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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.138 by elmex, Thu Nov 22 21:37:33 2007 UTC vs.
Revision 1.219 by root, Sat Jan 30 23:30:26 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 122
122 return !money; 123 return !money;
123 } 124 }
124 } 125 }
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 137 buf << "The item has a story:\r" << id->msg << "\n\n";
137 138
138 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
140 break; 141 break;
141 } 142 }
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 168}
186 169
187/** 170/**
188 * Handles applying a potion. 171 * Handles applying a potion.
189 */ 172 */
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
625 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
627 { 559 {
628 op->failmsg ("You cannot prepare magic weapons. " 560 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, " 561 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 562 "speed or ac, or has other protections.>");
631 return 0; 563 return 0;
632 } 564 }
633 565
634 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
646 578
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 582 slot at once! */
651 decrease_ob (improver); 583 improver->decrease ();
652 weapon->last_eat = 0; 584 weapon->last_eat = 0;
653 return 1; 585 return 1;
654} 586}
655
656 587
657/** 588/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 590 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
663 * 594 *
664 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
665 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
666 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
667 */ 598 */
668int 599static int
669improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
670{ 601{
671 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
672 603
673 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
675 606
676 if (weapon->level == 0) 607 if (weapon->level == 0)
677 { 608 {
678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
679 return 0; 612 return 0;
680 } 613 }
681 614
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
683 { 617 {
684 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 619 return 0;
686 } 620 }
687 621
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
689 { 624 {
690 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 627 "really want to improve it.");
693 return 0; 628 return 0;
704 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
705 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));
706 weapon->last_eat++; 641 weapon->last_eat++;
707 642
708 weapon->item_power++; 643 weapon->item_power++;
709 decrease_ob (improver); 644 improver->decrease ();
710 return 1; 645 return 1;
711 } 646 }
712 647
713 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 649 {
718 weapon->weight = 1; 653 weapon->weight = 1;
719 654
720 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));
721 weapon->last_eat++; 656 weapon->last_eat++;
722 weapon->item_power++; 657 weapon->item_power++;
723 decrease_ob (improver); 658 improver->decrease ();
724 return 1; 659 return 1;
725 } 660 }
661
726 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 663 {
728 weapon->magic++; 664 weapon->magic++;
729 weapon->last_eat++; 665 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 667 improver->decrease ();
732 weapon->item_power++; 668 weapon->item_power++;
733 return 1; 669 return 1;
734 } 670 }
735 671
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
770/** 706/**
771 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
773 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
774 */ 710 */
775int 711static int
776check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
777{ 713{
778 object *otmp; 714 object *otmp;
779 715
780 if (op->type != PLAYER) 716 if (op->type != PLAYER)
785 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 722 return 0;
787 } 723 }
788 724
789 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
790 if (!otmp) 727 if (!otmp)
791 { 728 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 730 return 0;
794 } 731 }
826 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
827 * the users level or 90) 764 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now. 766 * changing of physical area right now.
830 */ 767 */
831int 768static int
832improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
833{ 770{
834 object *tmp; 771 object *tmp;
835 772
836 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
837 { 774 {
838 op->failmsg ("This armour can not be enchanted any further!"); 775 op->failmsg ("This armour can not be enchanted any further!");
839 return 0; 776 return 0;
840 } 777 }
778
841 /* 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,
842 * 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.
843 * 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
844 * of gnarg and what not?) 782 * of gnarg and what not?)
845 */ 783 */
847 { 785 {
848 op->failmsg ("This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
849 return 0; 787 return 0;
850 } 788 }
851 789
852 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
853 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
854 */ 792 */
855 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
856 tmp = get_split_ob (armour, armour->nrof - 1);
857 else
858 tmp = NULL;
859 794
860 armour->magic++; 795 armour->magic++;
861 796
862 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
863 { 798 {
900 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);
901 836
902 if (op->type == PLAYER) 837 if (op->type == PLAYER)
903 { 838 {
904 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
905 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
906 op->update_stats (); 842 op->update_stats ();
907 } 843 }
908 844
909 decrease_ob (improver); 845 improver->decrease ();
910 846
911 if (tmp) 847 if (tmp)
912 { 848 op->insert (tmp);
913 insert_ob_in_ob (tmp, op);
914 esrv_send_item (op, tmp);
915 }
916 849
917 return 1; 850 return 1;
918} 851}
919 852
920/* 853/*
921 * 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
922 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
923 */ 856 *
924#define CONV_FROM(xyz) xyz->slaying
925#define CONV_TO(xyz) xyz->other_arch
926#define CONV_NR(xyz) xyz->stats.sp
927#define CONV_NEED(xyz) xyz->stats.food
928
929/* Takes one items and makes another. 857 * Takes one type of items and makes another.
930 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
931 * 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
932 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
933 */ 861 */
934int 862int
935convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
936{ 864{
937 int nr = 0; 865 sint64 nr = 0, price_in;
938 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;
939 874
940 /* 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,
941 * 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
942 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
943 */ 878 */
944 if (CONV_FROM (converter) == shstr_money) 879 if (conv_from == shstr_money)
945 { 880 {
946 if (item->type != MONEY) 881 if (item->type != MONEY)
947 return 0; 882 return 0;
948 883
949 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
950 if (!nr) 885 if (!nr)
951 return 0; 886 return 0;
952 887
953 converter->play_sound (sound_find ("shop_buy")); 888 converter->play_sound (sound_find ("shop_buy"));
954 889
955 int cost = nr * CONV_NEED (converter) / item->value; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
956 /* take into account rounding errors */
957 if (nr * CONV_NEED (converter) % item->value)
958 cost++;
959 891
960 decrease_ob_nr (item, cost); 892 item->decrease (cost);
961 893
962 price_in = cost * item->value; 894 price_in = cost * item->value;
963 } 895 }
964 else 896 else
965 { 897 {
966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 898 if (item->type == PLAYER
967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
968 return 0; 901 return 0;
969 902
970 converter->play_sound (sound_find ("convert_item")); 903 converter->play_sound (sound_find ("convert_item"));
971 904
972 if (CONV_NEED (converter)) 905 if (need)
973 { 906 {
974 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
975 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
976 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
977 } 910 }
978 else 911 else
979 { 912 {
980 price_in = item->value; 913 price_in = item->value;
981 item->destroy (); 914 item->destroy ();
992 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
993 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++)
994 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
995 ob_to_copy = ob; 928 ob_to_copy = ob;
996 929
997 item = object_create_clone (ob_to_copy); 930 item = ob_to_copy->deep_clone ();
998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
999 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 } 933 }
1001 else 934 else
1002 { 935 {
1003 if (converter->other_arch == NULL) 936 if (!conv_to)
1004 { 937 {
1005 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",
1006 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
1007 return -1; 940 return -1;
1008 } 941 }
1009 942
1010 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012 } 945 }
1013 946
1014 if (CONV_NR (converter)) 947 if (give)
1015 item->nrof = CONV_NR (converter); 948 item->nrof = give;
1016 949
1017 if (nr) 950 if (nr)
1018 item->nrof *= nr; 951 item->nrof *= nr;
1019 952
1020 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1021 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 }
1022 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1023 { 965 {
1024 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",
1025 &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);
1026 /** 968 /**
1027 * 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
1028 * hopefully had something in mind when doing this. 970 * hopefully had something in mind when doing this.
1029 */ 971 */
1030 } 972 }
1031 973
1032 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
1033 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);
1034 return 1; 980 return 1;
1035} 981}
1036 982
1037/** 983/**
1038 * Handle apply on containers. 984 * Handle apply on containers.
