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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.191 by root, Mon Apr 27 01:38:48 2009 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>
25 26
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\r", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
203 op->update_stats (); 204 op->update_stats ();
204 tmp->decrease (); 205 tmp->decrease ();
205 return 1; 206 return 1;
206 } 207 }
207 208
208 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
209 { 210 {
210 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
211 return 0; 212 return 0;
212 } 213 }
213 214
230 } 231 }
231 232
232 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 { 235 {
235 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
236 { 237 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 { 239 {
239 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
240 { 241 {
275 } 276 }
276 } 277 }
277 } 278 }
278 279
279 /* Just makes checking easier */ 280 /* Just makes checking easier */
280 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
281 got_one = 1; 282 got_one = 1;
282 283
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 { 285 {
285 if (got_one) 286 if (got_one)
399 400
400/** 401/**
401 * This function just checks whether who can handle equipping an item 402 * This function just checks whether who can handle equipping an item
402 * with item_power. 403 * with item_power.
403 */ 404 */
404 405static bool
405bool
406check_item_power (object *who, int item_power) 406check_item_power (object *who, int item_power)
407{ 407{
408 if (who->type == PLAYER 408 if (who->type == PLAYER
409 && item_power 409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level) 410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
531 531
532/** 532/**
533 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
534 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
535 */ 535 */
536int 536static int
537prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
538{ 538{
539 int sacrifice_count, i; 539 int sacrifice_count, i;
540 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
541 541
594 * 594 *
595 * 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
596 * 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 ??
597 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
598 */ 598 */
599int 599static int
600improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
601{ 601{
602 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
603 603
604 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
706/** 706/**
707 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
708 * 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, ...),
709 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
710 */ 710 */
711int 711static int
712check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
713{ 713{
714 object *otmp; 714 object *otmp;
715 715
716 if (op->type != PLAYER) 716 if (op->type != PLAYER)
763 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
764 * the users level or 90) 764 * the users level or 90)
765 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
766 * changing of physical area right now. 766 * changing of physical area right now.
767 */ 767 */
768int 768static int
769improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
770{ 770{
771 object *tmp; 771 object *tmp;
772 772
773 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
857 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
858 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
859 * 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
860 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
861 */ 861 */
862static int 862int
863convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
864{ 864{
865 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
866 866
867 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
868 return 0; 868 return 0;
869 869
870 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
874 874
984 * Handle apply on containers. 984 * Handle apply on containers.
985 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
986 * 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]
987 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
988 */ 988 */
989int 989static int
990apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
991{ 991{
992 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
993 return 0; /* This might change */ 993 return 0; /* This might change */
994 994
1007 } 1007 }
1008 1008
1009 // 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
1010 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1011 { 1011 {
1012 if (op->container == sack) 1012 if (op->container_ () == sack)
1013 { 1013 {
1014 // open on ground or inv, so close 1014 // open on ground or inv, so close
1015 op->close_container (); 1015 op->close_container ();
1016 return 1; 1016 return 1;
1017 } 1017 }
1060{ 1060{
1061 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1062 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1063 return 0; 1063 return 0;
1064 1064
1065 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1066 { 1066 {
1067 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1068 * 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
1069 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1070 */ 1070 */
1106 1106
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1108 1108
1109 bool has_unpaid = false; 1109 bool has_unpaid = false;
1110 1110
1111 // 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
1112 // a quick and small change :( 1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1115 { 1115 {
1116 has_unpaid = true; 1116 has_unpaid = true;
1324 return; 1324 return;
1325 1325
1326 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1327 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1328 */ 1328 */
1329 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1330 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1331 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1332 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1333 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1334 */ 1334 */
1341 1341
1342 recursion_depth++; 1342 recursion_depth++;
1343 if (trap->head) 1343 if (trap->head)
1344 trap = trap->head; 1344 trap = trap->head;
1345 1345
1346 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)))
1347 goto leave;
1348
1349 switch (trap->type) 1347 switch (trap->type)
1350 { 1348 {
1351 case PLAYERMOVER: 1349 case PLAYERMOVER:
1352 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:
1353 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1354 if (!trap->stats.maxsp) 1423 if (!trap->value)
1355 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1356 1426
1357 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1358 * 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
1359 */ 1442 */
1360 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1361 1444
1362 /* 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)
1363 * above with some objects have zero speed, and thus the player 1446 {
1364 * 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 }
1365 */ 1456 }
1366 if (victim->speed_left < -50.f) 1457 break;
1367 victim->speed_left = -50.f;
1368 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1369 } 1458 }
1370 goto leave;
1371 1459
1372 case SPINNER: 1460 case CONVERTER:
1373 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1374 {
1375 victim->direction = absdir (victim->direction - trap->stats.sp);
1376 update_turn_face (victim);
1377 }
1378 goto leave;
1379
1380 case DIRECTOR:
1381 if (victim->direction && !should_director_abort (trap, victim))
1382 {
1383 victim->direction = trap->stats.sp;
1384 update_turn_face (victim);
1385 }
1386 goto leave;
1387
1388 case BUTTON:
1389 case PEDESTAL:
1390 update_button (trap, originator);
1391 goto leave;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 goto leave;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 goto leave;
1401 /* fallthrough */
1402
1403 case ARROW:
1404 /* bad bug: monster throw a object, make a step forwards, step on object ,
1405 * trigger this here and get hit by own missile - and will be own enemy.
