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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.146 by root, Mon Apr 21 07:07:36 2008 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 */
221 op->update_stats (); 204 op->update_stats ();
222 tmp->decrease (); 205 tmp->decrease ();
223 return 1; 206 return 1;
224 } 207 }
225 208
226 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
227 { 210 {
228 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 212 return 0;
230 } 213 }
231 214
248 } 231 }
249 232
250 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
251 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 235 {
253 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
254 { 237 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 239 {
257 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
258 { 241 {
293 } 276 }
294 } 277 }
295 } 278 }
296 279
297 /* Just makes checking easier */ 280 /* Just makes checking easier */
298 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
299 got_one = 1; 282 got_one = 1;
300 283
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 285 {
303 if (got_one) 286 if (got_one)
333 */ 316 */
334 if (tmp->inv) 317 if (tmp->inv)
335 { 318 {
336 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
337 { 320 {
338 object *fball;
339
340 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
341 322 create_exploding_ball_at (op, op->level);
342 /* Explodes a fireball centered at player */
343 fball = get_archetype (EXPLODING_FIREBALL);
344 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
345 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
346 fball->x = op->x;
347 fball->y = op->y;
348 insert_ob_in_map (fball, op->map, NULL, 0);
349 } 323 }
350 else 324 else
351 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
352 326
353 tmp->decrease (); 327 tmp->decrease ();
396 } 370 }
397 371
398 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
399 if (op->type == PLAYER) 373 if (op->type == PLAYER)
400 { /* only for players */ 374 { /* only for players */
401 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)
402 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
403 else 379 else
404 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
405 381
406 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
412 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
413 * up all the stats. 389 * up all the stats.
414 */ 390 */
415 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
416 op->update_stats (); 392 op->update_stats ();
417 op->decrease (); 393 tmp->decrease ();
418 return 1; 394 return 1;
419} 395}
420 396
421/**************************************************************************** 397/****************************************************************************
422 * Weapon improvement code follows 398 * Weapon improvement code follows
423 ****************************************************************************/ 399 ****************************************************************************/
424 400
425/** 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/**
426 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
427 */ 418 */
428static int 419static int
429check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
430{ 421{
431 int count = 0; 422 int count = 0;
432 423
433 if (!item) 424 if (!item)
434 return 0; 425 return 0;
435 426
436 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
437 {
438 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
439 {
440 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
441 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
442 {
443 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
444 count++;
445 else
446 count += op->nrof; 431 count += op->number_of ();
447 }
448 }
449 }
450 432
451 return count; 433 return count;
452} 434}
453 435
454/** 436/**
456 * op is typically the player, which is only 438 * op is typically the player, which is only
457 * really used to determine what space to look at. 439 * really used to determine what space to look at.
458 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
459 */ 441 */
460static void 442static void
461eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
462{ 444{
463 object *prev; 445 object *prev;
464 446
465 prev = op; 447 prev = op;
466 op = op->below; 448 op = op->below;
467 449
468 while (op) 450 while (op)
469 { 451 {
470 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
471 { 453 {
472 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
473 { 455 {
474 op->decrease (nrof); 456 op->decrease (nrof);
475 return; 457 return;
484 } 466 }
485 467
486 prev = op; 468 prev = op;
487 op = op->below; 469 op = op->below;
488 } 470 }
489}
490
491/**
492 * This checks to see of the player (who) is sufficient level to use a weapon
493 * with improvs improvements (typically last_eat). We take an int here
494 * instead of the object so that the improvement code can pass along the
495 * increased value to see if the object is usuable.
496 * we return 1 (true) if the player can use the weapon.
497 */
498static int
499check_weapon_power (const object *who, int improvs)
500{
501/* Old code is below (commented out). Basically, since weapons are the only
502 * object players really have any control to improve, it's a bit harsh to
503 * require high level in some combat skill, so we just use overall level.
504 */
505#if 1
506 if (((who->level / 5) + 5) >= improvs)
507 return 1;
508 else
509 return 0;
510
511#else
512 int level = 0;
513
514 /* The skill system hands out wc and dam bonuses to fighters
515 * more generously than the old system (see fix_player). Thus
516 * we need to curtail the power of player enchanted weapons.
517 * I changed this to 1 improvement per "fighter" level/5 -b.t.
518 * Note: Nothing should break by allowing this ratio to be different or
519 * using normal level - it is just a matter of play balance.
520 */
521 if (who->type == PLAYER)
522 {
523 object *wc_obj = NULL;
524
525 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
526 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
527 level = wc_obj->level;
528
529 if (!level)
530 {
531 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
532 level = who->level;
533 }
534 }
535 else
536 level = who->level;
537
538 return (improvs <= ((level / 5) + 5));
539#endif
540} 471}
541 472
542/** 473/**
543 * 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.
544 * 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.
600 531
601/** 532/**
602 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
603 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
604 */ 535 */
605int 536static int
606prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
607{ 538{
608 int sacrifice_count, i; 539 int sacrifice_count, i;
609 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
610 541
626 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
627 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
628 { 559 {
629 op->failmsg ("You cannot prepare magic weapons. " 560 op->failmsg ("You cannot prepare magic weapons. "
630 "H<A weapon is considered magical if it changes regeneration, " 561 "H<A weapon is considered magical if it changes regeneration, "
631 "speed or ac.>"); 562 "speed or ac, or has other protections.>");
632 return 0; 563 return 0;
633 } 564 }
634 565
635 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
636 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
651 slot at once! */ 582 slot at once! */
652 improver->decrease (); 583 improver->decrease ();
653 weapon->last_eat = 0; 584 weapon->last_eat = 0;
654 return 1; 585 return 1;
655} 586}
656
657 587
658/** 588/**
659 * 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.
660 * This is the new improve weapon code. 590 * This is the new improve weapon code.
661 * 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.
664 * 594 *
665 * 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
666 * 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 ??
667 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
668 */ 598 */
669int 599static int
670improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
671{ 601{
672 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
673 603
674 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
675 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
676 606
677 if (weapon->level == 0) 607 if (weapon->level == 0)
678 { 608 {
679 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.>");
680 return 0; 612 return 0;
681 } 613 }
682 614
683 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
684 { 617 {
685 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
686 return 0; 619 return 0;
687 } 620 }
688 621
689 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))
690 { 624 {
691 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
692 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
693 "really want to improve it."); 627 "really want to improve it.");
694 return 0; 628 return 0;
722 weapon->last_eat++; 656 weapon->last_eat++;
723 weapon->item_power++; 657 weapon->item_power++;
724 improver->decrease (); 658 improver->decrease ();
725 return 1; 659 return 1;
726 } 660 }
661
727 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
728 { 663 {
729 weapon->magic++; 664 weapon->magic++;
730 weapon->last_eat++; 665 weapon->last_eat++;
731 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
771/** 706/**
772 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
773 * 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, ...),
774 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
775 */ 710 */
776int 711static int
777check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
778{ 713{
779 object *otmp; 714 object *otmp;
780 715
781 if (op->type != PLAYER) 716 if (op->type != PLAYER)
786 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
787 return 0; 722 return 0;
788 } 723 }
789 724
790 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
791 if (!otmp) 727 if (!otmp)
792 { 728 {
793 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.>");
794 return 0; 730 return 0;
795 } 731 }
827 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
828 * the users level or 90) 764 * the users level or 90)
829 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
830 * changing of physical area right now. 766 * changing of physical area right now.