1039 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1040 * 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]
1041 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1042 */ 988 */
1043int 989static int
1044apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1045{ 991{
1046 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1047 return 0; /* This might change */ 993 return 0; /* This might change */
1048 994
1061 } 1007 }
1062 1008
1063 // 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
1064 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1065 { 1011 {
1066 if (op->container == sack) 1012 if (op->container_ () == sack)
1067 { 1013 {
1068 // open on ground or inv, so close 1014 // open on ground or inv, so close
1069 op->close_container (); 1015 op->close_container ();
1070 return 1; 1016 return 1;
1071 } 1017 }
1114{ 1060{
1115 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1116 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1117 return 0; 1063 return 0;
1118 1064
1119 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1120 { 1066 {
1121 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1122 * 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
1123 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1124 */ 1070 */
1133/* push_button (altar);*/ 1079/* push_button (altar);*/
1134 } 1080 }
1135 else 1081 else
1136 { 1082 {
1137 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1138 push_button (altar); 1084 push_button (altar, originator);
1139 } 1085 }
1140 1086
1141 return !sacrifice; 1087 return !sacrifice;
1142 } 1088 }
1143 else 1089 else
1160 1106
1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1162 1108
1163 bool has_unpaid = false; 1109 bool has_unpaid = false;
1164 1110
1165 // 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
1166 // a quick and small change :( 1112 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1169 { 1115 {
1170 has_unpaid = true; 1116 has_unpaid = true;
1171 break; 1117 break;
1172 } 1118 }
1173 1119
1174 if (op->type != PLAYER) 1120 if (!op->is_player ())
1175 { 1121 {
1176 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1177 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1178 * the shop. 1124 * the shop.
1179 */ 1125 */
1183 1129
1184 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1185 { 1131 {
1186 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);
1187 1133
1134 if (i >= 0)
1188 tmp->remove (); 1135 tmp->move (i);
1189
1190 if (i == -1)
1191 i = 0;
1192
1193 tmp->map = op->map;
1194 tmp->x = op->x + freearr_x[i];
1195 tmp->y = op->y + freearr_y[i];
1196 insert_ob_in_map (tmp, op->map, op, 0);
1197 } 1136 }
1198 } 1137 }
1199 1138
1200 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1201 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1212 if (i != -1) 1151 if (i != -1)
1213 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);
1214 1153
1215 return 0; 1154 return 0;
1216 } 1155 }
1156
1217 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1218 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1219 */ 1159 */
1220 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1221 } 1161 }
1276 * Handles applying a sign. 1216 * Handles applying a sign.
1277 */ 1217 */
1278static void 1218static void
1279apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1280{ 1220{
1281 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 }
1282 1229
1283 if (!sign->msg) 1230 if (!sign->msg)
1284 { 1231 {
1285 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 "));
1286 return; 1236 return;
1287 } 1237 }
1288 1238
1289 if (sign->stats.food) 1239 if (sign->stats.food)
1290 { 1240 {
1291 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1292 { 1242 {
1293 if (!sign->move_on) 1243 if (!sign->move_on)
1294 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1295 1245
1296 return; 1246 return;
1297 } 1247 }
1298 1248
1299 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1317 if (sign->sound) 1267 if (sign->sound)
1318 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1319 else if (autoapply) 1269 else if (autoapply)
1320 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1321 1271
1322 if (ns->can_msg)
1323 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));
1324 else
1325 {
1326 msgType = get_readable_message_type (sign);
1327 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1328 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1329 }
1330 } 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);
1331} 1306}
1332 1307
1333/** 1308/**
1334 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1335 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1349 return; 1324 return;
1350 1325
1351 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1352 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1353 */ 1328 */
1354 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1355 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1356 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1357 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1358 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1359 */ 1334 */
1366 1341
1367 recursion_depth++; 1342 recursion_depth++;
1368 if (trap->head) 1343 if (trap->head)
1369 trap = trap->head; 1344 trap = trap->head;
1370 1345
1371 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)))
1372 goto leave;
1373
1374 switch (trap->type) 1347 switch (trap->type)
1375 { 1348 {
1376 case PLAYERMOVER: 1349 case PLAYERMOVER:
1377 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:
1378 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1379 if (!trap->stats.maxsp) 1423 if (!trap->value)
1380 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1381 1426
1382 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1383 * 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
1384 */ 1442 */
1385 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1386 1444
1387 /* 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)
1388 * above with some objects have zero speed, and thus the player 1446 {
1389 * 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 }
1390 */ 1456 }
1391 if (victim->speed_left < -50.f) 1457 break;
1392 victim->speed_left = -50.f;
1393 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1394 } 1458 }
1395 goto leave;
1396 1459
1397 case SPINNER: 1460 case CONVERTER:
1398 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1399 {
1400 victim->direction = absdir (victim->direction - trap->stats.sp);
1401 update_turn_face (victim);
1402 }
1403 goto leave;
1404
1405 case DIRECTOR:
1406 if (victim->direction && !should_director_abort (trap, victim))
1407 {
1408 victim->direction = trap->stats.sp;
1409 update_turn_face (victim);
1410 }
1411 goto leave;
1412
1413 case BUTTON:
1414 case PEDESTAL:
1415 update_button (trap);
1416 goto leave;
1417
1418 case ALTAR:
1419 /* sacrifice victim on trap */
1420 apply_altar (trap, victim, originator);
1421 goto leave;
1422
1423 case THROWN_OBJ:
1424 if (trap->inv == NULL)
1425 goto leave;
1426 /* fallthrough */
1427
1428 case ARROW:
1429 /* bad bug: monster throw a object, make a step forwards, step on object ,
1430 * trigger this here and get hit by own missile - and will be own enemy.
1431 * Victim then is his own enemy and will start to kill herself (this is
1432 * removed) but we have not synced victim and his missile. To avoid senseless
1433 * action, we avoid hits here
1434 */
1435 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1436 hit_with_arrow (trap, victim);
1437 goto leave;
1438
1439 case SPELL_EFFECT:
1440 apply_spell_effect (trap, victim);
1441 goto leave;
1442
1443 case TRAPDOOR:
1444 {
1445 int max, sound_was_played;
1446 object *ab, *ab_next;
1447
1448 if (!trap->value)
1449 { 1462 {
1450 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1451 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1452 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1453 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1454 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1455
1456 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1457 goto leave;
1458
1459 SET_ANIMATION (trap, trap->value);
1460 update_object (trap, UP_OBJ_FACE);
1461 } 1465 }
1462 1466
1463 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))
1464 { 1489 {
1465 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1466 * ab->above would be bogus 1491 * players output.
1467 */ 1492 */
1468 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1469 1495
1470 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1471 { 1497 victim->enter_exit (trap);
1472 if (!sound_was_played)
1473 {
1474 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1475 sound_was_played = 1;
1476 }
1477
1478 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1479 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1480 }
1481 } 1498 }
1482 goto leave; 1499 break;
1483 }
1484 1500
1485 case CONVERTER:
1486 if (convert_item (victim, trap) < 0)
1487 {
1488 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1489 get_archetype ("burnout")->insert_at (trap, trap);
1490 }
1491
1492 goto leave;
1493
1494 case TRIGGER_BUTTON:
1495 case TRIGGER_PEDESTAL:
1496 case TRIGGER_ALTAR:
1497 check_trigger (trap, victim);
1498 goto leave;
1499
1500 case DEEP_SWAMP:
1501 walk_on_deep_swamp (trap, victim);
1502 goto leave;
1503
1504 case CHECK_INV:
1505 check_inv (victim, trap);
1506 goto leave;
1507
1508 case HOLE:
1509 /* Hole not open? */
1510 if (trap->stats.wc > 0)
1511 goto leave;
1512
1513 /* Is this a multipart monster and not the head? If so, return.