1406 * Victim then is his own enemy and will start to kill herself (this is
1407 * removed) but we have not synced victim and his missile. To avoid senseless
1408 * action, we avoid hits here
1409 */
1410 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 goto leave;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 goto leave;
1417
1418 case TRAPDOOR:
1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1423 if (!trap->value)
1424 { 1462 {
1425 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1426 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
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 goto leave;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 } 1465 }
1437 1466
1438 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))
1439 { 1489 {
1440 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1441 * ab->above would be bogus 1491 * players output.
1442 */ 1492 */
1443 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1444 1495
1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1446 { 1497 victim->enter_exit (trap);
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 }
1456 } 1498 }
1457 goto leave; 1499 break;
1458 }
1459 1500
1460 case CONVERTER:
1461 if (convert_item (victim, trap) < 0)
1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 }
1466
1467 goto leave;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim);
1473 goto leave;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 goto leave;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 goto leave;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 goto leave;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 goto leave;
1500
1501 case ENCOUNTER: 1501 case ENCOUNTER:
1502 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1503 goto leave; 1503 break;
1504 1504
1505 case SHOP_MAT: 1505 case SHOP_MAT:
1506 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1507 goto leave; 1507 break;
1508 1508
1509 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1510 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1511 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1512 goto leave; 1512 break;
1513 1513
1514 case SIGN: 1514 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1516 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1517 1517
1518 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1519 goto leave; 1519 break;
1520 1520
1521 case CONTAINER: 1521 case CONTAINER:
1522 apply_container (victim, trap); 1522 apply_container (victim, trap);
1523 goto leave; 1523 break;
1524 1524
1525 case RUNE: 1525 case RUNE:
1526 case TRAP: 1526 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1529 goto leave; 1529 break;
1530 1530
1531 default: 1531 default:
1532 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 "
1533 "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);
1534 goto leave; 1534 break;
1535 } 1535 }
1536 1536
1537leave:
1538 recursion_depth--; 1537 recursion_depth--;
1539} 1538}
1540 1539
1541/** 1540/**
1542 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1553 return; 1552 return;
1554 } 1553 }
1555 1554
1556 if (!tmp->msg) 1555 if (!tmp->msg)
1557 { 1556 {
1558 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));
1559 return; 1558 return;
1560 } 1559 }
1561 1560
1562 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1563 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1603 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 */
1604 } 1603 }
1605} 1604}
1606 1605
1607/** 1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1656 }
1657}
1658
1659/**
1608 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1609 * op is the person learning the skill, tmp is the skill scroll object 1661 * op is the person learning the skill, tmp is the skill scroll object
1610 */ 1662 */
1611static void 1663static void
1612apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1714 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1715 * legacy spellbooks 1767 * legacy spellbooks
1716 */ 1768 */
1717 if (tmp->slaying) 1769 if (tmp->slaying)
1718 { 1770 {
1719 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1720 if (!spell) 1773 if (!spell)
1721 { 1774 {
1722 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));
1723 return; 1776 return;
1724 } 1777 }
1801 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1802 */ 1855 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1857 {
1805 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!");
1806 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));
1807 } 1860 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (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])
1810 { 1863 {
1811 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1917 break; 1970 break;
1918 } 1971 }
1919 1972
1920 if (!tmp->destroyed () && !tmp->inv) 1973 if (!tmp->destroyed () && !tmp->inv)
1921 tmp->decrease (true); 1974 tmp->decrease (true);
1922}
1923
1924/**
1925 * op eats food.
1926 * If player, takes care of messages and dragon special food.