831 */ 767 */
832int 768static int
833improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
834{ 770{
835 object *tmp; 771 object *tmp;
836 772
837 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
899 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);
900 836
901 if (op->type == PLAYER) 837 if (op->type == PLAYER)
902 { 838 {
903 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
904 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
905 op->update_stats (); 842 op->update_stats ();
906 } 843 }
907 844
908 improver->decrease (); 845 improver->decrease ();
909 846
910 if (tmp) 847 if (tmp)
911 { 848 op->insert (tmp);
912 insert_ob_in_ob (tmp, op);
913 esrv_send_item (op, tmp);
914 }
915 849
916 return 1; 850 return 1;
917} 851}
918 852
919/* 853/*
923 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
924 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
925 * 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
926 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
927 */ 861 */
928static int 862int
929convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
930{ 864{
931 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
932 866
933 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
934 return 0; 868 return 0;
935 869
936 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
937 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
938 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
939 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
940 874
991 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
992 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++)
993 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
994 ob_to_copy = ob; 928 ob_to_copy = ob;
995 929
996 item = object_create_clone (ob_to_copy); 930 item = ob_to_copy->deep_clone ();
997 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
998 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
999 } 933 }
1000 else 934 else
1001 { 935 {
1014 item->nrof = give; 948 item->nrof = give;
1015 949
1016 if (nr) 950 if (nr)
1017 item->nrof *= nr; 951 item->nrof *= nr;
1018 952
1019 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1020 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 }
1021 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1022 { 965 {
1023 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",
1024 &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);
1025 /** 968 /**
1026 * 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
1027 * hopefully had something in mind when doing this. 970 * hopefully had something in mind when doing this.
1028 */ 971 */
1029 } 972 }
1030 973
1031 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
1032 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);
1033 return 1; 980 return 1;
1034} 981}
1035 982
1036/** 983/**
1037 * Handle apply on containers. 984 * Handle apply on containers.
1038 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1039 * 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]
1040 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1041 */ 988 */
1042int 989static int
1043apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1044{ 991{
1045 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1046 return 0; /* This might change */ 993 return 0; /* This might change */
1047 994
1060 } 1007 }
1061 1008
1062 // 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
1063 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1064 { 1011 {
1065 if (op->container == sack) 1012 if (op->container_ () == sack)
1066 { 1013 {
1067 // open on ground or inv, so close 1014 // open on ground or inv, so close
1068 op->close_container (); 1015 op->close_container ();
1069 return 1; 1016 return 1;
1070 } 1017 }
1113{ 1060{
1114 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1115 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1116 return 0; 1063 return 0;
1117 1064
1118 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1119 { 1066 {
1120 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1121 * 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
1122 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1123 */ 1070 */
1132/* push_button (altar);*/ 1079/* push_button (altar);*/
1133 } 1080 }
1134 else 1081 else
1135 { 1082 {
1136 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1137 push_button (altar); 1084 push_button (altar, originator);
1138 } 1085 }
1139 1086
1140 return !sacrifice; 1087 return !sacrifice;
1141 } 1088 }
1142 else 1089 else
1159 1106
1160 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1161 1108
1162 bool has_unpaid = false; 1109 bool has_unpaid = false;
1163 1110
1164 // 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
1165 // a quick and small change :( 1112 // a quick and small change :(
1166 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1167 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1168 { 1115 {
1169 has_unpaid = true; 1116 has_unpaid = true;
1170 break; 1117 break;
1171 } 1118 }
1172 1119
1173 if (op->type != PLAYER) 1120 if (!op->is_player ())
1174 { 1121 {
1175 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1176 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1177 * the shop. 1124 * the shop.
1178 */ 1125 */
1182 1129
1183 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1184 { 1131 {
1185 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);
1186 1133
1134 if (i >= 0)
1187 tmp->remove (); 1135 tmp->move (i);
1188
1189 if (i == -1)
1190 i = 0;
1191
1192 tmp->map = op->map;
1193 tmp->x = op->x + freearr_x[i];
1194 tmp->y = op->y + freearr_y[i];
1195 insert_ob_in_map (tmp, op->map, op, 0);
1196 } 1136 }
1197 } 1137 }
1198 1138
1199 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1200 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1211 if (i != -1) 1151 if (i != -1)
1212 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);
1213 1153
1214 return 0; 1154 return 0;
1215 } 1155 }
1156
1216 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1217 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1218 */ 1159 */
1219 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1220 } 1161 }
1275 * Handles applying a sign. 1216 * Handles applying a sign.
1276 */ 1217 */
1277static void 1218static void
1278apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1279{ 1220{
1280 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 }
1281 1229
1282 if (!sign->msg) 1230 if (!sign->msg)
1283 { 1231 {
1284 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 "));
1285 return; 1236 return;
1286 } 1237 }
1287 1238
1288 if (sign->stats.food) 1239 if (sign->stats.food)
1289 { 1240 {
1290 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1291 { 1242 {
1292 if (!sign->move_on) 1243 if (!sign->move_on)
1293 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1294 1245
1295 return; 1246 return;
1296 } 1247 }
1297 1248
1298 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1316 if (sign->sound) 1267 if (sign->sound)
1317 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1318 else if (autoapply) 1269 else if (autoapply)
1319 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1320 1271
1321 if (ns->can_msg)
1322 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));
1323 else
1324 {
1325 msgType = get_readable_message_type (sign);
1326 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1327 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1328 }
1329 } 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);
1330} 1306}
1331 1307
1332/** 1308/**
1333 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1334 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1348 return; 1324 return;
1349 1325
1350 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1351 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1352 */ 1328 */
1353 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1354 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1355 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1356 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1357 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1358 */ 1334 */
1365 1341
1366 recursion_depth++; 1342 recursion_depth++;
1367 if (trap->head) 1343 if (trap->head)
1368 trap = trap->head; 1344 trap = trap->head;
1369 1345
1370 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)))
1371 goto leave;
1372
1373 switch (trap->type) 1347 switch (trap->type)
1374 { 1348 {
1375 case PLAYERMOVER: 1349 case PLAYERMOVER:
1376 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:
1377 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1378 if (!trap->stats.maxsp) 1423 if (!trap->value)
1379 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1380 1426
1381 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1382 * 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
1383 */ 1442 */
1384 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1385 1444
1386 /* 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)
1387 * above with some objects have zero speed, and thus the player 1446 {
1388 * 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 }
1389 */ 1456 }
1390 if (victim->speed_left < -50.f) 1457 break;
1391 victim->speed_left = -50.f;
1392 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1393 } 1458 }
1394 goto leave;
1395 1459
1396 case SPINNER: 1460 case CONVERTER:
1397 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1398 {
1399 victim->direction = absdir (victim->direction - trap->stats.sp);
1400 update_turn_face (victim);
1401 }
1402 goto leave;
1403
1404 case DIRECTOR:
1405 if (victim->direction && !should_director_abort (trap, victim))
1406 {
1407 victim->direction = trap->stats.sp;
1408 update_turn_face (victim);
1409 }
1410 goto leave;
1411
1412 case BUTTON:
1413 case PEDESTAL:
1414 update_button (trap);
1415 goto leave;
1416
1417 case ALTAR:
1418 /* sacrifice victim on trap */
1419 apply_altar (trap, victim, originator);
1420 goto leave;
1421
1422 case THROWN_OBJ:
1423 if (trap->inv == NULL)
1424 goto leave;
1425 /* fallthrough */
1426
1427 case ARROW:
1428 /* bad bug: monster throw a object, make a step forwards, step on object ,
1429 * trigger this here and get hit by own missile - and will be own enemy.