1514 * Processing will happen if the head runs into the pit
1515 */
1516 if (victim->head)
1517 goto leave;
1518
1519 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1520 victim->statusmsg ("You fall through the hole!", NDI_RED);
1521 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1522 goto leave;
1523
1524 case EXIT:
1525 if (victim->type == PLAYER && EXIT_PATH (trap))
1526 {
1527 /* Basically, don't show exits leading to random maps the
1528 * players output.
1529 */
1530 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1531 victim->statusmsg (trap->msg, NDI_NAVY);
1532
1533 trap->play_sound (trap->sound);
1534 victim->enter_exit (trap);
1535 }
1536 goto leave;
1537
1538 case ENCOUNTER: 1501 case ENCOUNTER:
1539 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1540 goto leave; 1503 break;
1541 1504
1542 case SHOP_MAT: 1505 case SHOP_MAT:
1543 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1544 goto leave; 1507 break;
1545 1508
1546 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1547 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1548 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1549 goto leave; 1512 break;
1550 1513
1551 case SIGN: 1514 case SIGN:
1552 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1553 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1554 1517
1555 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1556 goto leave; 1519 break;
1557 1520
1558 case CONTAINER: 1521 case CONTAINER:
1559 apply_container (victim, trap); 1522 apply_container (victim, trap);
1560 goto leave; 1523 break;
1561 1524
1562 case RUNE: 1525 case RUNE:
1563 case TRAP: 1526 case TRAP:
1564 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1565 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1566 goto leave; 1529 break;
1567 1530
1568 default: 1531 default:
1569 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 "
1570 "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);
1571 goto leave; 1534 break;
1572 } 1535 }
1573 1536
1574leave:
1575 recursion_depth--; 1537 recursion_depth--;
1576} 1538}
1577 1539
1578/** 1540/**
1579 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1590 return; 1552 return;
1591 } 1553 }
1592 1554
1593 if (!tmp->msg) 1555 if (!tmp->msg)
1594 { 1556 {
1595 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));
1596 return; 1558 return;
1597 } 1559 }
1598 1560
1599 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1600 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1618 1580
1619 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1620 1582
1621 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1622 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1623 if (ns->can_msg)
1624 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1625 else
1626 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1627 msgType->message_type, msgType->message_subtype,
1628 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1629 long_desc (tmp, op), &tmp->msg);
1630 1586
1631 /* gain xp from reading */ 1587 /* gain xp from reading */
1632 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1633 { /* only if not read before */ 1589 { /* only if not read before */
1634 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1637 { 1593 {
1638 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1639 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1640 1596
1641 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1642 if (tmp->env)
1643 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1644 else
1645 op->contr->ns->floorbox_update ();
1646 } 1599 }
1647 1600
1648 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1649 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 }
1650 } 1656 }
1651} 1657}
1652 1658
1653/** 1659/**
1654 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1663 op->play_sound (sound_find ("generic_fail")); 1669 op->play_sound (sound_find ("generic_fail"));
1664 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)));
1665 break; 1671 break;
1666 1672
1667 case 1: 1673 case 1:
1668 decrease_ob (tmp); 1674 tmp->decrease ();
1669 op->play_sound (sound_find ("skill_learn")); 1675 op->play_sound (sound_find ("skill_learn"));
1670 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1671 break; 1677 break;
1672 1678
1673 default: 1679 default:
1674 decrease_ob (tmp); 1680 tmp->decrease ();
1675 op->play_sound (sound_find ("generic_fail")); 1681 op->play_sound (sound_find ("generic_fail"));
1676 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)));
1677 break; 1683 break;
1678 } 1684 }
1679} 1685}
1760 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1761 * legacy spellbooks 1767 * legacy spellbooks
1762 */ 1768 */
1763 if (tmp->slaying) 1769 if (tmp->slaying)
1764 { 1770 {
1765 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1766 if (!spell) 1773 if (!spell)
1767 { 1774 {
1768 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));
1769 return; 1776 return;
1770 } 1777 }
1791 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);
1792 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!");
1793 return; 1800 return;
1794 } 1801 }
1795 1802
1796 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1803 int learn_level = sqrtf (spell->level) * 1.5f;
1804 if (skop->level < learn_level)
1797 { 1805 {
1798 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));
1799 return; 1808 return;
1800 } 1809 }
1801 1810
1802 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));
1803 1812
1804 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1805 {
1806 identify (tmp); 1814 identify (tmp);
1807
1808 if (tmp->env)
1809 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1810 else
1811 op->contr->ns->floorbox_update ();
1812 }
1813 1815
1814 /* 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
1815 * 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
1816 * 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
1817 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1852 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1853 */ 1855 */
1854 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1855 { 1857 {
1856 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!");
1857 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));
1858 } 1860 }
1859 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1860 (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])
1861 { 1863 {
1862 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1870 { 1872 {
1871 op->contr->play_sound (sound_find ("fumble_spell")); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1872 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");
1873 } 1875 }
1874 1876
1875 decrease_ob (tmp); 1877 tmp->decrease ();
1876} 1878}
1877 1879
1878/** 1880/**
1879 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
1880 */ 1882 */
1919 identify (tmp); 1921 identify (tmp);
1920 1922
1921 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));
1922 1924
1923 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1924 decrease_ob (tmp); 1926 tmp->decrease ();
1925} 1927}
1926 1928
1927/** 1929/**
1928 * Applies a treasure object - by default, chest. op 1930 * Applies a treasure object - by default, chest. op
1929 * is the person doing the applying, tmp is the treasure 1931 * is the person doing the applying, tmp is the treasure
1941 object *treas = tmp->inv; 1943 object *treas = tmp->inv;
1942 1944
1943 if (!treas) 1945 if (!treas)
1944 { 1946 {
1945 op->statusmsg ("The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
1946 decrease_ob (tmp); 1948 tmp->decrease ();
1947 return; 1949 return;
1948 } 1950 }
1949 1951
1950 while (tmp->inv) 1952 while (tmp->inv)
1951 { 1953 {
1967 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1968 break; 1970 break;
1969 } 1971 }
1970 1972
1971 if (!tmp->destroyed () && !tmp->inv) 1973 if (!tmp->destroyed () && !tmp->inv)
1972 decrease_ob (tmp); 1974 tmp->decrease (true);
1973}
1974
1975/**
1976 * op eats food.
1977 * If player, takes care of messages and dragon special food.
