaded or swapped in and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3629 3856
3630 if (tmp->inv) 3857 if (tmp->inv)
3631 { 3858 {
3632 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3633 3860
3634 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3635 { 3862 {
3636 invnext = invtmp->below; 3863 invnext = invtmp->below;
3637 3864
3638 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3639 auto_apply (invtmp); 3866 auto_apply (invtmp);
3640 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3641 { 3868 {
3642 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3643 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3644 3871
3645 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3646 } 3873 }
3647 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3652 * treasure again for this object 3879 * treasure again for this object
3653 */ 3880 */
3654 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3655 } 3882 }
3656 } 3883 }
3884
3657 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3658 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3659 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3660 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3661 * MSW 2004-05-13 3889 * MSW 2004-05-13
3665 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3666 */ 3894 */
3667 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3668 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3896 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3669 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3670
3671 } 3898 }
3672 3899
3673 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674 auto_apply (tmp); 3901 auto_apply (tmp);
3675 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3708 } 3935 }
3709 3936
3710 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3711 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3712 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3713 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3714} 3941}
3715 3942
3716/** 3943/**
3717 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3718 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3723eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3724{ 3951{
3725 object *force; 3952 object *force;
3726 int i, did_one = 0; 3953 int i, did_one = 0;
3727 3954
3728 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3729 3958
3730 for (i = 0; i < NUM_STATS; i++)
3731 if (sint8 k = food->stats.stat (i))
3732 {
3733 force->stats.stat (i) = k;
3734 did_one = 1;
3735 }
3736
3737 /* check if we can protect the eater */
3738 for (i = 0; i < NROFATTACKS; i++)
3739 {
3740 if (food->resist[i] > 0)
3741 {
3742 force->resist[i] = food->resist[i] / 2;
3743 did_one = 1;
3744 }
3745 }
3746
3747 if (did_one)
3748 {
3749 force->set_speed (0.1);
3750 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3751 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3752 SET_FLAG (force, FLAG_APPLIED); 3961
3753 change_abil (who, force); 3962 if (force = who->force_find (key))
3754 insert_ob_in_ob (force, who); 3963 {
3964 if (duration > fabs (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;
3755 } 3973 }
3756 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
3757 force->destroy (); 4005 force->destroy ();
4006 }
3758 4007
3759 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3760 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3761 { 4010 {
3762 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3763 { 4012 {
3764 assign (who->contr->killer, food->name); 4013 who->contr->killer = food;
3765 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3766 who->failmsg ("Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3767 } 4016 }
3768 else 4017 else
3769 { 4018 {
3773 who->failmsg ("Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
3774 4023
3775 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3776 } 4025 }
3777 } 4026 }
4027
3778 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3779 { 4029 {
3780 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3781 { 4031 {
3782 who->failmsg ("You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3791 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3792 } 4042 }
3793 } 4043 }
3794 4044
3795 who->update_stats (); 4045 who->update_stats ();
3796}
3797
3798/**
3799 * Designed primarily to light torches/lanterns/etc.
3800 * Also burns up burnable material too. First object in the inventory is
3801 * the selected object to "burn". -b.t.
3802 */
3803void
3804apply_lighter (object *who, object *lighter)
3805{
3806 object *item;
3807 int is_player_env = 0;
3808
3809 item = find_marked_object (who);
3810 if (item)
3811 {
3812 if (lighter->last_eat && lighter->stats.food)
3813 { /* lighter gets used up */
3814 /* Split multiple lighters if they're being used up. Otherwise *
3815 * one charge from each would be used up. --DAMN */
3816 if (lighter->nrof > 1)
3817 {
3818 object *oneLighter = lighter->clone ();
3819
3820 lighter->nrof -= 1;
3821 oneLighter->nrof = 1;
3822 oneLighter->stats.food--;
3823 esrv_send_item (who, lighter);
3824 oneLighter = insert_ob_in_ob (oneLighter, who);
3825 esrv_send_item (who, oneLighter);
3826 }
3827 else
3828 lighter->stats.food--;
3829 }
3830 else if (lighter->last_eat)
3831 {
3832 /* no charges left in lighter */
3833 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3834 return;
3835 }
3836
3837 /* Perhaps we should split what we are trying to light on fire?
3838 * I can't see many times when you would want to light multiple
3839 * objects at once.
3840 */
3841
3842 if (who == item->in_player ())
3843 is_player_env = 1;
3844
3845 save_throw_object (item, AT_FIRE, who);
3846
3847 if (item->destroyed ())
3848 {
3849 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3850 /* Need to update the player so that the players glow radius
3851 * gets changed.
3852 */
3853 if (is_player_env)
3854 who->update_stats ();
3855 }
3856 else
3857 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3858 }
3859 else
3860 who->failmsg ("You need to mark a lightable object.");
3861}
3862
3863/**
3864 * op made some mistake with a scroll, this takes care of punishment.
