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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.161 by elmex, Thu Jul 3 09:16:41 2008 UTC vs.
Revision 1.219 by root, Sat Jan 30 23:30:26 2010 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 122
122 return !money; 123 return !money;
123 } 124 }
124 } 125 }
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 137 buf << "The item has a story:\r" << id->msg << "\n\n";
137 138
138 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
140 break; 141 break;
141 } 142 }
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 if (shstr yield = tmp->kv (shstr_on_use_yield)) 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 168}
168 169
169/** 170/**
170 * Handles applying a potion. 171 * Handles applying a potion.
203 op->update_stats (); 204 op->update_stats ();
204 tmp->decrease (); 205 tmp->decrease ();
205 return 1; 206 return 1;
206 } 207 }
207 208
208 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
209 { 210 {
210 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
211 return 0; 212 return 0;
212 } 213 }
213 214
230 } 231 }
231 232
232 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 { 235 {
235 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
236 { 237 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 { 239 {
239 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
240 { 241 {
275 } 276 }
276 } 277 }
277 } 278 }
278 279
279 /* Just makes checking easier */ 280 /* Just makes checking easier */
280 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
281 got_one = 1; 282 got_one = 1;
282 283
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 { 285 {
285 if (got_one) 286 if (got_one)
315 */ 316 */
316 if (tmp->inv) 317 if (tmp->inv)
317 { 318 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 320 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
323 322 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 323 }
332 else 324 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 326
335 tmp->decrease (); 327 tmp->decrease ();
378 } 370 }
379 371
380 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 373 if (op->type == PLAYER)
382 { /* only for players */ 374 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 379 else
386 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
387 381
388 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
403/**************************************************************************** 397/****************************************************************************
404 * Weapon improvement code follows 398 * Weapon improvement code follows
405 ****************************************************************************/ 399 ****************************************************************************/
406 400
407/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
408 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
409 */ 418 */
410static int 419static int
411check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
412{ 421{
413 int count = 0; 422 int count = 0;
414 423
415 if (!item) 424 if (!item)
416 return 0; 425 return 0;
417 426
418 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 431 count += op->number_of ();
429 }
430 }
431 }
432 432
433 return count; 433 return count;
434} 434}
435 435
436/** 436/**
438 * op is typically the player, which is only 438 * op is typically the player, which is only
439 * really used to determine what space to look at. 439 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
441 */ 441 */
442static void 442static void
443eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 444{
445 object *prev; 445 object *prev;
446 446
447 prev = op; 447 prev = op;
448 op = op->below; 448 op = op->below;
449 449
450 while (op) 450 while (op)
451 { 451 {
452 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
453 { 453 {
454 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
455 { 455 {
456 op->decrease (nrof); 456 op->decrease (nrof);
457 return; 457 return;
466 } 466 }
467 467
468 prev = op; 468 prev = op;
469 op = op->below; 469 op = op->below;
470 } 470 }
471}
472
473/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522} 471}
523 472
524/** 473/**
525 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
582 531
583/** 532/**
584 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
586 */ 535 */
587int 536static int
588prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
589{ 538{
590 int sacrifice_count, i; 539 int sacrifice_count, i;
591 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
592 541
645 * 594 *
646 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
647 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
648 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
649 */ 598 */
650int 599static int
651improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
652{ 601{
653 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
654 603
655 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
657 606
658 if (weapon->level == 0) 607 if (weapon->level == 0)
659 { 608 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 612 return 0;
662 } 613 }
663 614
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 617 {
666 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 619 return 0;
668 } 620 }
669 621
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
671 { 624 {
672 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 627 "really want to improve it.");
675 return 0; 628 return 0;
703 weapon->last_eat++; 656 weapon->last_eat++;
704 weapon->item_power++; 657 weapon->item_power++;
705 improver->decrease (); 658 improver->decrease ();
706 return 1; 659 return 1;
707 } 660 }
661
708 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 663 {
710 weapon->magic++; 664 weapon->magic++;
711 weapon->last_eat++; 665 weapon->last_eat++;
712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
752/** 706/**
753 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
754 * 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, ...),
755 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
756 */ 710 */
757int 711static int
758check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
759{ 713{
760 object *otmp; 714 object *otmp;
761 715
762 if (op->type != PLAYER) 716 if (op->type != PLAYER)
767 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
768 return 0; 722 return 0;
769 } 723 }
770 724
771 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
772 if (!otmp) 727 if (!otmp)
773 { 728 {
774 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.>");
775 return 0; 730 return 0;
776 } 731 }
808 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 764 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 766 * changing of physical area right now.
812 */ 767 */
813int 768static int
814improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
815{ 770{
816 object *tmp; 771 object *tmp;
817 772
818 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
902 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
903 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
904 * 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
905 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
906 */ 861 */
907static int 862int
908convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
909{ 864{
910 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
911 866
912 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
913 return 0; 868 return 0;
914 869
915 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
916 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
917 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
918 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
919 874
993 item->nrof = give; 948 item->nrof = give;
994 949
995 if (nr) 950 if (nr)
996 item->nrof *= nr; 951 item->nrof *= nr;
997 952
998 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
999 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 }
1000 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 965 {
1002 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",
1003 &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);
1004 /** 968 /**
1020 * Handle apply on containers. 984 * Handle apply on containers.
1021 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1022 * 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]
1023 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1024 */ 988 */
1025int 989static int
1026apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1027{ 991{
1028 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1029 return 0; /* This might change */ 993 return 0; /* This might change */
1030 994
1043 } 1007 }
1044 1008
1045 // 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
1046 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1047 { 1011 {
1048 if (op->container == sack) 1012 if (op->container_ () == sack)
1049 { 1013 {
1050 // open on ground or inv, so close 1014 // open on ground or inv, so close
1051 op->close_container (); 1015 op->close_container ();
1052 return 1; 1016 return 1;
1053 } 1017 }
1096{ 1060{
1097 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1098 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1099 return 0; 1063 return 0;
1100 1064
1101 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1102 { 1066 {
1103 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1104 * 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
1105 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1106 */ 1070 */
1115/* push_button (altar);*/ 1079/* push_button (altar);*/
1116 } 1080 }
1117 else 1081 else
1118 { 1082 {
1119 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1120 push_button (altar); 1084 push_button (altar, originator);
1121 } 1085 }
1122 1086
1123 return !sacrifice; 1087 return !sacrifice;
1124 } 1088 }
1125 else 1089 else
1142 1106
1143 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1144 1108
1145 bool has_unpaid = false; 1109 bool has_unpaid = false;
1146 1110
1147 // 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
1148 // a quick and small change :( 1112 // a quick and small change :(
1149 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1150 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1151 { 1115 {
1152 has_unpaid = true; 1116 has_unpaid = true;
1153 break; 1117 break;
1154 } 1118 }
1155 1119
1156 if (op->type != PLAYER) 1120 if (!op->is_player ())
1157 { 1121 {
1158 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1159 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1160 * the shop. 1124 * the shop.