1978 */
1979static void
1980apply_food (object *op, object *tmp)
1981{
1982 int capacity_remaining;
1983
1984 if (op->type != PLAYER)
1985 op->stats.hp = op->stats.maxhp;
1986 else
1987 {
1988 /* check if this is a dragon (player), eating some flesh */
1989 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1990 ;
1991 else
1992 {
1993 /* usual case - no dragon meal: */
1994 if (op->stats.food + tmp->stats.food > 999)
1995 {
1996 if (tmp->type == FOOD || tmp->type == FLESH)
1997 op->failmsg ("You feel full, but what a waste of food!");
1998 else
1999 op->statusmsg ("Most of the drink goes down your face not your throat!");
2000 }
2001
2002 tmp->play_sound (
2003 tmp->sound
2004 ? tmp->sound
2005 : tmp->type == DRINK
2006 ? sound_find ("eat_drink")
2007 : sound_find ("eat_food")
2008 );
2009
2010 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2011 {
2012 const char *buf;
2013
2014 if (!is_dragon_pl (op))
2015 {
2016 /* eating message for normal players */
2017 if (tmp->type == DRINK)
2018 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2019 else
2020 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2021 }
2022 else
2023 /* eating message for dragon players */
2024 buf = format ("The %s tasted terrible!", &tmp->name);
2025
2026 op->statusmsg (buf);
2027
2028 capacity_remaining = 999 - op->stats.food;
2029 op->stats.food += tmp->stats.food;
2030 if (capacity_remaining < tmp->stats.food)
2031 op->stats.hp += capacity_remaining / 50;
2032 else
2033 op->stats.hp += tmp->stats.food / 50;
2034
2035 if (op->stats.hp > op->stats.maxhp)
2036 op->stats.hp = op->stats.maxhp;
2037 if (op->stats.food > 999)
2038 op->stats.food = 999;
2039 }
2040
2041 /* special food hack -b.t. */
2042 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2043 eat_special_food (op, tmp);
2044 }
2045 }
2046
2047 handle_apply_yield (tmp);
2048 decrease_ob (tmp);
2049} 1975}
2050 1976
2051/** 1977/**
2052 * A dragon is eating some flesh. If the flesh contains resistances, 1978 * A dragon is eating some flesh. If the flesh contains resistances,
2053 * 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.
2056 * object *op the object (dragon player) eating the flesh 1982 * object *op the object (dragon player) eating the flesh
2057 * object *meal the flesh item, getting chewed in dragon's mouth 1983 * object *meal the flesh item, getting chewed in dragon's mouth
2058 * return: 1984 * return:
2059 * int 1 if eating successful, 0 if it doesn't work 1985 * int 1 if eating successful, 0 if it doesn't work
2060 */ 1986 */
2061int 1987static int
2062dragon_eat_flesh (object *op, object *meal) 1988dragon_eat_flesh (object *op, object *meal)
2063{ 1989{
2064 object *skin = NULL; /* pointer to dragon skin force */ 1990 object *skin = NULL; /* pointer to dragon skin force */
2065 object *abil = NULL; /* pointer to dragon ability force */ 1991 object *abil = NULL; /* pointer to dragon ability force */
2066 object *tmp = NULL; /* tmp. object */ 1992 object *tmp = NULL; /* tmp. object */
2072 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2073 int winners = 0; /* number of winners */ 1999 int winners = 0; /* number of winners */
2074 int i; /* index */ 2000 int i; /* index */
2075 2001
2076 /* let's make sure and doublecheck the parameters */ 2002 /* let's make sure and doublecheck the parameters */
2077 if (meal->type != FLESH || !is_dragon_pl (op)) 2003 if (meal->type != FLESH || !op->is_dragon ())
2078 return 0; 2004 return 0;
2079 2005
2080 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2081 from the player's inventory */ 2007 from the player's inventory */
2082 for (tmp = op->inv; tmp; tmp = tmp->below) 2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2098 op->stats.hp += meal->stats.food / 50; 2024 op->stats.hp += meal->stats.food / 50;
2099 2025
2100 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2101 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2102 2028
2103 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2104 2030
2105 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2106 2032
2107 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2108 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2118 2044
2119 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2120 flesh is too rare */ 2046 flesh is too rare */
2121 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2122 2048
2123 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2124 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2125 2051
2126 if (chance >= 0.) 2052 if (chance >= 0.)
2127 chance += 1.; 2053 chance += 1.;
2128 else 2054 else
2129 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2130 2056
2131 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2132 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2133 2059
2134 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2135 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2136 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2137 2063
2138 /* 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!) */
2139 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2140 { 2066 {
2141 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2142 winners++; 2068 winners++;
2143 } 2069 }
2144 2070
2172 op->statusmsg (buf); 2098 op->statusmsg (buf);
2173 2099
2174 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2175 i = -1; 2101 i = -1;
2176 if (winners > 0) 2102 if (winners > 0)
2177 i = atnr_winner[RANDOM () % winners]; 2103 i = atnr_winner [rndm (winners)];
2178 2104
2179 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2180 { 2106 {
2181 /* resistance increased! */ 2107 /* resistance increased! */
2182 skin->resist[i]++; 2108 skin->resist[i]++;
2207 2133
2208 return 1; 2134 return 1;
2209} 2135}
2210 2136
2211/** 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/**
2212 * Handles applying an improve armor scroll. 2214 * Handles applying an improve armor scroll.
2213 * Does some sanity checks, then calls improve_armour. 2215 * Does some sanity checks, then calls improve_armour.
2214 */ 2216 */
2215static void 2217static void
2216apply_armour_improver (object *op, object *tmp) 2218apply_armour_improver (object *op, object *tmp)
2241 2243
2242 op->statusmsg ("Applying armour enchantment."); 2244 op->statusmsg ("Applying armour enchantment.");
2243 improve_armour (op, tmp, armor); 2245 improve_armour (op, tmp, armor);
2244} 2246}
2245 2247
2246extern void 2248void
2247apply_poison (object *op, object *tmp) 2249apply_poison (object *op, object *tmp)
2248{ 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
2249 if (op->type == PLAYER) 2256 if (op->type == PLAYER)
2250 { 2257 {
2251 op->contr->play_sound (sound_find ("drink_poison")); 2258 op->contr->play_sound (sound_find ("drink_poison"));
2252 op->failmsg ("Yech! That tasted poisonous!"); 2259 op->failmsg ("Yech! That tasted poisonous!");
2253 strcpy (op->contr->killer, "poisonous booze"); 2260 op->contr->killer = poison;
2254 } 2261 }
2255 2262
2256 if (tmp->stats.hp > 0) 2263 if (poison->stats.hp > 0)
2257 { 2264 {
2258 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);
2259 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2266 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2260 } 2267 }
2261 2268
2262 op->stats.food -= op->stats.food / 4; 2269 op->stats.food -= op->stats.food / 4;
2263 handle_apply_yield (tmp); 2270 poison->destroy ();
2264 decrease_ob (tmp);
2265} 2271}
2266 2272
2267/** 2273/**
2268 * 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.
2269 * A valid 2 way exit means: 2275 * A valid 2 way exit means:
2274 * 2280 *
2275 * 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
2276 * 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
2277 * 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).
2278 */ 2284 */
2279int 2285static int
2280is_legal_2ways_exit (object *op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2281{ 2287{
2282 if (exit->stats.exp != 1) 2288 if (exit->stats.exp != 1)
2283 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 */
2284 2290
2350 return 1; 2356 return 1;
2351 } 2357 }
2352 } 2358 }
2353 2359
2354 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 ();
2355} 2708}
2356 2709
2357/** 2710/**
2358 * Main apply handler. 2711 * Main apply handler.
2359 * 2712 *
2362 * Return value: 2715 * Return value:
2363 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2364 * 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
2365 * 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
2366 * 2719 *
2367 * 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
2368 * being applied. 2721 * being applied.