3865 * scroll_failure()- hacked directly from spell_failure
3866 */
3867void
3868scroll_failure (object *op, int failure, int power)
3869{
3870 if (abs (failure / 4) > power)
3871 power = abs (failure / 4); /* set minimum effect */
3872
3873 if (failure <= -1 && failure > -15)
3874 { /* wonder */
3875 object *tmp;
3876
3877 op->failmsg ("Your spell warps!");
3878 tmp = get_archetype (SPELL_WONDER);
3879 cast_wonder (op, op, 0, tmp);
3880 tmp->destroy ();
3881 }
3882 else if (failure <= -15 && failure > -35)
3883 { /* drain mana */
3884 op->failmsg ("Your mana is drained!");
3885 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3886 if (op->stats.sp < 0)
3887 op->stats.sp = 0;
3888 }
3889 else if (settings.spell_failure_effects == TRUE)
3890 {
3891 if (failure <= -35 && failure > -60)
3892 { /* confusion */
3893 op->failmsg ("The magic recoils on you!");
3894 confuse_player (op, op, power);
3895 }
3896 else if (failure <= -60 && failure > -70)
3897 { /* paralysis */
3898 op->failmsg ("The magic recoils and paralyzes you!");
3899 paralyze_player (op, op, power);
3900 }
3901 else if (failure <= -70 && failure > -80)
3902 { /* blind */
3903 op->failmsg ("The magic recoils on you!");
3904 blind_player (op, op, power);
3905 }
3906 else if (failure <= -80)
3907 { /* blast the immediate area */
3908 object *tmp = get_archetype (LOOSE_MANA);
3909 cast_magic_storm (op, tmp, power);
3910 op->failmsg ("You unleash uncontrolled mana!");
3911 tmp->destroy ();
3912 }
3913 }
3914} 4046}
3915 4047
3916void 4048void
3917apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3918{ 4050{
3966 } 4098 }
3967 4099
3968 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3969 * the player ref: player.c 4101 * the player ref: player.c
3970 */ 4102 */
3971 if (change->randomitems != NULL) 4103 if (change->randomitems)
3972 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3973 4105
3974 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3975 4107
3976 /* first, look for the force object banning 4108 /* first, look for the force object banning
3977 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3978 */ 4110 */
3979 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3980 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
3981 flag_change_face = 0; 4113 flag_change_face = 0;
3982 4114
3983 if (flag_change_face) 4115 if (flag_change_face)
3984 { 4116 {
3985 pl->animation_id = GET_ANIM_ID (change);
3986 pl->face = change->face; 4117 pl->face = change->face;
3987 4118 pl->animation_id = change->animation_id;
3988 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3989 SET_FLAG (pl, FLAG_ANIMATE);
3990 else
3991 CLEAR_FLAG (pl, FLAG_ANIMATE);
3992 } 4120 }
3993 4121
3994 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
3995 /*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); */
3996 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
3997 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3998 4126
3999 break; 4127 break;
4000 } 4128 }
4001 } 4129 }
4002} 4130}
4003 4131
4004/**
4005 * This handles items of type 'transformer'.
4006 * Basically those items, used with a marked item, transform both items into something
4007 * else.
4008 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4009 * Change information is contained in the 'slaying' field of the marked item.
4010 * The format is as follow: transformer:[number ]yield[;transformer:...].
4011 * This way an item can be transformed in many things, and/or many objects.
4012 * The 'slaying' field for transformer is used as verb for the action.
4013 */
4014void
4015apply_item_transformer (object *pl, object *transformer)
4016{
4017 object *marked;
4018 object *new_item;
4019 char *find;
4020 char *separator;
4021 int yield;
4022 char got[MAX_BUF];
4023 int len;
4024
4025 if (!pl || !transformer)
4026 return;
4027
4028 marked = find_marked_object (pl);
4029
4030 if (!marked)
4031 {
4032 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4033 return;
4034 }
4035
4036 if (!marked->slaying)
4037 {
4038 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4039 return;
4040 }
4041
4042 /* check whether they are compatible or not */
4043 find = strstr (marked->slaying, transformer->arch->archname);
4044 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4045 {
4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4047 return;
4048 }
4049
4050 find += strlen (transformer->arch->archname) + 1;
4051 /* Item can be used, now find how many and what it yields */
4052 if (isdigit (*(find)))
4053 {
4054 yield = atoi (find);
4055 if (yield < 1)
4056 {
4057 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4058 yield = 1;
4059 }
4060 }
4061 else
4062 yield = 1;
4063
4064 while (isdigit (*find))
4065 find++;
4066
4067 while (*find == ' ')
4068 find++;
4069
4070 memset (got, 0, MAX_BUF);
4071
4072 if ((separator = strchr (find, ';')) != NULL)
4073 len = separator - find;
4074 else
4075 len = strlen (find);
4076
4077 if (len > MAX_BUF - 1)
4078 len = MAX_BUF - 1;
4079
4080 strcpy (got, find);
4081 got[len] = '\0';
4082
4083 /* Now create new item, remove used ones when required. */
4084 new_item = get_archetype (got);
4085 if (!new_item)
4086 {
4087 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4088 return;
4089 }
4090
4091 new_item->nrof = yield;
4092
4093 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4094
4095 insert_ob_in_ob (new_item, pl);
4096 esrv_send_inventory (pl, pl);
4097 /* Eat up one item */
4098 decrease_ob_nr (marked, 1);
4099
4100 /* Eat one transformer if needed */
4101 if (transformer->stats.food)
4102 if (--transformer->stats.food == 0)
4103 decrease_ob_nr (transformer, 1);
4104}
4105

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