1161 */ 1125 */
1165 1129
1166 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1167 { 1131 {
1168 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);
1169 1133
1134 if (i >= 0)
1170 tmp->remove (); 1135 tmp->move (i);
1171
1172 if (i == -1)
1173 i = 0;
1174
1175 tmp->map = op->map;
1176 tmp->x = op->x + freearr_x[i];
1177 tmp->y = op->y + freearr_y[i];
1178 insert_ob_in_map (tmp, op->map, op, 0);
1179 } 1136 }
1180 } 1137 }
1181 1138
1182 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1183 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1194 if (i != -1) 1151 if (i != -1)
1195 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);
1196 1153
1197 return 0; 1154 return 0;
1198 } 1155 }
1156
1199 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1200 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1201 */ 1159 */
1202 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1203 } 1161 }
1258 * Handles applying a sign. 1216 * Handles applying a sign.
1259 */ 1217 */
1260static void 1218static void
1261apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1262{ 1220{
1263 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 }
1264 1229
1265 if (!sign->msg) 1230 if (!sign->msg)
1266 { 1231 {
1267 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 "));
1268 return; 1236 return;
1269 } 1237 }
1270 1238
1271 if (sign->stats.food) 1239 if (sign->stats.food)
1272 { 1240 {
1273 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1274 { 1242 {
1275 if (!sign->move_on) 1243 if (!sign->move_on)
1276 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1277 1245
1278 return; 1246 return;
1279 } 1247 }
1280 1248
1281 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1299 if (sign->sound) 1267 if (sign->sound)
1300 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1301 else if (autoapply) 1269 else if (autoapply)
1302 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1303 1271
1304 if (ns->can_msg)
1305 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));
1306 else
1307 {
1308 msgType = get_readable_message_type (sign);
1309 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1310 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1311 }
1312 } 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);
1313} 1306}
1314 1307
1315/** 1308/**
1316 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1317 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1331 return; 1324 return;
1332 1325
1333 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1334 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1335 */ 1328 */
1336 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1337 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1338 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1339 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1340 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1341 */ 1334 */
1348 1341
1349 recursion_depth++; 1342 recursion_depth++;
1350 if (trap->head) 1343 if (trap->head)
1351 trap = trap->head; 1344 trap = trap->head;
1352 1345
1353 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)))
1354 goto leave;
1355
1356 switch (trap->type) 1347 switch (trap->type)
1357 { 1348 {
1358 case PLAYERMOVER: 1349 case PLAYERMOVER:
1359 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:
1360 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1361 if (!trap->stats.maxsp) 1423 if (!trap->value)
1362 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1363 1426
1364 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1365 * 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
1366 */ 1442 */
1367 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1368 1444
1369 /* 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)
1370 * above with some objects have zero speed, and thus the player 1446 {
1371 * 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 }
1372 */ 1456 }
1373 if (victim->speed_left < -50.f) 1457 break;
1374 victim->speed_left = -50.f;
1375 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1376 } 1458 }
1377 goto leave;
1378 1459
1379 case SPINNER: 1460 case CONVERTER:
1380 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1381 {
1382 victim->direction = absdir (victim->direction - trap->stats.sp);
1383 update_turn_face (victim);
1384 }
1385 goto leave;
1386
1387 case DIRECTOR:
1388 if (victim->direction && !should_director_abort (trap, victim))
1389 {
1390 victim->direction = trap->stats.sp;
1391 update_turn_face (victim);
1392 }
1393 goto leave;
1394
1395 case BUTTON:
1396 case PEDESTAL:
1397 update_button (trap);
1398 goto leave;
1399
1400 case ALTAR:
1401 /* sacrifice victim on trap */
1402 apply_altar (trap, victim, originator);
1403 goto leave;
1404
1405 case THROWN_OBJ:
1406 if (trap->inv == NULL)
1407 goto leave;
1408 /* fallthrough */
1409
1410 case ARROW:
1411 /* bad bug: monster throw a object, make a step forwards, step on object ,
1412 * trigger this here and get hit by own missile - and will be own enemy.
1413 * Victim then is his own enemy and will start to kill herself (this is
1414 * removed) but we have not synced victim and his missile. To avoid senseless
1415 * action, we avoid hits here
1416 */
1417 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1418 hit_with_arrow (trap, victim);
1419 goto leave;
1420
1421 case SPELL_EFFECT:
1422 apply_spell_effect (trap, victim);
1423 goto leave;
1424
1425 case TRAPDOOR:
1426 {
1427 int max, sound_was_played;
1428 object *ab, *ab_next;
1429
1430 if (!trap->value)
1431 { 1462 {
1432 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1433 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1434 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1435 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1436 tot += ab->head_ ()->total_weight ();
1437
1438 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1439 goto leave;
1440
1441 SET_ANIMATION (trap, trap->value);
1442 update_object (trap, UP_OBJ_FACE);
1443 } 1465 }
1444 1466
1445 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))
1446 { 1489 {
1447 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1448 * ab->above would be bogus 1491 * players output.