1430 * Victim then is his own enemy and will start to kill herself (this is
1431 * removed) but we have not synced victim and his missile. To avoid senseless
1432 * action, we avoid hits here
1433 */
1434 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1435 hit_with_arrow (trap, victim);
1436 goto leave;
1437
1438 case SPELL_EFFECT:
1439 apply_spell_effect (trap, victim);
1440 goto leave;
1441
1442 case TRAPDOOR:
1443 {
1444 int max, sound_was_played;
1445 object *ab, *ab_next;
1446
1447 if (!trap->value)
1448 { 1462 {
1449 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1450 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1451 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1453 tot += ab->head_ ()->total_weight ();
1454
1455 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1456 goto leave;
1457
1458 SET_ANIMATION (trap, trap->value);
1459 update_object (trap, UP_OBJ_FACE);
1460 } 1465 }
1461 1466
1462 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))
1463 { 1489 {
1464 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1465 * ab->above would be bogus 1491 * players output.
1466 */ 1492 */
1467 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1468 1495
1469 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1470 { 1497 victim->enter_exit (trap);
1471 if (!sound_was_played)
1472 {
1473 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1474 sound_was_played = 1;
1475 }
1476
1477 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1478 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1479 }
1480 } 1498 }
1481 goto leave; 1499 break;
1482 }
1483 1500
1484 case CONVERTER:
1485 if (convert_item (victim, trap) < 0)
1486 {
1487 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1488 get_archetype ("burnout")->insert_at (trap, trap);
1489 }
1490
1491 goto leave;
1492
1493 case TRIGGER_BUTTON:
1494 case TRIGGER_PEDESTAL:
1495 case TRIGGER_ALTAR:
1496 check_trigger (trap, victim);
1497 goto leave;
1498
1499 case DEEP_SWAMP:
1500 walk_on_deep_swamp (trap, victim);
1501 goto leave;
1502
1503 case CHECK_INV:
1504 check_inv (victim, trap);
1505 goto leave;
1506
1507 case HOLE:
1508 /* Hole not open? */
1509 if (trap->stats.wc > 0)
1510 goto leave;
1511
1512 /* Is this a multipart monster and not the head? If so, return.
1513 * Processing will happen if the head runs into the pit
1514 */
1515 if (victim->head)
1516 goto leave;
1517
1518 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1519 victim->statusmsg ("You fall through the hole!", NDI_RED);
1520 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1521 goto leave;
1522
1523 case EXIT:
1524 if (victim->type == PLAYER && EXIT_PATH (trap))
1525 {
1526 /* Basically, don't show exits leading to random maps the
1527 * players output.
1528 */
1529 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1530 victim->statusmsg (trap->msg, NDI_NAVY);
1531
1532 trap->play_sound (trap->sound);
1533 victim->enter_exit (trap);
1534 }
1535 goto leave;
1536
1537 case ENCOUNTER: 1501 case ENCOUNTER:
1538 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1539 goto leave; 1503 break;
1540 1504
1541 case SHOP_MAT: 1505 case SHOP_MAT:
1542 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1543 goto leave; 1507 break;
1544 1508
1545 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1546 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1547 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1548 goto leave; 1512 break;
1549 1513
1550 case SIGN: 1514 case SIGN:
1551 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1552 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1553 1517
1554 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1555 goto leave; 1519 break;
1556 1520
1557 case CONTAINER: 1521 case CONTAINER:
1558 apply_container (victim, trap); 1522 apply_container (victim, trap);
1559 goto leave; 1523 break;
1560 1524
1561 case RUNE: 1525 case RUNE:
1562 case TRAP: 1526 case TRAP:
1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1565 goto leave; 1529 break;
1566 1530
1567 default: 1531 default:
1568 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 "
1569 "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);
1570 goto leave; 1534 break;
1571 } 1535 }
1572 1536
1573leave:
1574 recursion_depth--; 1537 recursion_depth--;
1575} 1538}
1576 1539
1577/** 1540/**
1578 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1589 return; 1552 return;
1590 } 1553 }
1591 1554
1592 if (!tmp->msg) 1555 if (!tmp->msg)
1593 { 1556 {
1594 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));
1595 return; 1558 return;
1596 } 1559 }
1597 1560
1598 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1599 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1617 1580
1618 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1619 1582
1620 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1621 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1622 if (ns->can_msg)
1623 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));
1624 else
1625 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1626 msgType->message_type, msgType->message_subtype,
1627 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1628 long_desc (tmp, op), &tmp->msg);
1629 1586
1630 /* gain xp from reading */ 1587 /* gain xp from reading */
1631 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1632 { /* only if not read before */ 1589 { /* only if not read before */
1633 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1635 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1636 { 1593 {
1637 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1638 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1639 1596
1640 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1641 if (tmp->env)
1642 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1643 else
1644 op->contr->ns->floorbox_update ();
1645 } 1599 }
1646 1600
1647 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1648 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 }
1649 } 1656 }
1650} 1657}
1651 1658
1652/** 1659/**
1653 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1759 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1760 * legacy spellbooks 1767 * legacy spellbooks
1761 */ 1768 */
1762 if (tmp->slaying) 1769 if (tmp->slaying)
1763 { 1770 {
1764 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1765 if (!spell) 1773 if (!spell)
1766 { 1774 {
1767 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));
1768 return; 1776 return;
1769 } 1777 }
1790 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);
1791 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!");
1792 return; 1800 return;
1793 } 1801 }
1794 1802
1795 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1803 int learn_level = sqrtf (spell->level) * 1.5f;
1804 if (skop->level < learn_level)
1796 { 1805 {
1797 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));
1798 return; 1808 return;
1799 } 1809 }
1800 1810
1801 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));
1802 1812
1803 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1804 {
1805 identify (tmp); 1814 identify (tmp);
1806
1807 if (tmp->env)
1808 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1809 else
1810 op->contr->ns->floorbox_update ();
1811 }
1812 1815
1813 /* 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
1814 * 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
1815 * 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
1816 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1851 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1852 */ 1855 */
1853 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1854 { 1857 {
1855 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!");
1856 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));
1857 } 1860 }
1858 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1859 (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])
1860 { 1863 {
1861 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1966 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1967 break; 1970 break;
1968 } 1971 }
1969 1972
1970 if (!tmp->destroyed () && !tmp->inv) 1973 if (!tmp->destroyed () && !tmp->inv)
1971 tmp->decrease (); 1974 tmp->decrease (true);
1972}
1973
1974/**
1975 * op eats food.
1976 * If player, takes care of messages and dragon special food.