2369 * 2722 *
2370 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2371 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2372 */ 2725 */
2373int 2726int
2374manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2375{ 2728{
2376 if (tmp->head) 2729 op = op->head_ ();
2377 tmp = tmp->head;
2378 2730
2379 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2380 { 2732 {
2381 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2382 { 2734 {
2735 examine (who, op);
2383 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
2384 return 1; 2737 return 1;
2385 } 2738 }
2386 else 2739 else
2387 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2388 } 2741 }
2389 2742
2390 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2391 return RESULT_INT (0); 2744 return RESULT_INT (0);
2392 2745
2393 switch (tmp->type) 2746 switch (op->type)
2394 { 2747 {
2395 case CF_HANDLE: 2748 case T_HANDLE:
2396 op->play_sound (sound_find ("turn_handle")); 2749 who->play_sound (sound_find ("turn_handle"));
2397 op->statusmsg ("You turn the handle."); 2750 who->statusmsg ("You turn the handle.");
2398 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2399 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2400 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2401 push_button (tmp); 2754 push_button (op, who);
2402 return 1; 2755 return 1;
2403 2756
2404 case TRIGGER: 2757 case TRIGGER:
2405 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2406 { 2759 {
2407 op->statusmsg ("You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2408 op->play_sound (sound_find ("turn_handle")); 2761 who->play_sound (sound_find ("turn_handle"));
2409 } 2762 }
2410 else 2763 else
2411 op->failmsg ("The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2412 2765
2413 return 1; 2766 return 1;
2414 2767
2415 case EXIT: 2768 case EXIT:
2416 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2417 return 0; 2770 return 0;
2418 2771
2419 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2420 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)));
2421 else 2774 else
2422 { 2775 {
2423 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2424 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2425 op->statusmsg (tmp->msg, NDI_NAVY); 2778 who->statusmsg (op->msg, NDI_NAVY);
2426 2779
2427 op->enter_exit (tmp); 2780 who->enter_exit (op);
2428 } 2781 }
2429 2782
2430 return 1; 2783 return 1;
2431 2784
2432 case INSCRIBABLE: 2785 case INSCRIBABLE:
2433 op->statusmsg (tmp->msg); 2786 who->statusmsg (op->msg);
2434 // 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
2435 return 1; 2788 return 1;
2436 2789
2437 case SIGN: 2790 case SIGN:
2438 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2439 return 1; 2792 return 1;
2440 2793
2441 case BOOK: 2794 case BOOK:
2442 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2443 { 2796 {
2444 apply_book (op, tmp); 2797 apply_book (who, op);
2445 return 1; 2798 return 1;
2446 } 2799 }
2447 else 2800 else
2448 return 0; 2801 return 0;
2449 2802
2450 case SKILLSCROLL: 2803 case SKILLSCROLL:
2451 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2452 { 2805 {
2453 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2454 return 1; 2807 return 1;
2455 } 2808 }
2456 else 2809 else
2457 return 0; 2810 return 0;
2458 2811
2459 case SPELLBOOK: 2812 case SPELLBOOK:
2460 if (op->type == PLAYER) 2813 if (who->type == PLAYER)
2461 { 2814 {
2462 apply_spellbook (op, tmp); 2815 apply_spellbook (who, op);
2463 return 1; 2816 return 1;
2464 } 2817 }
2465 else 2818 else
2466 return 0; 2819 return 0;
2467 2820
2468 case SCROLL: 2821 case SCROLL:
2469 apply_scroll (op, tmp, 0); 2822 apply_scroll (who, op, 0);
2470 return 1; 2823 return 1;
2471 2824
2472 case POTION: 2825 case POTION:
2473 apply_potion (op, tmp); 2826 apply_potion (who, op);
2474 return 1; 2827 return 1;
2475 2828
2476 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2477 //TODO: remove, as it is unsed? 2830 //TODO: remove, as it is unsed?
2478 case CLOSE_CON: 2831 case CLOSE_CON:
2479 apply_container (op, tmp->env); 2832 apply_container (who, op->env);
2480 return 1; 2833 return 1;
2481 2834
2482 case CONTAINER: 2835 case CONTAINER:
2483 apply_container (op, tmp); 2836 apply_container (who, op);
2484 return 1; 2837 return 1;
2485 2838
2486 case TREASURE: 2839 case TREASURE:
2487 if (op->type == PLAYER) 2840 if (who->type == PLAYER)
2488 { 2841 {
2489 apply_treasure (op, tmp); 2842 apply_treasure (who, op);
2490 return 1; 2843 return 1;
2491 } 2844 }
2492 else 2845 else
2493 return 0; 2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2494 2852
2495 case WEAPON: 2853 case WEAPON:
2496 case ARMOUR: 2854 case ARMOUR:
2497 case BOOTS: 2855 case BOOTS:
2498 case GLOVES: 2856 case GLOVES:
2506 case WAND: 2864 case WAND:
2507 case ROD: 2865 case ROD:
2508 case HORN: 2866 case HORN:
2509 case SKILL: 2867 case SKILL:
2510 case BOW: 2868 case BOW:
2511 case LAMP:
2512 case BUILDER: 2869 case BUILDER:
2513 case SKILL_TOOL: 2870 case SKILL_TOOL:
2514 if (tmp->env != op) 2871 if (op->env != who)
2515 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2516 2873
2517 apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2518 return 1; 2875 return 1;
2519 2876
2520 case DRINK: 2877 case DRINK:
2521 case FOOD: 2878 case FOOD:
2522 case FLESH: 2879 case FLESH:
2523 apply_food (op, tmp); 2880 apply_food (who, op);
2524 return 1; 2881 return 1;
2525 2882
2526 case POISON: 2883 case POISON:
2527 apply_poison (op, tmp); 2884 apply_poison (who, op);
2528 return 1; 2885 return 1;
2529 2886
2530 case SAVEBED: 2887 case SAVEBED:
2531 return 1; 2888 return 1;
2532 2889
2533 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2534 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2535 { 2892 {
2536 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2537 return 1; 2894 return 1;
2538 } 2895 }
2539 else 2896 else
2540 return 0; 2897 return 0;
2541 2898
2542 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2543 check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2544 return 1; 2901 return 1;
2545 2902
2546 case CLOCK: 2903 case CLOCK:
2547 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2548 { 2905 {
2549 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2550 timeofday_t tod; 2907 timeofday_t tod;
2551 2908
2552 get_tod (&tod); 2909 get_tod (&tod);
2553 op->play_sound (sound_find ("sound_clock")); 2910 who->play_sound (sound_find ("sound_clock"));
2554 op->statusmsg (format ( 2911 who->statusmsg (format (
2555 "It is %d minute%s past %d o'clock %s", 2912 "It is %d minute%s past %d o'clock %s",
2556 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2557 ((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")
2558 )); 2915 ));
2559 return 1; 2916 return 1;
2560 } 2917 }
2561 else 2918 else
2562 return 0; 2919 return 0;
2563 2920
2564 case MENU: 2921 case MENU:
2565 if (op->type == PLAYER) 2922 if (who->type == PLAYER)
2566 { 2923 {
2567 shop_listing (tmp, op); 2924 shop_listing (op, who);
2568 return 1; 2925 return 1;
2569 } 2926 }
2570 else 2927 else
2571 return 0; 2928 return 0;
2572 2929
2573 case POWER_CRYSTAL: 2930 case POWER_CRYSTAL:
2574 apply_power_crystal (op, tmp); /* see egoitem.c */ 2931 apply_power_crystal (who, op); /* see egoitem.c */
2575 return 1; 2932 return 1;
2576 2933
2577 case LIGHTER: /* for lighting torches/lanterns/etc */ 2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2578 if (op->type == PLAYER) 2935 if (who->type == PLAYER)
2579 { 2936 {
2580 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2581 return 1; 2938 return 1;
2582 } 2939 }
2583 else 2940 else
2584 return 0; 2941 return 0;
2585 2942
2586 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2587 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2588 return 1; 2945 return 1;
2589 2946
2590 default: 2947 default:
2591 return 0; 2948 return 0;
2592 } 2949 }
2593} 2950}
2594
2595 2951
2596/* 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"
2597 * 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
2598 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2599 * 2955 *
2600 * Same return value as apply() function. 2956 * Same return value as apply() function.