1449 */ 1492 */
1450 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1451 1495
1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1453 { 1497 victim->enter_exit (trap);
1454 if (!sound_was_played)
1455 {
1456 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1457 sound_was_played = 1;
1458 }
1459
1460 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1461 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1462 }
1463 } 1498 }
1464 goto leave; 1499 break;
1465 }
1466 1500
1467 case CONVERTER:
1468 if (convert_item (victim, trap) < 0)
1469 {
1470 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1471 archetype::get (shstr_burnout)->insert_at (trap, trap);
1472 }
1473
1474 goto leave;
1475
1476 case TRIGGER_BUTTON:
1477 case TRIGGER_PEDESTAL:
1478 case TRIGGER_ALTAR:
1479 check_trigger (trap, victim);
1480 goto leave;
1481
1482 case DEEP_SWAMP:
1483 walk_on_deep_swamp (trap, victim);
1484 goto leave;
1485
1486 case CHECK_INV:
1487 check_inv (victim, trap);
1488 goto leave;
1489
1490 case HOLE:
1491 /* Hole not open? */
1492 if (trap->stats.wc > 0)
1493 goto leave;
1494
1495 /* Is this a multipart monster and not the head? If so, return.
1496 * Processing will happen if the head runs into the pit
1497 */
1498 if (victim->head)
1499 goto leave;
1500
1501 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1502 victim->statusmsg ("You fall through the hole!", NDI_RED);
1503 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1504 goto leave;
1505
1506 case EXIT:
1507 if (victim->type == PLAYER && EXIT_PATH (trap))
1508 {
1509 /* Basically, don't show exits leading to random maps the
1510 * players output.
1511 */
1512 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1513 victim->statusmsg (trap->msg, NDI_NAVY);
1514
1515 trap->play_sound (trap->sound);
1516 victim->enter_exit (trap);
1517 }
1518 goto leave;
1519
1520 case ENCOUNTER: 1501 case ENCOUNTER:
1521 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1522 goto leave; 1503 break;
1523 1504
1524 case SHOP_MAT: 1505 case SHOP_MAT:
1525 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1526 goto leave; 1507 break;
1527 1508
1528 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1529 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1530 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1531 goto leave; 1512 break;
1532 1513
1533 case SIGN: 1514 case SIGN:
1534 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1535 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1536 1517
1537 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1538 goto leave; 1519 break;
1539 1520
1540 case CONTAINER: 1521 case CONTAINER:
1541 apply_container (victim, trap); 1522 apply_container (victim, trap);
1542 goto leave; 1523 break;
1543 1524
1544 case RUNE: 1525 case RUNE:
1545 case TRAP: 1526 case TRAP:
1546 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1547 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1548 goto leave; 1529 break;
1549 1530
1550 default: 1531 default:
1551 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 "
1552 "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);
1553 goto leave; 1534 break;
1554 } 1535 }
1555 1536
1556leave:
1557 recursion_depth--; 1537 recursion_depth--;
1558} 1538}
1559 1539
1560/** 1540/**
1561 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1572 return; 1552 return;
1573 } 1553 }
1574 1554
1575 if (!tmp->msg) 1555 if (!tmp->msg)
1576 { 1556 {
1577 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));
1578 return; 1558 return;
1579 } 1559 }
1580 1560
1581 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1582 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1600 1580
1601 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1602 1582
1603 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1604 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1605 if (ns->can_msg)
1606 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));
1607 else
1608 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1609 msgType->message_type, msgType->message_subtype,
1610 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1611 long_desc (tmp, op), &tmp->msg);
1612 1586
1613 /* gain xp from reading */ 1587 /* gain xp from reading */
1614 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1615 { /* only if not read before */ 1589 { /* only if not read before */
1616 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1624 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1625 } 1599 }
1626 1600
1627 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1628 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 }
1629 } 1656 }
1630} 1657}
1631 1658
1632/** 1659/**
1633 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1739 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1740 * legacy spellbooks 1767 * legacy spellbooks
1741 */ 1768 */
1742 if (tmp->slaying) 1769 if (tmp->slaying)
1743 { 1770 {
1744 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1745 if (!spell) 1773 if (!spell)
1746 { 1774 {
1747 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));
1748 return; 1776 return;
1749 } 1777 }
1770 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);
1771 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!");
1772 return; 1800 return;
1773 } 1801 }
1774 1802
1775 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1803 int learn_level = sqrtf (spell->level) * 1.5f;
1804 if (skop->level < learn_level)
1776 { 1805 {
1777 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));
1778 return; 1808 return;
1779 } 1809 }
1780 1810
1781 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));
1782 1812
1824 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1825 */ 1855 */
1826 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1827 { 1857 {
1828 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!");
1829 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));
1830 } 1860 }
1831 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1832 (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])
1833 { 1863 {
1834 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1939 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1940 break; 1970 break;
1941 } 1971 }
1942 1972
1943 if (!tmp->destroyed () && !tmp->inv) 1973 if (!tmp->destroyed () && !tmp->inv)
1944 tmp->decrease (); 1974 tmp->decrease (true);
1945}
1946
1947/**
1948 * op eats food.
1949 * If player, takes care of messages and dragon special food.
1950 */
1951static void
1952apply_food (object *op, object *tmp)
1953{
1954 int capacity_remaining;
1955
1956 if (op->type != PLAYER)
1957 op->stats.hp = op->stats.maxhp;
1958 else
1959 {
1960 /* check if this is a dragon (player), eating some flesh */
1961 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1962 ;
1963 else
1964 {
1965 /* usual case - no dragon meal: */
1966 if (op->stats.food + tmp->stats.food > 999)
1967 {
1968 if (tmp->type == FOOD || tmp->type == FLESH)
1969 op->failmsg ("You feel full, but what a waste of food!");
1970 else
1971 op->statusmsg ("Most of the drink goes down your face not your throat!");
1972 }
1973
1974 tmp->play_sound (
1975 tmp->sound
1976 ? tmp->sound
1977 : tmp->type == DRINK
1978 ? sound_find ("eat_drink")
1979 : sound_find ("eat_food")
1980 );
1981
1982 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1983 {
1984 const char *buf;
1985
1986 if (!is_dragon_pl (op))
1987 {
1988 /* eating message for normal players */
1989 if (tmp->type == DRINK)
1990 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1991 else
1992 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1993 }
1994 else
1995 /* eating message for dragon players */
1996 buf = format ("The %s tasted terrible!", &tmp->name);
1997
1998 op->statusmsg (buf);
1999
2000 capacity_remaining = 999 - op->stats.food;
2001 op->stats.food += tmp->stats.food;
2002 if (capacity_remaining < tmp->stats.food)
2003 op->stats.hp += capacity_remaining / 50;
2004 else
2005 op->stats.hp += tmp->stats.food / 50;
2006
2007 if (op->stats.hp > op->stats.maxhp)
2008 op->stats.hp = op->stats.maxhp;
2009 if (op->stats.food > 999)
2010 op->stats.food = 999;
2011 }
2012
2013 /* special food hack -b.t. */
2014 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2015 eat_special_food (op, tmp);
2016 }
2017 }
2018
2019 handle_apply_yield (tmp);
2020 tmp->decrease ();
2021} 1975}
2022 1976
2023/** 1977/**
2024 * A dragon is eating some flesh. If the flesh contains resistances, 1978 * A dragon is eating some flesh. If the flesh contains resistances,
2025 * 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.