1977 */
1978static void
1979apply_food (object *op, object *tmp)
1980{
1981 int capacity_remaining;
1982
1983 if (op->type != PLAYER)
1984 op->stats.hp = op->stats.maxhp;
1985 else
1986 {
1987 /* check if this is a dragon (player), eating some flesh */
1988 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1989 ;
1990 else
1991 {
1992 /* usual case - no dragon meal: */
1993 if (op->stats.food + tmp->stats.food > 999)
1994 {
1995 if (tmp->type == FOOD || tmp->type == FLESH)
1996 op->failmsg ("You feel full, but what a waste of food!");
1997 else
1998 op->statusmsg ("Most of the drink goes down your face not your throat!");
1999 }
2000
2001 tmp->play_sound (
2002 tmp->sound
2003 ? tmp->sound
2004 : tmp->type == DRINK
2005 ? sound_find ("eat_drink")
2006 : sound_find ("eat_food")
2007 );
2008
2009 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2010 {
2011 const char *buf;
2012
2013 if (!is_dragon_pl (op))
2014 {
2015 /* eating message for normal players */
2016 if (tmp->type == DRINK)
2017 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2018 else
2019 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2020 }
2021 else
2022 /* eating message for dragon players */
2023 buf = format ("The %s tasted terrible!", &tmp->name);
2024
2025 op->statusmsg (buf);
2026
2027 capacity_remaining = 999 - op->stats.food;
2028 op->stats.food += tmp->stats.food;
2029 if (capacity_remaining < tmp->stats.food)
2030 op->stats.hp += capacity_remaining / 50;
2031 else
2032 op->stats.hp += tmp->stats.food / 50;
2033
2034 if (op->stats.hp > op->stats.maxhp)
2035 op->stats.hp = op->stats.maxhp;
2036 if (op->stats.food > 999)
2037 op->stats.food = 999;
2038 }
2039
2040 /* special food hack -b.t. */
2041 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2042 eat_special_food (op, tmp);
2043 }
2044 }
2045
2046 handle_apply_yield (tmp);
2047 tmp->decrease ();
2048} 1975}
2049 1976
2050/** 1977/**
2051 * A dragon is eating some flesh. If the flesh contains resistances, 1978 * A dragon is eating some flesh. If the flesh contains resistances,
2052 * 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.
2055 * object *op the object (dragon player) eating the flesh 1982 * object *op the object (dragon player) eating the flesh
2056 * object *meal the flesh item, getting chewed in dragon's mouth 1983 * object *meal the flesh item, getting chewed in dragon's mouth
2057 * return: 1984 * return:
2058 * int 1 if eating successful, 0 if it doesn't work 1985 * int 1 if eating successful, 0 if it doesn't work
2059 */ 1986 */
2060int 1987static int
2061dragon_eat_flesh (object *op, object *meal) 1988dragon_eat_flesh (object *op, object *meal)
2062{ 1989{
2063 object *skin = NULL; /* pointer to dragon skin force */ 1990 object *skin = NULL; /* pointer to dragon skin force */
2064 object *abil = NULL; /* pointer to dragon ability force */ 1991 object *abil = NULL; /* pointer to dragon ability force */
2065 object *tmp = NULL; /* tmp. object */ 1992 object *tmp = NULL; /* tmp. object */
2071 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2072 int winners = 0; /* number of winners */ 1999 int winners = 0; /* number of winners */
2073 int i; /* index */ 2000 int i; /* index */
2074 2001
2075 /* let's make sure and doublecheck the parameters */ 2002 /* let's make sure and doublecheck the parameters */
2076 if (meal->type != FLESH || !is_dragon_pl (op)) 2003 if (meal->type != FLESH || !op->is_dragon ())
2077 return 0; 2004 return 0;
2078 2005
2079 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2080 from the player's inventory */ 2007 from the player's inventory */
2081 for (tmp = op->inv; tmp; tmp = tmp->below) 2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2097 op->stats.hp += meal->stats.food / 50; 2024 op->stats.hp += meal->stats.food / 50;
2098 2025
2099 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2100 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2101 2028
2102 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2103 2030
2104 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2105 2032
2106 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2107 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2117 2044
2118 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2119 flesh is too rare */ 2046 flesh is too rare */
2120 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2121 2048
2122 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2123 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2124 2051
2125 if (chance >= 0.) 2052 if (chance >= 0.)
2126 chance += 1.; 2053 chance += 1.;
2127 else 2054 else
2128 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2129 2056
2130 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2131 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2132 2059
2133 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2134 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2135 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2136 2063
2137 /* 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!) */
2138 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2139 { 2066 {
2140 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2141 winners++; 2068 winners++;
2142 } 2069 }
2143 2070
2171 op->statusmsg (buf); 2098 op->statusmsg (buf);
2172 2099
2173 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2174 i = -1; 2101 i = -1;
2175 if (winners > 0) 2102 if (winners > 0)
2176 i = atnr_winner[RANDOM () % winners]; 2103 i = atnr_winner [rndm (winners)];
2177 2104
2178 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2179 { 2106 {
2180 /* resistance increased! */ 2107 /* resistance increased! */
2181 skin->resist[i]++; 2108 skin->resist[i]++;
2206 2133
2207 return 1; 2134 return 1;
2208} 2135}
2209 2136
2210/** 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/**
2211 * Handles applying an improve armor scroll. 2214 * Handles applying an improve armor scroll.
2212 * Does some sanity checks, then calls improve_armour. 2215 * Does some sanity checks, then calls improve_armour.
2213 */ 2216 */
2214static void 2217static void
2215apply_armour_improver (object *op, object *tmp) 2218apply_armour_improver (object *op, object *tmp)
2240 2243
2241 op->statusmsg ("Applying armour enchantment."); 2244 op->statusmsg ("Applying armour enchantment.");
2242 improve_armour (op, tmp, armor); 2245 improve_armour (op, tmp, armor);
2243} 2246}
2244 2247
2245extern void 2248void
2246apply_poison (object *op, object *tmp) 2249apply_poison (object *op, object *tmp)
2247{ 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
2248 if (op->type == PLAYER) 2256 if (op->type == PLAYER)
2249 { 2257 {
2250 op->contr->play_sound (sound_find ("drink_poison")); 2258 op->contr->play_sound (sound_find ("drink_poison"));
2251 op->failmsg ("Yech! That tasted poisonous!"); 2259 op->failmsg ("Yech! That tasted poisonous!");
2252 strcpy (op->contr->killer, "poisonous booze"); 2260 op->contr->killer = poison;
2253 } 2261 }
2254 2262
2255 if (tmp->stats.hp > 0) 2263 if (poison->stats.hp > 0)
2256 { 2264 {
2257 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);
2258 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2266 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2259 } 2267 }
2260 2268
2261 op->stats.food -= op->stats.food / 4; 2269 op->stats.food -= op->stats.food / 4;
2262 handle_apply_yield (tmp); 2270 poison->destroy ();
2263 tmp->decrease ();
2264} 2271}
2265 2272
2266/** 2273/**
2267 * 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.
2268 * A valid 2 way exit means: 2275 * A valid 2 way exit means:
2273 * 2280 *
2274 * 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
2275 * 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
2276 * 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).
2277 */ 2284 */
2278int 2285static int
2279is_legal_2ways_exit (object *op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2280{ 2287{
2281 if (exit->stats.exp != 1) 2288 if (exit->stats.exp != 1)
2282 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 */
2283 2290
2349 return 1; 2356 return 1;
2350 } 2357 }
2351 } 2358 }
2352 2359
2353 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 ();
2354} 2708}
2355 2709
2356/** 2710/**
2357 * Main apply handler. 2711 * Main apply handler.
2358 * 2712 *
2361 * Return value: 2715 * Return value:
2362 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2363 * 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
2364 * 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
2365 * 2719 *
2366 * 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
2367 * being applied. 2721 * being applied.