2601 */ 2957 */
2602int 2958int
2603player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2604{ 2960{
2605 int tmp;
2606
2607 if (op->env && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2608 { 2962 {
2609 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2610 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2611 { 2965 {
2612 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2966 pl->failmsg ("But you are floating high above the ground! "
2967 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2968 "or waiting till the levitation effect wears off.>");
2613 return 0; 2969 return 0;
2614 } 2970 }
2615 } 2971 }
2616 2972
2617 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2618 2974
2619 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2620 if (!quiet) 2977 if (!quiet)
2621 { 2978 {
2622 if (tmp == 0) 2979 if (tmp == 0)
2623 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2624 else if (tmp == 2) 2981 else if (tmp == 2)
2644 * 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
2645 * 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
2646 * 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
2647 * not return a proper value. 3004 * not return a proper value.
2648 */ 3005 */
2649 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)
2650 { 3007 {
2651 next = tmp->below; 3008 next = tmp->below;
2652 3009
2653 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2654 floors++; 3011 floors++;
2659 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2660 * 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
2661 * the item needs. 3018 * the item needs.
2662 */ 3019 */
2663 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2664 {
2665 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2666 return; 3022 return;
2667 } 3023
2668 if (floors >= 2) 3024 if (floors >= 2)
2669 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2670 } 3026 }
2671} 3027}
2672 3028
2716 break; 3072 break;
2717 3073
2718 case SKILL: 3074 case SKILL:
2719 if (who->contr) 3075 if (who->contr)
2720 { 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
2721 if (!op->invisible) 3082 if (op->invisible)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3084 else
2722 who->statusmsg (format ("You stop using the %s.", query_name (op))); 3085 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2723 else
2724 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2725 } 3086 }
2726 3087
2727 change_abil (who, op); 3088 change_abil (who, op);
2728 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2729 break; 3090 break;
2740 case CLOAK: 3101 case CLOAK:
2741 who->statusmsg (format ("You unwear %s.", query_name (op))); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2742 change_abil (who, op); 3103 change_abil (who, op);
2743 break; 3104 break;
2744 3105
2745 case LAMP:
2746 {
2747 who->statusmsg (format ("You turn off your %s.", &op->name));
2748
2749 object *tmp2 = arch_to_object (op->other_arch);
2750 tmp2->x = op->x;
2751 tmp2->y = op->y;
2752 tmp2->map = op->map;
2753 tmp2->below = op->below;
2754 tmp2->above = op->above;
2755 tmp2->stats.food = op->stats.food;
2756 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2757
2758 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2759 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2760
2761 if (who->contr)
2762 esrv_del_item (who->contr, op->count);
2763
2764 op->destroy ();
2765 insert_ob_in_ob (tmp2, who);
2766 who->update_stats ();
2767
2768 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2769 {
2770 if (who->contr)
2771 {
2772 who->failmsg ("Oops, it feels deadly cold!");
2773 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776
2777 if (who->contr)
2778 esrv_send_item (who, tmp2);
2779 }
2780
2781 return 1; /* otherwise, an attempt to drop causes problems */
2782
2783 case BOW: 3106 case BOW:
2784 case WAND: 3107 case WAND:
2785 case ROD: 3108 case ROD:
2786 case HORN: 3109 case HORN:
2787 if (player *pl = who->contr) 3110 if (player *pl = who->contr)
2814 default: 3137 default:
2815 who->statusmsg (format ("You unapply %s.", query_name (op))); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 break; 3139 break;
2817 } 3140 }
2818 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
2819 who->update_stats (); 3146 who->update_stats ();
2820
2821 if (!(aflags & AP_NO_MERGE))
2822 {
2823 object *tmp = merge_ob (op, 0);
2824
2825 if (who->contr)
2826 {
2827 if (tmp)
2828 { /* it was merged */
2829 esrv_del_item (who->contr, op->count);
2830 op = tmp;
2831 }
2832
2833 esrv_send_item (who, op);
2834 }
2835 }
2836 3147
2837 return 0; 3148 return 0;
2838} 3149}
2839 3150
2840/** 3151/**
2878#define CANNOT_REMOVE_CURSED \ 3189#define CANNOT_REMOVE_CURSED \
2879 "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. " \
2880 "Praying over an altar, scrolls of remove curse/damnation, " \ 3191 "Praying over an altar, scrolls of remove curse/damnation, " \
2881 "priests or even other players might help.>" 3192 "priests or even other players might help.>"
2882 3193
2883int 3194static int
2884unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2885{ 3196{
2886 if (op->is_range ()) 3197 if (op->is_range ())
2887 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2888 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3138 return 1; 3449 return 1;
3139 } 3450 }
3140 3451
3141 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3142 } 3453 }
3143
3144 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3145 return 0; 3455 return 0;
3146 3456
3147 // if the item is combat/ranged, wield the relevant slot first 3457 // if the item is combat/ranged, wield the relevant slot first
3148 // to resolve conflicts. 3458 // to resolve conflicts.
3149 if (player *pl = who->contr) 3459 if (player *pl = who->contr)
3207 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3208 */ 3518 */
3209 who->change_skill (skop); 3519 who->change_skill (skop);
3210 } 3520 }
3211 3521
3212 if (who->type == PLAYER 3522 if (!check_item_power (who, op->item_power))
3213 && op->item_power
3214 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3215 { 3523 {
3216 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);
3217 return 1; 3525 return 1;
3218 } 3526 }
3219 3527
3220 /* 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.
3221 * Note that we don't have the checks for can_use_... 3529 * Note that we don't have the checks for can_use_...
3222 * below - that is already taken care of by can_apply_object. 3530 * below - that is already taken care of by can_apply_object.
3223 */ 3531 */
3224 if (op->nrof > 1) 3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3225 tmp = get_split_ob (op, op->nrof - 1);
3226 else
3227 tmp = 0;
3228 3533
3229 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)))
3230 return RESULT_INT (0); 3535 return RESULT_INT (0);
3231 3536
3232 switch (op->type) 3537 switch (op->type)
3233 { 3538 {
3234 case WEAPON: 3539 case WEAPON:
3235 if (!check_weapon_power (who, op->last_eat))
3236 {
3237 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3238
3239 if (tmp)
3240 insert_ob_in_ob (tmp, who);
3241
3242 return 1;
3243 }
3244
3245 //TODO: this obviously fails for players using a shorter prefix 3540 //TODO: this obviously fails for players using a shorter prefix
3246 // i.e. "R" can use Ragnarok's sword. 3541 // i.e. "R" can use Ragnarok's sword.