1927 */
1928static void
1929apply_food (object *op, object *tmp)
1930{
1931 int capacity_remaining;
1932
1933 if (op->type != PLAYER)
1934 op->stats.hp = op->stats.maxhp;
1935 else
1936 {
1937 /* check if this is a dragon (player), eating some flesh */
1938 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1939 ;
1940 else
1941 {
1942 /* usual case - no dragon meal: */
1943 if (op->stats.food + tmp->stats.food > 999)
1944 {
1945 if (tmp->type == FOOD || tmp->type == FLESH)
1946 op->failmsg ("You feel full, but what a waste of food!");
1947 else
1948 op->statusmsg ("Most of the drink goes down your face not your throat!");
1949 }
1950
1951 tmp->play_sound (
1952 tmp->sound
1953 ? tmp->sound
1954 : tmp->type == DRINK
1955 ? sound_find ("eat_drink")
1956 : sound_find ("eat_food")
1957 );
1958
1959 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1960 {
1961 const char *buf;
1962
1963 if (!is_dragon_pl (op))
1964 {
1965 /* eating message for normal players */
1966 if (tmp->type == DRINK)
1967 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1968 else
1969 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1970 }
1971 else
1972 /* eating message for dragon players */
1973 buf = format ("The %s tasted terrible!", &tmp->name);
1974
1975 op->statusmsg (buf);
1976
1977 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50;
1981 else
1982 op->stats.hp += tmp->stats.food / 50;
1983
1984 if (op->stats.hp > op->stats.maxhp)
1985 op->stats.hp = op->stats.maxhp;
1986 if (op->stats.food > 999)
1987 op->stats.food = 999;
1988 }
1989
1990 /* special food hack -b.t. */
1991 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1992 eat_special_food (op, tmp);
1993 }
1994 }
1995
1996 handle_apply_yield (tmp);
1997 tmp->decrease ();
1998} 1975}
1999 1976
2000/** 1977/**
2001 * A dragon is eating some flesh. If the flesh contains resistances, 1978 * A dragon is eating some flesh. If the flesh contains resistances,
2002 * 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.
2005 * object *op the object (dragon player) eating the flesh 1982 * object *op the object (dragon player) eating the flesh
2006 * object *meal the flesh item, getting chewed in dragon's mouth 1983 * object *meal the flesh item, getting chewed in dragon's mouth
2007 * return: 1984 * return:
2008 * int 1 if eating successful, 0 if it doesn't work 1985 * int 1 if eating successful, 0 if it doesn't work
2009 */ 1986 */
2010int 1987static int
2011dragon_eat_flesh (object *op, object *meal) 1988dragon_eat_flesh (object *op, object *meal)
2012{ 1989{
2013 object *skin = NULL; /* pointer to dragon skin force */ 1990 object *skin = NULL; /* pointer to dragon skin force */
2014 object *abil = NULL; /* pointer to dragon ability force */ 1991 object *abil = NULL; /* pointer to dragon ability force */
2015 object *tmp = NULL; /* tmp. object */ 1992 object *tmp = NULL; /* tmp. object */
2021 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2022 int winners = 0; /* number of winners */ 1999 int winners = 0; /* number of winners */
2023 int i; /* index */ 2000 int i; /* index */
2024 2001
2025 /* let's make sure and doublecheck the parameters */ 2002 /* let's make sure and doublecheck the parameters */
2026 if (meal->type != FLESH || !is_dragon_pl (op)) 2003 if (meal->type != FLESH || !op->is_dragon ())
2027 return 0; 2004 return 0;
2028 2005
2029 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2030 from the player's inventory */ 2007 from the player's inventory */
2031 for (tmp = op->inv; tmp; tmp = tmp->below) 2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2047 op->stats.hp += meal->stats.food / 50; 2024 op->stats.hp += meal->stats.food / 50;
2048 2025
2049 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2051 2028
2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2053 2030
2054 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2055 2032
2056 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2057 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2067 2044
2068 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2069 flesh is too rare */ 2046 flesh is too rare */
2070 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2071 2048
2072 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2073 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2074 2051
2075 if (chance >= 0.) 2052 if (chance >= 0.)