2368 * 2722 *
2369 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2370 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2371 */ 2725 */
2372int 2726int
2373manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2374{ 2728{
2375 if (tmp->head) 2729 op = op->head_ ();
2376 tmp = tmp->head;
2377 2730
2378 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2379 { 2732 {
2380 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2381 { 2734 {
2735 examine (who, op);
2382 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
2383 return 1; 2737 return 1;
2384 } 2738 }
2385 else 2739 else
2386 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2387 } 2741 }
2388 2742
2389 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2390 return RESULT_INT (0); 2744 return RESULT_INT (0);
2391 2745
2392 switch (tmp->type) 2746 switch (op->type)
2393 { 2747 {
2394 case CF_HANDLE: 2748 case T_HANDLE:
2395 op->play_sound (sound_find ("turn_handle")); 2749 who->play_sound (sound_find ("turn_handle"));
2396 op->statusmsg ("You turn the handle."); 2750 who->statusmsg ("You turn the handle.");
2397 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2398 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2399 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2400 push_button (tmp); 2754 push_button (op, who);
2401 return 1; 2755 return 1;
2402 2756
2403 case TRIGGER: 2757 case TRIGGER:
2404 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2405 { 2759 {
2406 op->statusmsg ("You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2407 op->play_sound (sound_find ("turn_handle")); 2761 who->play_sound (sound_find ("turn_handle"));
2408 } 2762 }
2409 else 2763 else
2410 op->failmsg ("The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2411 2765
2412 return 1; 2766 return 1;
2413 2767
2414 case EXIT: 2768 case EXIT:
2415 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2416 return 0; 2770 return 0;
2417 2771
2418 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2419 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)));
2420 else 2774 else
2421 { 2775 {
2422 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2424 op->statusmsg (tmp->msg, NDI_NAVY); 2778 who->statusmsg (op->msg, NDI_NAVY);
2425 2779
2426 op->enter_exit (tmp); 2780 who->enter_exit (op);
2427 } 2781 }
2428 2782
2429 return 1; 2783 return 1;
2430 2784
2431 case INSCRIBABLE: 2785 case INSCRIBABLE:
2432 op->statusmsg (tmp->msg); 2786 who->statusmsg (op->msg);
2433 // 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
2434 return 1; 2788 return 1;
2435 2789
2436 case SIGN: 2790 case SIGN:
2437 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2438 return 1; 2792 return 1;
2439 2793
2440 case BOOK: 2794 case BOOK:
2441 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2442 { 2796 {
2443 apply_book (op, tmp); 2797 apply_book (who, op);
2444 return 1; 2798 return 1;
2445 } 2799 }
2446 else 2800 else
2447 return 0; 2801 return 0;
2448 2802
2449 case SKILLSCROLL: 2803 case SKILLSCROLL:
2450 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2451 { 2805 {
2452 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2453 return 1; 2807 return 1;
2454 } 2808 }
2455 else 2809 else
2456 return 0; 2810 return 0;
2457 2811
2458 case SPELLBOOK: 2812 case SPELLBOOK:
2459 if (op->type == PLAYER) 2813 if (who->type == PLAYER)
2460 { 2814 {
2461 apply_spellbook (op, tmp); 2815 apply_spellbook (who, op);
2462 return 1; 2816 return 1;
2463 } 2817 }
2464 else 2818 else
2465 return 0; 2819 return 0;
2466 2820
2467 case SCROLL: 2821 case SCROLL:
2468 apply_scroll (op, tmp, 0); 2822 apply_scroll (who, op, 0);
2469 return 1; 2823 return 1;
2470 2824
2471 case POTION: 2825 case POTION:
2472 apply_potion (op, tmp); 2826 apply_potion (who, op);
2473 return 1; 2827 return 1;
2474 2828
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 //TODO: remove, as it is unsed? 2830 //TODO: remove, as it is unsed?
2477 case CLOSE_CON: 2831 case CLOSE_CON:
2478 apply_container (op, tmp->env); 2832 apply_container (who, op->env);
2479 return 1; 2833 return 1;
2480 2834
2481 case CONTAINER: 2835 case CONTAINER:
2482 apply_container (op, tmp); 2836 apply_container (who, op);
2483 return 1; 2837 return 1;
2484 2838
2485 case TREASURE: 2839 case TREASURE:
2486 if (op->type == PLAYER) 2840 if (who->type == PLAYER)
2487 { 2841 {
2488 apply_treasure (op, tmp); 2842 apply_treasure (who, op);
2489 return 1; 2843 return 1;
2490 } 2844 }
2491 else 2845 else
2492 return 0; 2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2493 2852
2494 case WEAPON: 2853 case WEAPON:
2495 case ARMOUR: 2854 case ARMOUR:
2496 case BOOTS: 2855 case BOOTS:
2497 case GLOVES: 2856 case GLOVES:
2505 case WAND: 2864 case WAND:
2506 case ROD: 2865 case ROD:
2507 case HORN: 2866 case HORN:
2508 case SKILL: 2867 case SKILL:
2509 case BOW: 2868 case BOW:
2510 case LAMP:
2511 case BUILDER: 2869 case BUILDER:
2512 case SKILL_TOOL: 2870 case SKILL_TOOL:
2513 if (tmp->env != op) 2871 if (op->env != who)
2514 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2515 2873
2516 apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2517 return 1; 2875 return 1;
2518 2876
2519 case DRINK: 2877 case DRINK:
2520 case FOOD: 2878 case FOOD:
2521 case FLESH: 2879 case FLESH:
2522 apply_food (op, tmp); 2880 apply_food (who, op);
2523 return 1; 2881 return 1;
2524 2882
2525 case POISON: 2883 case POISON:
2526 apply_poison (op, tmp); 2884 apply_poison (who, op);
2527 return 1; 2885 return 1;
2528 2886
2529 case SAVEBED: 2887 case SAVEBED:
2530 return 1; 2888 return 1;
2531 2889
2532 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2533 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2534 { 2892 {
2535 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2536 return 1; 2894 return 1;
2537 } 2895 }
2538 else 2896 else
2539 return 0; 2897 return 0;
2540 2898
2541 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2542 check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2543 return 1; 2901 return 1;
2544 2902
2545 case CLOCK: 2903 case CLOCK:
2546 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2547 { 2905 {
2548 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2549 timeofday_t tod; 2907 timeofday_t tod;
2550 2908
2551 get_tod (&tod); 2909 get_tod (&tod);
2552 op->play_sound (sound_find ("sound_clock")); 2910 who->play_sound (sound_find ("sound_clock"));
2553 op->statusmsg (format ( 2911 who->statusmsg (format (
2554 "It is %d minute%s past %d o'clock %s", 2912 "It is %d minute%s past %d o'clock %s",
2555 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2556 ((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")
2557 )); 2915 ));
2558 return 1; 2916 return 1;
2559 } 2917 }
2560 else 2918 else
2561 return 0; 2919 return 0;
2562 2920
2563 case MENU: 2921 case MENU:
2564 if (op->type == PLAYER) 2922 if (who->type == PLAYER)
2565 { 2923 {
2566 shop_listing (tmp, op); 2924 shop_listing (op, who);
2567 return 1; 2925 return 1;
2568 } 2926 }
2569 else 2927 else
2570 return 0; 2928 return 0;
2571 2929
2572 case POWER_CRYSTAL: 2930 case POWER_CRYSTAL:
2573 apply_power_crystal (op, tmp); /* see egoitem.c */ 2931 apply_power_crystal (who, op); /* see egoitem.c */
2574 return 1; 2932 return 1;
2575 2933
2576 case LIGHTER: /* for lighting torches/lanterns/etc */ 2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2577 if (op->type == PLAYER) 2935 if (who->type == PLAYER)
2578 { 2936 {
2579 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2580 return 1; 2938 return 1;
2581 } 2939 }
2582 else 2940 else
2583 return 0; 2941 return 0;
2584 2942
2585 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2586 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2587 return 1; 2945 return 1;
2588 2946
2589 default: 2947 default:
2590 return 0; 2948 return 0;
2591 } 2949 }
2592} 2950}
2593
2594 2951
2595/* 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"
2596 * 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
2597 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2598 * 2955 *
2599 * Same return value as apply() function. 2956 * Same return value as apply() function.