3247 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3542 if (op->level && !op->name.starts_with (who->name))
3248 { 3543 {
3249 /* 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. */
3250 /* (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) */
3251 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.>");
3252 3547
3286 case AMULET: 3581 case AMULET:
3287 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3288 who->statusmsg (format ("You wear %s.", query_name (op))); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3289 change_abil (who, op); 3584 change_abil (who, op);
3290 break; 3585 break;
3291
3292 case LAMP:
3293 if (op->stats.food < 1)
3294 {
3295 who->failmsg (format (
3296 "Your %s is out of fuel! "
3297 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3298 &op->name
3299 ));
3300 return 1;
3301 }
3302
3303 who->statusmsg (format ("You turn on your %s.", &op->name));
3304
3305 tmp2 = arch_to_object (op->other_arch);
3306 tmp2->stats.food = op->stats.food;
3307 SET_FLAG (tmp2, FLAG_APPLIED);
3308
3309 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3310 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3311
3312 insert_ob_in_ob (tmp2, who);
3313
3314 /* Remove the old lantern */
3315 if (who->type == PLAYER)
3316 esrv_del_item (who->contr, op->count);
3317
3318 op->destroy ();
3319
3320 /* insert the portion that was split off */
3321 if (tmp)
3322 {
3323 insert_ob_in_ob (tmp, who);
3324 if (who->type == PLAYER)
3325 esrv_send_item (who, tmp);
3326 }
3327
3328 who->update_stats ();
3329
3330 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3331 if (who->type == PLAYER)
3332 {
3333 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3334 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3335 }
3336
3337 if (who->type == PLAYER)
3338 esrv_send_item (who, tmp2);
3339
3340 return 0;
3341 3586
3342 case SKILL_TOOL: 3587 case SKILL_TOOL:
3343 // applying a skill tool also readies the skill 3588 // applying a skill tool also readies the skill
3344 SET_FLAG (op, FLAG_APPLIED); 3589 SET_FLAG (op, FLAG_APPLIED);
3345 3590
3425 } 3670 }
3426 3671
3427 break; 3672 break;
3428 3673
3429 case BOW: 3674 case BOW:
3430 if (!check_weapon_power (who, op->last_eat)) 3675 if (op->level && !op->name.starts_with (who->name))
3431 {
3432 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3433
3434 if (tmp)
3435 insert_ob_in_ob (tmp, who);
3436
3437 return 1;
3438 }
3439
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 3676 {
3442 who->failmsg ("The weapon does not recognize you as its owner. " 3677 who->failmsg ("The weapon does not recognize you as its owner. "
3443 "H<Its name indicates that it belongs to somebody else.>"); 3678 "H<Its name indicates that it belongs to somebody else.>");
3444 if (tmp) 3679 if (tmp)
3445 insert_ob_in_ob (tmp, who); 3680 insert_ob_in_ob (tmp, who);
3503 } 3738 }
3504 3739
3505 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3506 3741
3507 if (tmp) 3742 if (tmp)
3508 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3509 3744
3510 who->update_stats (); 3745 who->update_stats ();
3511 3746
3512 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3513 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3519 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3520 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3521 { 3756 {
3522 who->failmsg ( 3757 who->failmsg (
3523 "Oops, it feels deadly cold! " 3758 "Oops, it feels deadly cold! "
3524 "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.>"
3525 ); 3760 );
3526 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3527 } 3762 }
3528 3763
3529 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3530 {
3531 /* if multiple objects were applied, update both slots */
3532 if (tmp)
3533 esrv_send_item (who, tmp);
3534
3535 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3536 }
3537 3766
3538 return 0; 3767 return 0;
3539}
3540
3541int
3542monster_apply_special (object *who, object *op, int aflags)
3543{
3544 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3545 return 1;
3546
3547 return apply_special (who, op, aflags);
3548} 3768}
3549 3769
3550/** 3770/**
3551 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3552 * 3772 *
3555int 3775int
3556auto_apply (object *op) 3776auto_apply (object *op)
3557{ 3777{
3558 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3559 int i; 3779 int i;
3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3560 3782
3561 switch (op->type) 3783 switch (op->type)
3562 { 3784 {
3563 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3564 if (!op->has_random_items ()) 3786 if (!op->has_random_items ())
3566 3788
3567 do 3789 do
3568 { 3790 {
3569 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3570 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3571 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
3572 if (tmp == NULL) 3798 if (tmp == NULL)
3573 return 0; 3799 return 0;
3800
3574 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3575 { 3802 {
3576 tmp->destroy (); 3803 tmp->destroy ();
3577 tmp = NULL; 3804 tmp = NULL;
3578 } 3805 }
3581 3808
3582 tmp->x = op->x; 3809 tmp->x = op->x;
3583 tmp->y = op->y; 3810 tmp->y = op->y;
3584 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3585 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3586 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3587 identify (tmp); 3813 identify (tmp);
3588 break; 3814 break;
3589 3815
3590 case TREASURE: 3816 case TREASURE:
3591 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3598 /* 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,
3599 * 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
3600 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3601 * that is put inside other objects. 3827 * that is put inside other objects.
3602 */ 3828 */
3603 for (tmp = op->inv; tmp; tmp = tmp2)
3604 {
3605 tmp2 = tmp->below;
3606 tmp->remove ();
3607
3608 if (op->env) 3829 if (op->env)
3609 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3610 else 3831 op->env->insert (op->inv);
3611 tmp->destroy ();
3612 }
3613 3832
3614 op->destroy (); 3833 op->destroy ();
3615 break; 3834 break;
3616 } 3835 }
3617 return tmp ? 1 : 0; 3836
3837 return !!tmp;
3618} 3838}
3619 3839
3620/** 3840/**
3621 * 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
3622 * is loaded or swapped in and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3636 3856
3637 if (tmp->inv) 3857 if (tmp->inv)
3638 { 3858 {
3639 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3640 3860
3641 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3642 { 3862 {
3643 invnext = invtmp->below; 3863 invnext = invtmp->below;
3644 3864
3645 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3646 auto_apply (invtmp); 3866 auto_apply (invtmp);
3647 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3648 { 3868 {
3649 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3650 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3651 3871
3652 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3653 } 3873 }
3654 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3659 * treasure again for this object 3879 * treasure again for this object
3660 */ 3880 */
3661 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3662 } 3882 }
3663 } 3883 }
3884
3664 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3665 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3666 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3667 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3668 * MSW 2004-05-13 3889 * MSW 2004-05-13
3672 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3673 */ 3894 */
3674 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3675 || 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)
3676 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3677
3678 } 3898 }
3679 3899
3680 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3681 auto_apply (tmp); 3901 auto_apply (tmp);
3682 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 ())
3715 } 3935 }
3716 3936
3717 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3718 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3719 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3720 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3721} 3941}
3722 3942
3723/** 3943/**
3724 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3725 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3730eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3731{ 3951{
3732 object *force; 3952 object *force;
3733 int i, did_one = 0; 3953 int i, did_one = 0;
3734 3954
3735 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3736 3958
3737 for (i = 0; i < NUM_STATS; i++)
3738 if (sint8 k = food->stats.stat (i))
3739 {
3740 force->stats.stat (i) = k;
3741 did_one = 1;
3742 }
3743
3744 /* check if we can protect the eater */
3745 for (i = 0; i < NROFATTACKS; i++)
3746 {
3747 if (food->resist[i] > 0)
3748 {
3749 force->resist[i] = food->resist[i] / 2;
3750 did_one = 1;
3751 }
3752 }
3753
3754 if (did_one)
3755 {
3756 force->set_speed (0.1);
3757 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3758 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3759 SET_FLAG (force, FLAG_APPLIED); 3961
3760 change_abil (who, force); 3962 if (force = who->force_find (key))
3761 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;
3762 } 3973 }
3763 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
3764 force->destroy (); 4005 force->destroy ();
4006 }
3765 4007
3766 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3767 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3768 { 4010 {
3769 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3770 { 4012 {
3771 assign (who->contr->killer, food->name); 4013 who->contr->killer = food;
3772 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3773 who->failmsg ("Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3774 } 4016 }
3775 else 4017 else
3776 { 4018 {
3780 who->failmsg ("Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
3781 4023
3782 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3783 } 4025 }
3784 } 4026 }
4027
3785 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3786 { 4029 {
3787 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3788 { 4031 {
3789 who->failmsg ("You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3798 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3799 } 4042 }
3800 } 4043 }
3801 4044
3802 who->update_stats (); 4045 who->update_stats ();
3803}
3804
3805/**
3806 * Designed primarily to light torches/lanterns/etc.