2076 chance += 1.; 2053 chance += 1.;
2077 else 2054 else
2078 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2079 2056
2080 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2081 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2082 2059
2083 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2084 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2085 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2086 2063
2087 /* 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!) */
2088 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2089 { 2066 {
2090 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2091 winners++; 2068 winners++;
2092 } 2069 }
2093 2070
2156 2133
2157 return 1; 2134 return 1;
2158} 2135}
2159 2136
2160/** 2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > 999)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 op->failmsg ("You feel full, but what a waste of food!");
2160 else
2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2162 }
2163
2164 tmp->play_sound (
2165 tmp->sound
2166 ? tmp->sound
2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2171
2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173 {
2174 const char *buf;
2175
2176 if (!op->is_dragon ())
2177 {
2178 /* eating message for normal players */
2179 if (tmp->type == DRINK)
2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181 else
2182 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183 }
2184 else
2185 /* eating message for dragon players */
2186 buf = format ("The %s tasted terrible!", &tmp->name);
2187
2188 op->statusmsg (buf);
2189
2190 capacity_remaining = 999 - op->stats.food;
2191 op->stats.food += tmp->stats.food;
2192 if (capacity_remaining < tmp->stats.food)
2193 op->stats.hp += capacity_remaining / 50;
2194 else
2195 op->stats.hp += tmp->stats.food / 50;
2196
2197 if (op->stats.hp > op->stats.maxhp)
2198 op->stats.hp = op->stats.maxhp;
2199 if (op->stats.food > 999)
2200 op->stats.food = 999;
2201 }
2202
2203 /* special food hack -b.t. */
2204 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2205 eat_special_food (op, tmp);
2206 }
2207 }
2208
2209 handle_apply_yield (tmp);
2210 tmp->decrease ();
2211}
2212
2213/**
2161 * Handles applying an improve armor scroll. 2214 * Handles applying an improve armor scroll.
2162 * Does some sanity checks, then calls improve_armour. 2215 * Does some sanity checks, then calls improve_armour.
2163 */ 2216 */
2164static void 2217static void
2165apply_armour_improver (object *op, object *tmp) 2218apply_armour_improver (object *op, object *tmp)
2227 * 2280 *
2228 * 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
2229 * 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
2230 * 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).
2231 */ 2284 */
2232int 2285static int
2233is_legal_2ways_exit (object *op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2234{ 2287{
2235 if (exit->stats.exp != 1) 2288 if (exit->stats.exp != 1)
2236 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 */
2237 2290
2310/** 2363/**
2311 * This function will try to apply a lighter and in case no lighter 2364 * This function will try to apply a lighter and in case no lighter
2312 * is specified it will try to find a lighter in the players inventory, 2365 * is specified it will try to find a lighter in the players inventory,
2313 * and inform him about this requirement. 2366 * and inform him about this requirement.
2314 * 2367 *
2315 * who - the player 2368 * who - the player
2316 * op - the item we want to light 2369 * op - the item we want to light
2317 * ligher - the lighter or 0 if a lighter has yet to be found 2370 * lighter - the lighter or 0 if a lighter has yet to be found
2318 */ 2371 */
2372static object *
2319object *auto_apply_lighter (object *who, object *op, object *lighter) 2373auto_apply_lighter (object *who, object *op, object *lighter)
2320{ 2374{
2321 if (lighter == 0) 2375 if (lighter == 0)
2322 { 2376 {
2323 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2324 { 2378 {
2362/** 2416/**
2363 * Designed primarily to light torches/lanterns/etc. 2417 * Designed primarily to light torches/lanterns/etc.
2364 * Also burns up burnable material too. First object in the inventory is 2418 * Also burns up burnable material too. First object in the inventory is
2365 * the selected object to "burn". -b.t. 2419 * the selected object to "burn". -b.t.
2366 */ 2420 */
2367void 2421static void
2368apply_lighter (object *who, object *lighter) 2422apply_lighter (object *who, object *lighter)
2369{ 2423{
2370 object *item; 2424 object *item;
2371 int is_player_env = 0; 2425 int is_player_env = 0;
2372 2426
2373 item = find_marked_object (who); 2427 item = find_marked_object (who);
2374 if (item) 2428 if (item)
2375 { 2429 {
2376 if (!auto_apply_lighter (who, 0, lighter)) 2430 if (!auto_apply_lighter (who, item, lighter))
2377 return; 2431 return;
2378 2432
2379 /* Perhaps we should split what we are trying to light on fire? 2433 /* Perhaps we should split what we are trying to light on fire?
2380 * I can't see many times when you would want to light multiple 2434 * I can't see many times when you would want to light multiple
2381 * objects at once. 2435 * objects at once.
2399} 2453}
2400 2454
2401/** 2455/**
2402 * This function generates a cursed effect for cursed lamps and torches. 2456 * This function generates a cursed effect for cursed lamps and torches.