2600 */ 2957 */
2601int 2958int
2602player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2603{ 2960{
2604 int tmp;
2605
2606 if (op->env && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2607 { 2962 {
2608 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2609 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2610 { 2965 {
2611 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.>");
2612 return 0; 2969 return 0;
2613 } 2970 }
2614 } 2971 }
2615 2972
2616 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2617 2974
2618 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2619 if (!quiet) 2977 if (!quiet)
2620 { 2978 {
2621 if (tmp == 0) 2979 if (tmp == 0)
2622 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)));
2623 else if (tmp == 2) 2981 else if (tmp == 2)
2643 * 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
2644 * 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
2645 * 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
2646 * not return a proper value. 3004 * not return a proper value.
2647 */ 3005 */
2648 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)
2649 { 3007 {
2650 next = tmp->below; 3008 next = tmp->below;
2651 3009
2652 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2653 floors++; 3011 floors++;
2658 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2659 * 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
2660 * the item needs. 3018 * the item needs.
2661 */ 3019 */
2662 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2663 {
2664 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2665 return; 3022 return;
2666 } 3023
2667 if (floors >= 2) 3024 if (floors >= 2)
2668 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2669 } 3026 }
2670} 3027}
2671 3028
2715 break; 3072 break;
2716 3073
2717 case SKILL: 3074 case SKILL:
2718 if (who->contr) 3075 if (who->contr)
2719 { 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
2720 if (!op->invisible) 3082 if (op->invisible)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3084 else
2721 who->statusmsg (format ("You stop using the %s.", query_name (op))); 3085 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2722 else
2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2724 } 3086 }
2725 3087
2726 change_abil (who, op); 3088 change_abil (who, op);
2727 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2728 break; 3090 break;
2739 case CLOAK: 3101 case CLOAK:
2740 who->statusmsg (format ("You unwear %s.", query_name (op))); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2741 change_abil (who, op); 3103 change_abil (who, op);
2742 break; 3104 break;
2743 3105
2744 case LAMP:
2745 {
2746 who->statusmsg (format ("You turn off your %s.", &op->name));
2747
2748 object *tmp2 = arch_to_object (op->other_arch);
2749 tmp2->x = op->x;
2750 tmp2->y = op->y;
2751 tmp2->map = op->map;
2752 tmp2->below = op->below;
2753 tmp2->above = op->above;
2754 tmp2->stats.food = op->stats.food;
2755 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2756
2757 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2758 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2759
2760 if (who->contr)
2761 esrv_del_item (who->contr, op->count);
2762
2763 op->destroy ();
2764 insert_ob_in_ob (tmp2, who);
2765 who->update_stats ();
2766
2767 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2768 {
2769 if (who->contr)
2770 {
2771 who->failmsg ("Oops, it feels deadly cold!");
2772 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2773 }
2774 }
2775
2776 if (who->contr)
2777 esrv_send_item (who, tmp2);
2778 }
2779
2780 return 1; /* otherwise, an attempt to drop causes problems */
2781
2782 case BOW: 3106 case BOW:
2783 case WAND: 3107 case WAND:
2784 case ROD: 3108 case ROD:
2785 case HORN: 3109 case HORN:
2786 if (player *pl = who->contr) 3110 if (player *pl = who->contr)
2813 default: 3137 default:
2814 who->statusmsg (format ("You unapply %s.", query_name (op))); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2815 break; 3139 break;
2816 } 3140 }
2817 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
2818 who->update_stats (); 3146 who->update_stats ();
2819
2820 if (!(aflags & AP_NO_MERGE))
2821 {
2822 object *tmp = merge_ob (op, 0);
2823
2824 if (who->contr)
2825 {
2826 if (tmp)
2827 { /* it was merged */
2828 esrv_del_item (who->contr, op->count);
2829 op = tmp;
2830 }
2831
2832 esrv_send_item (who, op);
2833 }
2834 }
2835 3147
2836 return 0; 3148 return 0;
2837} 3149}
2838 3150
2839/** 3151/**
2877#define CANNOT_REMOVE_CURSED \ 3189#define CANNOT_REMOVE_CURSED \
2878 "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. " \
2879 "Praying over an altar, scrolls of remove curse/damnation, " \ 3191 "Praying over an altar, scrolls of remove curse/damnation, " \
2880 "priests or even other players might help.>" 3192 "priests or even other players might help.>"
2881 3193
2882int 3194static int
2883unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2884{ 3196{
2885 if (op->is_range ()) 3197 if (op->is_range ())
2886 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3137 return 1; 3449 return 1;
3138 } 3450 }
3139 3451
3140 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3141 } 3453 }
3142
3143 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3144 return 0; 3455 return 0;
3145 3456
3146 // if the item is combat/ranged, wield the relevant slot first 3457 // if the item is combat/ranged, wield the relevant slot first
3147 // to resolve conflicts. 3458 // to resolve conflicts.
3148 if (player *pl = who->contr) 3459 if (player *pl = who->contr)
3206 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3207 */ 3518 */
3208 who->change_skill (skop); 3519 who->change_skill (skop);
3209 } 3520 }
3210 3521
3211 if (who->type == PLAYER 3522 if (!check_item_power (who, op->item_power))
3212 && op->item_power
3213 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3214 { 3523 {
3215 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);
3216 return 1; 3525 return 1;
3217 } 3526 }
3218 3527
3226 return RESULT_INT (0); 3535 return RESULT_INT (0);
3227 3536
3228 switch (op->type) 3537 switch (op->type)
3229 { 3538 {
3230 case WEAPON: 3539 case WEAPON:
3231 if (!check_weapon_power (who, op->last_eat))
3232 {
3233 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3234
3235 if (tmp)
3236 insert_ob_in_ob (tmp, who);
3237
3238 return 1;
3239 }
3240
3241 //TODO: this obviously fails for players using a shorter prefix 3540 //TODO: this obviously fails for players using a shorter prefix
3242 // i.e. "R" can use Ragnarok's sword. 3541 // i.e. "R" can use Ragnarok's sword.