2028 * object *op the object (dragon player) eating the flesh 1982 * object *op the object (dragon player) eating the flesh
2029 * object *meal the flesh item, getting chewed in dragon's mouth 1983 * object *meal the flesh item, getting chewed in dragon's mouth
2030 * return: 1984 * return:
2031 * int 1 if eating successful, 0 if it doesn't work 1985 * int 1 if eating successful, 0 if it doesn't work
2032 */ 1986 */
2033int 1987static int
2034dragon_eat_flesh (object *op, object *meal) 1988dragon_eat_flesh (object *op, object *meal)
2035{ 1989{
2036 object *skin = NULL; /* pointer to dragon skin force */ 1990 object *skin = NULL; /* pointer to dragon skin force */
2037 object *abil = NULL; /* pointer to dragon ability force */ 1991 object *abil = NULL; /* pointer to dragon ability force */
2038 object *tmp = NULL; /* tmp. object */ 1992 object *tmp = NULL; /* tmp. object */
2044 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2045 int winners = 0; /* number of winners */ 1999 int winners = 0; /* number of winners */
2046 int i; /* index */ 2000 int i; /* index */
2047 2001
2048 /* let's make sure and doublecheck the parameters */ 2002 /* let's make sure and doublecheck the parameters */
2049 if (meal->type != FLESH || !is_dragon_pl (op)) 2003 if (meal->type != FLESH || !op->is_dragon ())
2050 return 0; 2004 return 0;
2051 2005
2052 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2053 from the player's inventory */ 2007 from the player's inventory */
2054 for (tmp = op->inv; tmp; tmp = tmp->below) 2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2070 op->stats.hp += meal->stats.food / 50; 2024 op->stats.hp += meal->stats.food / 50;
2071 2025
2072 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2073 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2074 2028
2075 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2076 2030
2077 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2078 2032
2079 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2080 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2090 2044
2091 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2092 flesh is too rare */ 2046 flesh is too rare */
2093 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2094 2048
2095 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2096 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2097 2051
2098 if (chance >= 0.) 2052 if (chance >= 0.)
2099 chance += 1.; 2053 chance += 1.;
2100 else 2054 else
2101 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2102 2056
2103 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2104 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2105 2059
2106 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2107 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2108 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2109 2063
2110 /* 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!) */
2111 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2112 { 2066 {
2113 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2114 winners++; 2068 winners++;
2115 } 2069 }
2116 2070
2144 op->statusmsg (buf); 2098 op->statusmsg (buf);
2145 2099
2146 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2147 i = -1; 2101 i = -1;
2148 if (winners > 0) 2102 if (winners > 0)
2149 i = atnr_winner[RANDOM () % winners]; 2103 i = atnr_winner [rndm (winners)];
2150 2104
2151 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2152 { 2106 {
2153 /* resistance increased! */ 2107 /* resistance increased! */
2154 skin->resist[i]++; 2108 skin->resist[i]++;
2176 abil->last_eat = 0; 2130 abil->last_eat = 0;
2177 } 2131 }
2178 } 2132 }
2179 2133
2180 return 1; 2134 return 1;
2135}
2136
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 ();
2181} 2211}
2182 2212
2183/** 2213/**
2184 * Handles applying an improve armor scroll. 2214 * Handles applying an improve armor scroll.
2185 * Does some sanity checks, then calls improve_armour. 2215 * Does some sanity checks, then calls improve_armour.
2250 * 2280 *
2251 * 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
2252 * 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
2253 * 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).
2254 */ 2284 */
2255int 2285static int
2256is_legal_2ways_exit (object *op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2257{ 2287{
2258 if (exit->stats.exp != 1) 2288 if (exit->stats.exp != 1)
2259 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 */
2260 2290
2326 return 1; 2356 return 1;
2327 } 2357 }
2328 } 2358 }
2329 2359
2330 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 ();
2331} 2708}
2332 2709
2333/** 2710/**
2334 * Main apply handler. 2711 * Main apply handler.
2335 * 2712 *
2338 * Return value: 2715 * Return value:
2339 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2340 * 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
2341 * 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
2342 * 2719 *
2343 * 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
2344 * being applied. 2721 * being applied.