3807 * Also burns up burnable material too. First object in the inventory is
3808 * the selected object to "burn". -b.t.
3809 */
3810void
3811apply_lighter (object *who, object *lighter)
3812{
3813 object *item;
3814 int is_player_env = 0;
3815
3816 item = find_marked_object (who);
3817 if (item)
3818 {
3819 if (lighter->last_eat && lighter->stats.food)
3820 { /* lighter gets used up */
3821 /* Split multiple lighters if they're being used up. Otherwise *
3822 * one charge from each would be used up. --DAMN */
3823 if (lighter->nrof > 1)
3824 {
3825 object *oneLighter = lighter->clone ();
3826
3827 lighter->nrof -= 1;
3828 oneLighter->nrof = 1;
3829 oneLighter->stats.food--;
3830 esrv_send_item (who, lighter);
3831 oneLighter = insert_ob_in_ob (oneLighter, who);
3832 esrv_send_item (who, oneLighter);
3833 }
3834 else
3835 lighter->stats.food--;
3836 }
3837 else if (lighter->last_eat)
3838 {
3839 /* no charges left in lighter */
3840 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3841 return;
3842 }
3843
3844 /* Perhaps we should split what we are trying to light on fire?
3845 * I can't see many times when you would want to light multiple
3846 * objects at once.
3847 */
3848
3849 if (who == item->in_player ())
3850 is_player_env = 1;
3851
3852 save_throw_object (item, AT_FIRE, who);
3853
3854 if (item->destroyed ())
3855 {
3856 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3857 /* Need to update the player so that the players glow radius
3858 * gets changed.
3859 */
3860 if (is_player_env)
3861 who->update_stats ();
3862 }
3863 else
3864 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3865 }
3866 else
3867 who->failmsg ("You need to mark a lightable object.");
3868}
3869
3870/**
3871 * op made some mistake with a scroll, this takes care of punishment.
3872 * scroll_failure()- hacked directly from spell_failure
3873 */
3874void
3875scroll_failure (object *op, int failure, int power)
3876{
3877 if (abs (failure / 4) > power)
3878 power = abs (failure / 4); /* set minimum effect */
3879
3880 if (failure <= -1 && failure > -15)
3881 { /* wonder */
3882 object *tmp;
3883
3884 op->failmsg ("Your spell warps!");
3885 tmp = get_archetype (SPELL_WONDER);
3886 cast_wonder (op, op, 0, tmp);
3887 tmp->destroy ();
3888 }
3889 else if (failure <= -15 && failure > -35)
3890 { /* drain mana */
3891 op->failmsg ("Your mana is drained!");
3892 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3893 if (op->stats.sp < 0)
3894 op->stats.sp = 0;
3895 }
3896 else if (settings.spell_failure_effects == TRUE)
3897 {
3898 if (failure <= -35 && failure > -60)
3899 { /* confusion */
3900 op->failmsg ("The magic recoils on you!");
3901 confuse_player (op, op, power);
3902 }
3903 else if (failure <= -60 && failure > -70)
3904 { /* paralysis */
3905 op->failmsg ("The magic recoils and paralyzes you!");
3906 paralyze_player (op, op, power);
3907 }
3908 else if (failure <= -70 && failure > -80)
3909 { /* blind */
3910 op->failmsg ("The magic recoils on you!");
3911 blind_player (op, op, power);
3912 }
3913 else if (failure <= -80)
3914 { /* blast the immediate area */
3915 object *tmp = get_archetype (LOOSE_MANA);
3916 cast_magic_storm (op, tmp, power);
3917 op->failmsg ("You unleash uncontrolled mana!");
3918 tmp->destroy ();
3919 }
3920 }
3921} 4046}
3922 4047
3923void 4048void
3924apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3925{ 4050{
3973 } 4098 }
3974 4099
3975 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3976 * the player ref: player.c 4101 * the player ref: player.c
3977 */ 4102 */
3978 if (change->randomitems != NULL) 4103 if (change->randomitems)
3979 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3980 4105
3981 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3982 4107
3983 /* first, look for the force object banning 4108 /* first, look for the force object banning
3984 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3985 */ 4110 */
3986 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3987 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
3988 flag_change_face = 0; 4113 flag_change_face = 0;
3989 4114
3990 if (flag_change_face) 4115 if (flag_change_face)
3991 { 4116 {
3992 pl->animation_id = GET_ANIM_ID (change);
3993 pl->face = change->face; 4117 pl->face = change->face;
3994 4118 pl->animation_id = change->animation_id;
3995 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3996 SET_FLAG (pl, FLAG_ANIMATE);
3997 else
3998 CLEAR_FLAG (pl, FLAG_ANIMATE);
3999 } 4120 }
4000 4121
4001 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
4002 /*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); */
4003 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
4004 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4005 4126
4006 break; 4127 break;
4007 } 4128 }
4008 } 4129 }
4009} 4130}
4010 4131
4011/**
4012 * This handles items of type 'transformer'.
4013 * Basically those items, used with a marked item, transform both items into something
4014 * else.
4015 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4016 * Change information is contained in the 'slaying' field of the marked item.
4017 * The format is as follow: transformer:[number ]yield[;transformer:...].
4018 * This way an item can be transformed in many things, and/or many objects.
4019 * The 'slaying' field for transformer is used as verb for the action.
4020 */
4021void
4022apply_item_transformer (object *pl, object *transformer)
4023{
4024 object *marked;
4025 object *new_item;
4026 char *find;
4027 char *separator;
4028 int yield;
4029 char got[MAX_BUF];
4030 int len;
4031
4032 if (!pl || !transformer)
4033 return;
4034
4035 marked = find_marked_object (pl);
4036
4037 if (!marked)
4038 {
4039 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4040 return;
4041 }
4042
4043 if (!marked->slaying)
4044 {
4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 return;
4047 }
4048
4049 /* check whether they are compatible or not */
4050 find = strstr (marked->slaying, transformer->arch->archname);
4051 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4052 {
4053 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4054 return;
4055 }
4056
4057 find += strlen (transformer->arch->archname) + 1;
4058 /* Item can be used, now find how many and what it yields */
4059 if (isdigit (*(find)))
4060 {
4061 yield = atoi (find);
4062 if (yield < 1)
4063 {
4064 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4065 yield = 1;
4066 }
4067 }
4068 else
4069 yield = 1;
4070
4071 while (isdigit (*find))
4072 find++;
4073
4074 while (*find == ' ')
4075 find++;
4076
4077 memset (got, 0, MAX_BUF);
4078
4079 if ((separator = strchr (find, ';')) != NULL)
4080 len = separator - find;
4081 else
4082 len = strlen (find);
4083
4084 if (len > MAX_BUF - 1)
4085 len = MAX_BUF - 1;
4086
4087 strcpy (got, find);
4088 got[len] = '\0';
4089
4090 /* Now create new item, remove used ones when required. */
4091 new_item = get_archetype (got);
4092 if (!new_item)
4093 {
4094 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4095 return;
4096 }
4097
4098 new_item->nrof = yield;
4099
4100 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4101
4102 insert_ob_in_ob (new_item, pl);
4103 esrv_send_inventory (pl, pl);
4104 /* Eat up one item */
4105 decrease_ob_nr (marked, 1);
4106
4107 /* Eat one transformer if needed */
4108 if (transformer->stats.food)
4109 if (--transformer->stats.food == 0)
4110 decrease_ob_nr (transformer, 1);
4111}
4112

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