3243 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3542 if (op->level && !op->name.starts_with (who->name))
3244 { 3543 {
3245 /* 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. */
3246 /* (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) */
3247 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.>");
3248 3547
3282 case AMULET: 3581 case AMULET:
3283 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3284 who->statusmsg (format ("You wear %s.", query_name (op))); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3285 change_abil (who, op); 3584 change_abil (who, op);
3286 break; 3585 break;
3287
3288 case LAMP:
3289 if (op->stats.food < 1)
3290 {
3291 who->failmsg (format (
3292 "Your %s is out of fuel! "
3293 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3294 &op->name
3295 ));
3296 return 1;
3297 }
3298
3299 who->statusmsg (format ("You turn on your %s.", &op->name));
3300
3301 tmp2 = arch_to_object (op->other_arch);
3302 tmp2->stats.food = op->stats.food;
3303 SET_FLAG (tmp2, FLAG_APPLIED);
3304
3305 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3306 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3307
3308 insert_ob_in_ob (tmp2, who);
3309
3310 /* Remove the old lantern */
3311 if (who->type == PLAYER)
3312 esrv_del_item (who->contr, op->count);
3313
3314 op->destroy ();
3315
3316 /* insert the portion that was split off */
3317 if (tmp)
3318 {
3319 insert_ob_in_ob (tmp, who);
3320 if (who->type == PLAYER)
3321 esrv_send_item (who, tmp);
3322 }
3323
3324 who->update_stats ();
3325
3326 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3327 if (who->type == PLAYER)
3328 {
3329 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3330 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3331 }
3332
3333 if (who->type == PLAYER)
3334 esrv_send_item (who, tmp2);
3335
3336 return 0;
3337 3586
3338 case SKILL_TOOL: 3587 case SKILL_TOOL:
3339 // applying a skill tool also readies the skill 3588 // applying a skill tool also readies the skill
3340 SET_FLAG (op, FLAG_APPLIED); 3589 SET_FLAG (op, FLAG_APPLIED);
3341 3590
3421 } 3670 }
3422 3671
3423 break; 3672 break;
3424 3673
3425 case BOW: 3674 case BOW:
3426 if (!check_weapon_power (who, op->last_eat)) 3675 if (op->level && !op->name.starts_with (who->name))
3427 {
3428 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3429
3430 if (tmp)
3431 insert_ob_in_ob (tmp, who);
3432
3433 return 1;
3434 }
3435
3436 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3437 { 3676 {
3438 who->failmsg ("The weapon does not recognize you as its owner. " 3677 who->failmsg ("The weapon does not recognize you as its owner. "
3439 "H<Its name indicates that it belongs to somebody else.>"); 3678 "H<Its name indicates that it belongs to somebody else.>");
3440 if (tmp) 3679 if (tmp)
3441 insert_ob_in_ob (tmp, who); 3680 insert_ob_in_ob (tmp, who);
3499 } 3738 }
3500 3739
3501 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3502 3741
3503 if (tmp) 3742 if (tmp)
3504 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3505 3744
3506 who->update_stats (); 3745 who->update_stats ();
3507 3746
3508 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3509 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3515 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3516 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3517 { 3756 {
3518 who->failmsg ( 3757 who->failmsg (
3519 "Oops, it feels deadly cold! " 3758 "Oops, it feels deadly cold! "
3520 "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.>"
3521 ); 3760 );
3522 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3523 } 3762 }
3524 3763
3525 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3526 {
3527 /* if multiple objects were applied, update both slots */
3528 if (tmp)
3529 esrv_send_item (who, tmp);
3530
3531 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3532 }
3533 3766
3534 return 0; 3767 return 0;
3535}
3536
3537int
3538monster_apply_special (object *who, object *op, int aflags)
3539{
3540 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3541 return 1;
3542
3543 return apply_special (who, op, aflags);
3544} 3768}
3545 3769
3546/** 3770/**
3547 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3548 * 3772 *
3551int 3775int
3552auto_apply (object *op) 3776auto_apply (object *op)
3553{ 3777{
3554 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3555 int i; 3779 int i;
3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3556 3782
3557 switch (op->type) 3783 switch (op->type)
3558 { 3784 {
3559 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3560 if (!op->has_random_items ()) 3786 if (!op->has_random_items ())
3562 3788
3563 do 3789 do
3564 { 3790 {
3565 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3566 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3567 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
3568 if (tmp == NULL) 3798 if (tmp == NULL)
3569 return 0; 3799 return 0;
3800
3570 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3571 { 3802 {
3572 tmp->destroy (); 3803 tmp->destroy ();
3573 tmp = NULL; 3804 tmp = NULL;
3574 } 3805 }
3577 3808
3578 tmp->x = op->x; 3809 tmp->x = op->x;
3579 tmp->y = op->y; 3810 tmp->y = op->y;
3580 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3581 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3582 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3583 identify (tmp); 3813 identify (tmp);
3584 break; 3814 break;
3585 3815
3586 case TREASURE: 3816 case TREASURE:
3587 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3594 /* 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,
3595 * 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
3596 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3597 * that is put inside other objects. 3827 * that is put inside other objects.
3598 */ 3828 */
3599 for (tmp = op->inv; tmp; tmp = tmp2)
3600 {
3601 tmp2 = tmp->below;
3602 tmp->remove ();
3603
3604 if (op->env) 3829 if (op->env)
3605 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3606 else 3831 op->env->insert (op->inv);
3607 tmp->destroy ();
3608 }
3609 3832
3610 op->destroy (); 3833 op->destroy ();
3611 break; 3834 break;
3612 } 3835 }
3613 return tmp ? 1 : 0; 3836
3837 return !!tmp;
3614} 3838}
3615 3839
3616/** 3840/**
3617 * 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
3618 * is loaded or swapped in and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3632 3856
3633 if (tmp->inv) 3857 if (tmp->inv)
3634 { 3858 {
3635 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3636 3860
3637 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3638 { 3862 {
3639 invnext = invtmp->below; 3863 invnext = invtmp->below;
3640 3864
3641 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3642 auto_apply (invtmp); 3866 auto_apply (invtmp);
3643 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3644 { 3868 {
3645 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3646 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3647 3871
3648 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3649 } 3873 }
3650 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3655 * treasure again for this object 3879 * treasure again for this object
3656 */ 3880 */
3657 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3658 } 3882 }
3659 } 3883 }
3884
3660 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3661 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3662 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3663 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3664 * MSW 2004-05-13 3889 * MSW 2004-05-13
3668 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3669 */ 3894 */
3670 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3671 || 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)
3672 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3673
3674 } 3898 }
3675 3899
3676 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3677 auto_apply (tmp); 3901 auto_apply (tmp);
3678 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 ())
3711 } 3935 }
3712 3936
3713 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3714 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3715 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3716 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3717} 3941}
3718 3942
3719/** 3943/**
3720 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3721 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3726eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3727{ 3951{
3728 object *force; 3952 object *force;
3729 int i, did_one = 0; 3953 int i, did_one = 0;
3730 3954
3731 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3732 3958
3733 for (i = 0; i < NUM_STATS; i++)
3734 if (sint8 k = food->stats.stat (i))
3735 {
3736 force->stats.stat (i) = k;
3737 did_one = 1;
3738 }
3739
3740 /* check if we can protect the eater */
3741 for (i = 0; i < NROFATTACKS; i++)
3742 {
3743 if (food->resist[i] > 0)
3744 {
3745 force->resist[i] = food->resist[i] / 2;
3746 did_one = 1;
3747 }
3748 }
3749
3750 if (did_one)
3751 {
3752 force->set_speed (0.1);
3753 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3754 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3755 SET_FLAG (force, FLAG_APPLIED); 3961
3756 change_abil (who, force); 3962 if (force = who->force_find (key))
3757 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;
3758 } 3973 }
3759 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
3760 force->destroy (); 4005 force->destroy ();
4006 }
3761 4007
3762 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3763 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3764 { 4010 {
3765 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3766 { 4012 {
3767 assign (who->contr->killer, food->name); 4013 who->contr->killer = food;
3768 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3769 who->failmsg ("Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3770 } 4016 }
3771 else 4017 else
3772 { 4018 {
3776 who->failmsg ("Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
3777 4023
3778 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3779 } 4025 }
3780 } 4026 }
4027
3781 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3782 { 4029 {
3783 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3784 { 4031 {
3785 who->failmsg ("You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3794 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3795 } 4042 }
3796 } 4043 }
3797 4044
3798 who->update_stats (); 4045 who->update_stats ();
3799}
3800
3801/**
3802 * Designed primarily to light torches/lanterns/etc.