2345 * 2722 *
2346 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2347 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2348 */ 2725 */
2349int 2726int
2350manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2351{ 2728{
2352 tmp = tmp->head_ (); 2729 op = op->head_ ();
2353 2730
2354 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2355 { 2732 {
2356 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2357 { 2734 {
2735 examine (who, op);
2358 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
2359 return 1; 2737 return 1;
2360 } 2738 }
2361 else 2739 else
2362 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2363 } 2741 }
2364 2742
2365 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2366 return RESULT_INT (0); 2744 return RESULT_INT (0);
2367 2745
2368 switch (tmp->type) 2746 switch (op->type)
2369 { 2747 {
2370 case CF_HANDLE: 2748 case T_HANDLE:
2371 op->play_sound (sound_find ("turn_handle")); 2749 who->play_sound (sound_find ("turn_handle"));
2372 op->statusmsg ("You turn the handle."); 2750 who->statusmsg ("You turn the handle.");
2373 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2374 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2375 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2376 push_button (tmp); 2754 push_button (op, who);
2377 return 1; 2755 return 1;
2378 2756
2379 case TRIGGER: 2757 case TRIGGER:
2380 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2381 { 2759 {
2382 op->statusmsg ("You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2383 op->play_sound (sound_find ("turn_handle")); 2761 who->play_sound (sound_find ("turn_handle"));
2384 } 2762 }
2385 else 2763 else
2386 op->failmsg ("The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2387 2765
2388 return 1; 2766 return 1;
2389 2767
2390 case EXIT: 2768 case EXIT:
2391 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2392 return 0; 2770 return 0;
2393 2771
2394 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2395 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)));
2396 else 2774 else
2397 { 2775 {
2398 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2399 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2400 op->statusmsg (tmp->msg, NDI_NAVY); 2778 who->statusmsg (op->msg, NDI_NAVY);
2401 2779
2402 op->enter_exit (tmp); 2780 who->enter_exit (op);
2403 } 2781 }
2404 2782
2405 return 1; 2783 return 1;
2406 2784
2407 case INSCRIBABLE: 2785 case INSCRIBABLE:
2408 op->statusmsg (tmp->msg); 2786 who->statusmsg (op->msg);
2409 // 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
2410 return 1; 2788 return 1;
2411 2789
2412 case SIGN: 2790 case SIGN:
2413 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2414 return 1; 2792 return 1;
2415 2793
2416 case BOOK: 2794 case BOOK:
2417 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2418 { 2796 {
2419 apply_book (op, tmp); 2797 apply_book (who, op);
2420 return 1; 2798 return 1;
2421 } 2799 }
2422 else 2800 else
2423 return 0; 2801 return 0;
2424 2802
2425 case SKILLSCROLL: 2803 case SKILLSCROLL:
2426 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2427 { 2805 {
2428 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2429 return 1; 2807 return 1;
2430 } 2808 }
2431 else 2809 else
2432 return 0; 2810 return 0;
2433 2811
2434 case SPELLBOOK: 2812 case SPELLBOOK:
2435 if (op->type == PLAYER) 2813 if (who->type == PLAYER)
2436 { 2814 {
2437 apply_spellbook (op, tmp); 2815 apply_spellbook (who, op);
2438 return 1; 2816 return 1;
2439 } 2817 }
2440 else 2818 else
2441 return 0; 2819 return 0;
2442 2820
2443 case SCROLL: 2821 case SCROLL:
2444 apply_scroll (op, tmp, 0); 2822 apply_scroll (who, op, 0);
2445 return 1; 2823 return 1;
2446 2824
2447 case POTION: 2825 case POTION:
2448 apply_potion (op, tmp); 2826 apply_potion (who, op);
2449 return 1; 2827 return 1;
2450 2828
2451 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2452 //TODO: remove, as it is unsed? 2830 //TODO: remove, as it is unsed?
2453 case CLOSE_CON: 2831 case CLOSE_CON:
2454 apply_container (op, tmp->env); 2832 apply_container (who, op->env);
2455 return 1; 2833 return 1;
2456 2834
2457 case CONTAINER: 2835 case CONTAINER:
2458 apply_container (op, tmp); 2836 apply_container (who, op);
2459 return 1; 2837 return 1;
2460 2838
2461 case TREASURE: 2839 case TREASURE:
2462 if (op->type == PLAYER) 2840 if (who->type == PLAYER)
2463 { 2841 {
2464 apply_treasure (op, tmp); 2842 apply_treasure (who, op);
2465 return 1; 2843 return 1;
2466 } 2844 }
2467 else 2845 else
2468 return 0; 2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2469 2852
2470 case WEAPON: 2853 case WEAPON:
2471 case ARMOUR: 2854 case ARMOUR:
2472 case BOOTS: 2855 case BOOTS:
2473 case GLOVES: 2856 case GLOVES:
2481 case WAND: 2864 case WAND:
2482 case ROD: 2865 case ROD:
2483 case HORN: 2866 case HORN:
2484 case SKILL: 2867 case SKILL:
2485 case BOW: 2868 case BOW:
2486 case LAMP:
2487 case BUILDER: 2869 case BUILDER:
2488 case SKILL_TOOL: 2870 case SKILL_TOOL:
2489 if (tmp->env != op) 2871 if (op->env != who)
2490 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2491 2873
2492 apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2493 return 1; 2875 return 1;
2494 2876
2495 case DRINK: 2877 case DRINK:
2496 case FOOD: 2878 case FOOD:
2497 case FLESH: 2879 case FLESH:
2498 apply_food (op, tmp); 2880 apply_food (who, op);
2499 return 1; 2881 return 1;
2500 2882
2501 case POISON: 2883 case POISON:
2502 apply_poison (op, tmp); 2884 apply_poison (who, op);
2503 return 1; 2885 return 1;
2504 2886
2505 case SAVEBED: 2887 case SAVEBED:
2506 return 1; 2888 return 1;
2507 2889
2508 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2509 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2510 { 2892 {
2511 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2512 return 1; 2894 return 1;
2513 } 2895 }
2514 else 2896 else
2515 return 0; 2897 return 0;
2516 2898
2517 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2518 check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2519 return 1; 2901 return 1;
2520 2902
2521 case CLOCK: 2903 case CLOCK:
2522 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2523 { 2905 {
2524 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2525 timeofday_t tod; 2907 timeofday_t tod;
2526 2908
2527 get_tod (&tod); 2909 get_tod (&tod);
2528 op->play_sound (sound_find ("sound_clock")); 2910 who->play_sound (sound_find ("sound_clock"));
2529 op->statusmsg (format ( 2911 who->statusmsg (format (
2530 "It is %d minute%s past %d o'clock %s", 2912 "It is %d minute%s past %d o'clock %s",
2531 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2532 ((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")
2533 )); 2915 ));
2534 return 1; 2916 return 1;
2535 } 2917 }
2536 else 2918 else
2537 return 0; 2919 return 0;
2538 2920
2539 case MENU: 2921 case MENU:
2540 if (op->type == PLAYER) 2922 if (who->type == PLAYER)
2541 { 2923 {
2542 shop_listing (tmp, op); 2924 shop_listing (op, who);
2543 return 1; 2925 return 1;
2544 } 2926 }
2545 else 2927 else
2546 return 0; 2928 return 0;
2547 2929
2548 case POWER_CRYSTAL: 2930 case POWER_CRYSTAL:
2549 apply_power_crystal (op, tmp); /* see egoitem.c */ 2931 apply_power_crystal (who, op); /* see egoitem.c */
2550 return 1; 2932 return 1;
2551 2933
2552 case LIGHTER: /* for lighting torches/lanterns/etc */ 2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2553 if (op->type == PLAYER) 2935 if (who->type == PLAYER)
2554 { 2936 {
2555 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2556 return 1; 2938 return 1;
2557 } 2939 }
2558 else 2940 else
2559 return 0; 2941 return 0;
2560 2942
2561 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2562 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2563 return 1; 2945 return 1;
2564 2946
2565 default: 2947 default:
2566 return 0; 2948 return 0;
2567 } 2949 }
2619 * 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
2620 * 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
2621 * 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
2622 * not return a proper value. 3004 * not return a proper value.
2623 */ 3005 */
2624 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)
2625 { 3007 {
2626 next = tmp->below; 3008 next = tmp->below;
2627 3009
2628 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2629 floors++; 3011 floors++;
2634 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2635 * 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
2636 * the item needs. 3018 * the item needs.
2637 */ 3019 */
2638 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2639 {
2640 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2641 return; 3022 return;
2642 } 3023
2643 if (floors >= 2) 3024 if (floors >= 2)
2644 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2645 } 3026 }
2646} 3027}
2647 3028
2720 case CLOAK: 3101 case CLOAK:
2721 who->statusmsg (format ("You unwear %s.", query_name (op))); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2722 change_abil (who, op); 3103 change_abil (who, op);
2723 break; 3104 break;
2724 3105
2725 case LAMP:
2726 {
2727 who->statusmsg (format ("You turn off your %s.", &op->name));
2728
2729 object *tmp2 = arch_to_object (op->other_arch);
2730 tmp2->x = op->x;
2731 tmp2->y = op->y;
2732 tmp2->map = op->map;
2733 tmp2->below = op->below;
2734 tmp2->above = op->above;
2735 tmp2->stats.food = op->stats.food;
2736 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2737
2738 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2739 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2740
2741 op->destroy ();
2742 who->insert (tmp2);
2743 who->update_stats ();
2744
2745 if (who->contr)
2746 {
2747 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2748 {
2749 who->failmsg ("Oops, it feels deadly cold!");
2750 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2751 }
2752 }
2753 }
2754
2755 return 1; /* otherwise, an attempt to drop causes problems */
2756
2757 case BOW: 3106 case BOW:
2758 case WAND: 3107 case WAND:
2759 case ROD: 3108 case ROD:
2760 case HORN: 3109 case HORN:
2761 if (player *pl = who->contr) 3110 if (player *pl = who->contr)
2840#define CANNOT_REMOVE_CURSED \ 3189#define CANNOT_REMOVE_CURSED \
2841 "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. " \
2842 "Praying over an altar, scrolls of remove curse/damnation, " \ 3191 "Praying over an altar, scrolls of remove curse/damnation, " \
2843 "priests or even other players might help.>" 3192 "priests or even other players might help.>"
2844 3193
2845int 3194static int
2846unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2847{ 3196{
2848 if (op->is_range ()) 3197 if (op->is_range ())
2849 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2850 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3168 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3169 */ 3518 */
3170 who->change_skill (skop); 3519 who->change_skill (skop);
3171 } 3520 }
3172 3521
3173 if (who->type == PLAYER 3522 if (!check_item_power (who, op->item_power))
3174 && op->item_power
3175 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3176 { 3523 {
3177 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);
3178 return 1; 3525 return 1;
3179 } 3526 }
3180 3527
3188 return RESULT_INT (0); 3535 return RESULT_INT (0);
3189 3536
3190 switch (op->type) 3537 switch (op->type)
3191 { 3538 {
3192 case WEAPON: 3539 case WEAPON:
3193 if (!check_weapon_power (who, op->last_eat))
3194 {
3195 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3196
3197 if (tmp)
3198 insert_ob_in_ob (tmp, who);
3199
3200 return 1;
3201 }
3202
3203 //TODO: this obviously fails for players using a shorter prefix 3540 //TODO: this obviously fails for players using a shorter prefix
3204 // i.e. "R" can use Ragnarok's sword. 3541 // i.e. "R" can use Ragnarok's sword.
3205 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3542 if (op->level && !op->name.starts_with (who->name))
3206 { 3543 {
3207 /* 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. */
3208 /* (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) */
3209 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.>");
3210 3547
3244 case AMULET: 3581 case AMULET:
3245 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3246 who->statusmsg (format ("You wear %s.", query_name (op))); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3247 change_abil (who, op); 3584 change_abil (who, op);
3248 break; 3585 break;
3249
3250 case LAMP:
3251 if (op->stats.food < 1)
3252 {
3253 who->failmsg (format (
3254 "Your %s is out of fuel! "
3255 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3256 &op->name
3257 ));
3258 return 1;
3259 }
3260
3261 who->statusmsg (format ("You turn on your %s.", &op->name));
3262
3263 tmp2 = arch_to_object (op->other_arch);
3264 tmp2->stats.food = op->stats.food;
3265 SET_FLAG (tmp2, FLAG_APPLIED);
3266
3267 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3268 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3269
3270 who->insert (tmp2);
3271
3272 /* Remove the old lantern */
3273 op->destroy ();
3274
3275 /* insert the portion that was split off */
3276 if (tmp)
3277 who->insert (tmp);
3278
3279 who->update_stats ();
3280
3281 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3282 if (who->type == PLAYER)
3283 {
3284 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3285 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3286 }
3287
3288 return 0;
3289 3586
3290 case SKILL_TOOL: 3587 case SKILL_TOOL:
3291 // applying a skill tool also readies the skill 3588 // applying a skill tool also readies the skill
3292 SET_FLAG (op, FLAG_APPLIED); 3589 SET_FLAG (op, FLAG_APPLIED);
3293 3590
3373 } 3670 }
3374 3671
3375 break; 3672 break;
3376 3673
3377 case BOW: 3674 case BOW:
3378 if (!check_weapon_power (who, op->last_eat)) 3675 if (op->level && !op->name.starts_with (who->name))
3379 {
3380 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3381
3382 if (tmp)
3383 insert_ob_in_ob (tmp, who);
3384
3385 return 1;
3386 }
3387
3388 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3389 { 3676 {
3390 who->failmsg ("The weapon does not recognize you as its owner. " 3677 who->failmsg ("The weapon does not recognize you as its owner. "
3391 "H<Its name indicates that it belongs to somebody else.>"); 3678 "H<Its name indicates that it belongs to somebody else.>");
3392 if (tmp) 3679 if (tmp)
3393 insert_ob_in_ob (tmp, who); 3680 insert_ob_in_ob (tmp, who);
3467 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3468 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3469 { 3756 {
3470 who->failmsg ( 3757 who->failmsg (
3471 "Oops, it feels deadly cold! " 3758 "Oops, it feels deadly cold! "
3472 "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.>"
3473 ); 3760 );
3474 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3475 } 3762 }
3476 3763
3477 if (object *pl = op->visible_to ()) 3764 if (object *pl = op->visible_to ())
3478 esrv_send_item (pl, op); 3765 esrv_send_item (pl, op);
3479 3766
3480 return 0; 3767 return 0;
3481} 3768}
3482 3769
3483int
3484monster_apply_special (object *who, object *op, int aflags)
3485{
3486 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3487 return 1;
3488
3489 return apply_special (who, op, aflags);
3490}
3491
3492/** 3770/**
3493 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3494 * 3772 *
3495 * Generates shop floor's item, and treasures. 3773 * Generates shop floor's item, and treasures.