3803 * Also burns up burnable material too. First object in the inventory is
3804 * the selected object to "burn". -b.t.
3805 */
3806void
3807apply_lighter (object *who, object *lighter)
3808{
3809 object *item;
3810 int is_player_env = 0;
3811
3812 item = find_marked_object (who);
3813 if (item)
3814 {
3815 if (lighter->last_eat && lighter->stats.food)
3816 { /* lighter gets used up */
3817 /* Split multiple lighters if they're being used up. Otherwise *
3818 * one charge from each would be used up. --DAMN */
3819 if (lighter->nrof > 1)
3820 {
3821 object *oneLighter = lighter->clone ();
3822
3823 lighter->nrof -= 1;
3824 oneLighter->nrof = 1;
3825 oneLighter->stats.food--;
3826 esrv_send_item (who, lighter);
3827 oneLighter = insert_ob_in_ob (oneLighter, who);
3828 esrv_send_item (who, oneLighter);
3829 }
3830 else
3831 lighter->stats.food--;
3832 }
3833 else if (lighter->last_eat)
3834 {
3835 /* no charges left in lighter */
3836 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3837 return;
3838 }
3839
3840 /* Perhaps we should split what we are trying to light on fire?
3841 * I can't see many times when you would want to light multiple
3842 * objects at once.
3843 */
3844
3845 if (who == item->in_player ())
3846 is_player_env = 1;
3847
3848 save_throw_object (item, AT_FIRE, who);
3849
3850 if (item->destroyed ())
3851 {
3852 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3853 /* Need to update the player so that the players glow radius
3854 * gets changed.
3855 */
3856 if (is_player_env)
3857 who->update_stats ();
3858 }
3859 else
3860 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3861 }
3862 else
3863 who->failmsg ("You need to mark a lightable object.");
3864}
3865
3866/**
3867 * op made some mistake with a scroll, this takes care of punishment.
3868 * scroll_failure()- hacked directly from spell_failure
3869 */
3870void
3871scroll_failure (object *op, int failure, int power)
3872{
3873 if (abs (failure / 4) > power)
3874 power = abs (failure / 4); /* set minimum effect */
3875
3876 if (failure <= -1 && failure > -15)
3877 { /* wonder */
3878 object *tmp;
3879
3880 op->failmsg ("Your spell warps!");
3881 tmp = get_archetype (SPELL_WONDER);
3882 cast_wonder (op, op, 0, tmp);
3883 tmp->destroy ();
3884 }
3885 else if (failure <= -15 && failure > -35)
3886 { /* drain mana */
3887 op->failmsg ("Your mana is drained!");
3888 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3889 if (op->stats.sp < 0)
3890 op->stats.sp = 0;
3891 }
3892 else if (settings.spell_failure_effects == TRUE)
3893 {
3894 if (failure <= -35 && failure > -60)
3895 { /* confusion */
3896 op->failmsg ("The magic recoils on you!");
3897 confuse_player (op, op, power);
3898 }
3899 else if (failure <= -60 && failure > -70)
3900 { /* paralysis */
3901 op->failmsg ("The magic recoils and paralyzes you!");
3902 paralyze_player (op, op, power);
3903 }
3904 else if (failure <= -70 && failure > -80)
3905 { /* blind */
3906 op->failmsg ("The magic recoils on you!");
3907 blind_player (op, op, power);
3908 }
3909 else if (failure <= -80)
3910 { /* blast the immediate area */
3911 object *tmp = get_archetype (LOOSE_MANA);
3912 cast_magic_storm (op, tmp, power);
3913 op->failmsg ("You unleash uncontrolled mana!");
3914 tmp->destroy ();
3915 }
3916 }
3917} 4046}
3918 4047
3919void 4048void
3920apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3921{ 4050{
3969 } 4098 }
3970 4099
3971 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3972 * the player ref: player.c 4101 * the player ref: player.c
3973 */ 4102 */
3974 if (change->randomitems != NULL) 4103 if (change->randomitems)
3975 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3976 4105
3977 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3978 4107
3979 /* first, look for the force object banning 4108 /* first, look for the force object banning
3980 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3981 */ 4110 */
3982 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3983 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
3984 flag_change_face = 0; 4113 flag_change_face = 0;
3985 4114
3986 if (flag_change_face) 4115 if (flag_change_face)
3987 { 4116 {
3988 pl->animation_id = GET_ANIM_ID (change);
3989 pl->face = change->face; 4117 pl->face = change->face;
3990 4118 pl->animation_id = change->animation_id;
3991 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3992 SET_FLAG (pl, FLAG_ANIMATE);
3993 else
3994 CLEAR_FLAG (pl, FLAG_ANIMATE);
3995 } 4120 }
3996 4121
3997 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
3998 /*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); */
3999 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
4000 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4001 4126
4002 break; 4127 break;
4003 } 4128 }
4004 } 4129 }
4005} 4130}
4006 4131
4007/**
4008 * This handles items of type 'transformer'.
4009 * Basically those items, used with a marked item, transform both items into something
4010 * else.
4011 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4012 * Change information is contained in the 'slaying' field of the marked item.
4013 * The format is as follow: transformer:[number ]yield[;transformer:...].
4014 * This way an item can be transformed in many things, and/or many objects.
4015 * The 'slaying' field for transformer is used as verb for the action.
4016 */
4017void
4018apply_item_transformer (object *pl, object *transformer)
4019{
4020 object *marked;
4021 object *new_item;
4022 char *find;
4023 char *separator;
4024 int yield;
4025 char got[MAX_BUF];
4026 int len;
4027
4028 if (!pl || !transformer)
4029 return;
4030
4031 marked = find_marked_object (pl);
4032
4033 if (!marked)
4034 {
4035 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4036 return;
4037 }
4038
4039 if (!marked->slaying)
4040 {
4041 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4042 return;
4043 }
4044
4045 /* check whether they are compatible or not */
4046 find = strstr (marked->slaying, transformer->arch->archname);
4047 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4048 {
4049 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4050 return;
4051 }
4052
4053 find += strlen (transformer->arch->archname) + 1;
4054 /* Item can be used, now find how many and what it yields */
4055 if (isdigit (*(find)))
4056 {
4057 yield = atoi (find);
4058 if (yield < 1)
4059 {
4060 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4061 yield = 1;
4062 }
4063 }
4064 else
4065 yield = 1;
4066
4067 while (isdigit (*find))
4068 find++;
4069
4070 while (*find == ' ')
4071 find++;
4072
4073 memset (got, 0, MAX_BUF);
4074
4075 if ((separator = strchr (find, ';')) != NULL)
4076 len = separator - find;
4077 else
4078 len = strlen (find);
4079
4080 if (len > MAX_BUF - 1)
4081 len = MAX_BUF - 1;
4082
4083 strcpy (got, find);
4084 got[len] = '\0';
4085
4086 /* Now create new item, remove used ones when required. */
4087 new_item = get_archetype (got);
4088 if (!new_item)
4089 {
4090 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4091 return;
4092 }
4093
4094 new_item->nrof = yield;
4095
4096 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4097
4098 insert_ob_in_ob (new_item, pl);
4099 esrv_send_inventory (pl, pl);
4100 /* Eat up one item */
4101 marked->decrease ();
4102
4103 /* Eat one transformer if needed */
4104 if (transformer->stats.food)
4105 if (--transformer->stats.food == 0)
4106 transformer->decrease ();
4107}
4108

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