3496 */ 3774 */
3497int 3775int
3498auto_apply (object *op) 3776auto_apply (object *op)
3499{ 3777{
3500 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3501 int i; 3779 int i;
3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3502 3782
3503 switch (op->type) 3783 switch (op->type)
3504 { 3784 {
3505 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3506 if (!op->has_random_items ()) 3786 if (!op->has_random_items ())
3508 3788
3509 do 3789 do
3510 { 3790 {
3511 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3512 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3513 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
3514 if (tmp == NULL) 3798 if (tmp == NULL)
3515 return 0; 3799 return 0;
3800
3516 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3517 { 3802 {
3518 tmp->destroy (); 3803 tmp->destroy ();
3519 tmp = NULL; 3804 tmp = NULL;
3520 } 3805 }
3523 3808
3524 tmp->x = op->x; 3809 tmp->x = op->x;
3525 tmp->y = op->y; 3810 tmp->y = op->y;
3526 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3527 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3528 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3529 identify (tmp); 3813 identify (tmp);
3530 break; 3814 break;
3531 3815
3532 case TREASURE: 3816 case TREASURE:
3533 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3540 /* 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,
3541 * 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
3542 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3543 * that is put inside other objects. 3827 * that is put inside other objects.
3544 */ 3828 */
3545 for (tmp = op->inv; tmp; tmp = tmp2)
3546 {
3547 tmp2 = tmp->below;
3548 tmp->remove ();
3549
3550 if (op->env) 3829 if (op->env)
3551 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3552 else 3831 op->env->insert (op->inv);
3553 tmp->destroy ();
3554 }
3555 3832
3556 op->destroy (); 3833 op->destroy ();
3557 break; 3834 break;
3558 } 3835 }
3559 return tmp ? 1 : 0; 3836
3837 return !!tmp;
3560} 3838}
3561 3839
3562/** 3840/**
3563 * 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
3564 * is loaded or swapped in and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3578 3856
3579 if (tmp->inv) 3857 if (tmp->inv)
3580 { 3858 {
3581 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3582 3860
3583 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3584 { 3862 {
3585 invnext = invtmp->below; 3863 invnext = invtmp->below;
3586 3864
3587 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3588 auto_apply (invtmp); 3866 auto_apply (invtmp);
3589 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3590 { 3868 {
3591 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3592 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3593 3871
3594 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3595 } 3873 }
3596 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3601 * treasure again for this object 3879 * treasure again for this object
3602 */ 3880 */
3603 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3604 } 3882 }
3605 } 3883 }
3884
3606 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3607 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3608 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3609 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3610 * MSW 2004-05-13 3889 * MSW 2004-05-13
3614 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3615 */ 3894 */
3616 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3617 || 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)
3618 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3619
3620 } 3898 }
3621 3899
3622 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3623 auto_apply (tmp); 3901 auto_apply (tmp);
3624 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 ())
3657 } 3935 }
3658 3936
3659 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3660 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3661 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3662 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3663} 3941}
3664 3942
3665/** 3943/**
3666 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3667 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3672eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3673{ 3951{
3674 object *force; 3952 object *force;
3675 int i, did_one = 0; 3953 int i, did_one = 0;
3676 3954
3677 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3678 3958
3679 for (i = 0; i < NUM_STATS; i++)
3680 if (sint8 k = food->stats.stat (i))
3681 {
3682 force->stats.stat (i) = k;
3683 did_one = 1;
3684 }
3685
3686 /* check if we can protect the eater */
3687 for (i = 0; i < NROFATTACKS; i++)
3688 {
3689 if (food->resist[i] > 0)
3690 {
3691 force->resist[i] = food->resist[i] / 2;
3692 did_one = 1;
3693 }
3694 }
3695
3696 if (did_one)
3697 {
3698 force->set_speed (0.1);
3699 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3700 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3701 SET_FLAG (force, FLAG_APPLIED); 3961
3702 change_abil (who, force); 3962 if (force = who->force_find (key))
3703 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;
3704 } 3973 }
3705 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
3706 force->destroy (); 4005 force->destroy ();
4006 }
3707 4007
3708 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3709 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3710 { 4010 {
3711 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3741 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3742 } 4042 }
3743 } 4043 }
3744 4044
3745 who->update_stats (); 4045 who->update_stats ();
3746}
3747
3748/**
3749 * Designed primarily to light torches/lanterns/etc.
3750 * Also burns up burnable material too. First object in the inventory is
3751 * the selected object to "burn". -b.t.
3752 */
3753void
3754apply_lighter (object *who, object *lighter)
3755{
3756 object *item;
3757 int is_player_env = 0;
3758
3759 item = find_marked_object (who);
3760 if (item)
3761 {
3762 if (lighter->last_eat && lighter->stats.food)
3763 { /* lighter gets used up */
3764 object *oneLighter = lighter->split ();
3765 oneLighter->stats.food--;
3766 who->insert (oneLighter);
3767 }
3768 else if (lighter->last_eat)
3769 {
3770 /* no charges left in lighter */
3771 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3772 return;
3773 }
3774
3775 /* Perhaps we should split what we are trying to light on fire?
3776 * I can't see many times when you would want to light multiple
3777 * objects at once.
3778 */
3779
3780 if (who == item->in_player ())
3781 is_player_env = 1;
3782
3783 save_throw_object (item, AT_FIRE, who);
3784
3785 if (item->destroyed ())
3786 {
3787 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3788 /* Need to update the player so that the players glow radius
3789 * gets changed.
3790 */
3791 if (is_player_env)
3792 who->update_stats ();
3793 }
3794 else
3795 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3796 }
3797 else
3798 who->failmsg ("You need to mark a lightable object.");
3799}
3800
3801/**
3802 * op made some mistake with a scroll, this takes care of punishment.
3803 * scroll_failure()- hacked directly from spell_failure
3804 */
3805void
3806scroll_failure (object *op, int failure, int power)
3807{
3808 if (abs (failure / 4) > power)
3809 power = abs (failure / 4); /* set minimum effect */
3810
3811 if (failure <= -1 && failure > -15)
3812 { /* wonder */
3813 object *tmp;
3814
3815 op->failmsg ("Your spell warps!");
3816 tmp = get_archetype (SPELL_WONDER);
3817 cast_wonder (op, op, 0, tmp);
3818 tmp->destroy ();
3819 }
3820 else if (failure <= -15 && failure > -35)
3821 { /* drain mana */
3822 op->failmsg ("Your mana is drained!");
3823 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3824 if (op->stats.sp < 0)
3825 op->stats.sp = 0;
3826 }
3827 else if (settings.spell_failure_effects == TRUE)
3828 {
3829 if (failure <= -35 && failure > -60)
3830 { /* confusion */
3831 op->failmsg ("The magic recoils on you!");
3832 confuse_player (op, op, power);
3833 }
3834 else if (failure <= -60 && failure > -70)
3835 { /* paralysis */
3836 op->failmsg ("The magic recoils and paralyzes you!");
3837 paralyze_player (op, op, power);
3838 }
3839 else if (failure <= -70 && failure > -80)
3840 { /* blind */
3841 op->failmsg ("The magic recoils on you!");
3842 blind_player (op, op, power);
3843 }
3844 else if (failure <= -80)
3845 { /* blast the immediate area */
3846 object *tmp = get_archetype (LOOSE_MANA);
3847 cast_magic_storm (op, tmp, power);
3848 op->failmsg ("You unleash uncontrolled mana!");
3849 tmp->destroy ();
3850 }
3851 }
3852} 4046}
3853 4047
3854void 4048void
3855apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3856{ 4050{
3904 } 4098 }
3905 4099
3906 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3907 * the player ref: player.c 4101 * the player ref: player.c
3908 */ 4102 */
3909 if (change->randomitems != NULL) 4103 if (change->randomitems)
3910 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3911 4105
3912 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3913 4107
3914 /* first, look for the force object banning 4108 /* first, look for the force object banning
3915 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3916 */ 4110 */
3917 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3918 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
3919 flag_change_face = 0; 4113 flag_change_face = 0;
3920 4114
3921 if (flag_change_face) 4115 if (flag_change_face)
3922 { 4116 {
3923 pl->face = change->face; 4117 pl->face = change->face;
3925 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3926 } 4120 }
3927 4121
3928 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
3929 /*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); */
3930 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
3931 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3932 4126
3933 break; 4127 break;
3934 } 4128 }
3935 } 4129 }
3936} 4130}
3937 4131
3938/**
3939 * This handles items of type 'transformer'.
3940 * Basically those items, used with a marked item, transform both items into something
3941 * else.
3942 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3943 * Change information is contained in the 'slaying' field of the marked item.
3944 * The format is as follow: transformer:[number ]yield[;transformer:...].
3945 * This way an item can be transformed in many things, and/or many objects.
3946 * The 'slaying' field for transformer is used as verb for the action.
3947 */
3948void
3949apply_item_transformer (object *pl, object *transformer)
3950{
3951 object *marked;
3952 object *new_item;
3953 char *find;
3954 char *separator;
3955 int yield;
3956 char got[MAX_BUF];
3957 int len;
3958
3959 if (!pl || !transformer)
3960 return;
3961
3962 marked = find_marked_object (pl);
3963
3964 if (!marked)
3965 {
3966 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3967 return;
3968 }
3969
3970 if (!marked->slaying)
3971 {
3972 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3973 return;
3974 }
3975
3976 /* check whether they are compatible or not */
3977 find = strstr (marked->slaying, transformer->arch->archname);
3978 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3979 {
3980 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3981 return;
3982 }
3983
3984 find += strlen (transformer->arch->archname) + 1;
3985 /* Item can be used, now find how many and what it yields */
3986 if (isdigit (*(find)))
3987 {
3988 yield = atoi (find);
3989 if (yield < 1)
3990 {
3991 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3992 yield = 1;
3993 }
3994 }
3995 else
3996 yield = 1;
3997
3998 while (isdigit (*find))
3999 find++;
4000
4001 while (*find == ' ')
4002 find++;
4003
4004 memset (got, 0, MAX_BUF);
4005
4006 if ((separator = strchr (find, ';')) != NULL)
4007 len = separator - find;
4008 else
4009 len = strlen (find);
4010
4011 if (len > MAX_BUF - 1)
4012 len = MAX_BUF - 1;
4013
4014 strcpy (got, find);
4015 got[len] = '\0';
4016
4017 /* Now create new item, remove used ones when required. */
4018 new_item = get_archetype (got);
4019 if (!new_item)
4020 {
4021 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4022 return;
4023 }
4024
4025 new_item->nrof = yield;
4026
4027 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4028
4029 pl->insert (new_item);
4030 /* Eat up one item */
4031 marked->decrease ();
4032
4033 /* Eat one transformer if needed */
4034 if (transformer->stats.food)
4035 if (--transformer->stats.food == 0)
4036 transformer->decrease ();
4037}
4038

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