2403 */ 2457 */
2458static void
2404void player_apply_lamp_cursed_effect (object *who, object *op) 2459player_apply_lamp_cursed_effect (object *who, object *op)
2405{ 2460{
2406 if (op->level) 2461 if (op->level)
2407 { 2462 {
2408 who->failmsg (format ( 2463 who->failmsg (format (
2409 "The %s was cursed, it explodes in a big fireball!", 2464 "The %s was cursed, it explodes in a big fireball!",
2424 * Apply for players and lamps 2479 * Apply for players and lamps
2425 * 2480 *
2426 * who - the player 2481 * who - the player
2427 * op - the lamp 2482 * op - the lamp
2428 */ 2483 */
2484static void
2429void player_apply_lamp (object *who, object *op) 2485player_apply_lamp (object *who, object *op)
2430{ 2486{
2431 bool switch_on = op->glow_radius ? false : true; 2487 bool switch_on = op->glow_radius ? false : true;
2432 2488
2433 if (switch_on) 2489 if (switch_on)
2434 { 2490 {
2547 if (op->other_arch) 2603 if (op->other_arch)
2548 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); 2604 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2549 2605
2550 if (object *pl = op->visible_to ()) 2606 if (object *pl = op->visible_to ())
2551 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); 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 ();
2552} 2708}
2553 2709
2554/** 2710/**
2555 * Main apply handler. 2711 * Main apply handler.
2556 * 2712 *
2587 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2588 return RESULT_INT (0); 2744 return RESULT_INT (0);
2589 2745
2590 switch (op->type) 2746 switch (op->type)
2591 { 2747 {
2592 case CF_HANDLE: 2748 case T_HANDLE:
2593 who->play_sound (sound_find ("turn_handle")); 2749 who->play_sound (sound_find ("turn_handle"));
2594 who->statusmsg ("You turn the handle."); 2750 who->statusmsg ("You turn the handle.");
2595 op->value = op->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2596 SET_ANIMATION (op, op->value); 2752 SET_ANIMATION (op, op->value);
2597 update_object (op, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2598 push_button (op, who); 2754 push_button (op, who);
2599 return 1; 2755 return 1;
2600 2756
2601 case TRIGGER: 2757 case TRIGGER:
2602 if (check_trigger (op, who)) 2758 if (check_trigger (op, who, who))
2603 { 2759 {
2604 who->statusmsg ("You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2605 who->play_sound (sound_find ("turn_handle")); 2761 who->play_sound (sound_find ("turn_handle"));
2606 } 2762 }
2607 else 2763 else
2612 case EXIT: 2768 case EXIT:
2613 if (who->type != PLAYER) 2769 if (who->type != PLAYER)
2614 return 0; 2770 return 0;
2615 2771
2616 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2617 who->failmsg (format ("The %s is closed.", query_name (op))); 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)));
2618 else 2774 else
2619 { 2775 {
2620 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2621 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2622 who->statusmsg (op->msg, NDI_NAVY); 2778 who->statusmsg (op->msg, NDI_NAVY);
2845 * 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
2846 * 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
2847 * 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
2848 * not return a proper value. 3004 * not return a proper value.
2849 */ 3005 */
2850 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)
2851 { 3007 {
2852 next = tmp->below; 3008 next = tmp->below;
2853 3009
2854 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2855 floors++; 3011 floors++;
3033#define CANNOT_REMOVE_CURSED \ 3189#define CANNOT_REMOVE_CURSED \
3034 "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. " \
3035 "Praying over an altar, scrolls of remove curse/damnation, " \ 3191 "Praying over an altar, scrolls of remove curse/damnation, " \
3036 "priests or even other players might help.>" 3192 "priests or even other players might help.>"
3037 3193
3038int 3194static int
3039unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
3040{ 3196{
3041 if (op->is_range ()) 3197 if (op->is_range ())
3042 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3043 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3609 esrv_send_item (pl, op); 3765 esrv_send_item (pl, op);
3610 3766
3611 return 0; 3767 return 0;
3612} 3768}
3613 3769
3614int
3615monster_apply_special (object *who, object *op, int aflags)
3616{
3617 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3618 return 1;
3619
3620 return apply_special (who, op, aflags);
3621}
3622
3623/** 3770/**
3624 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3625 * 3772 *
3626 * Generates shop floor's item, and treasures. 3773 * Generates shop floor's item, and treasures.
3627 */ 3774 */
3732 * treasure again for this object 3879 * treasure again for this object
3733 */ 3880 */
3734 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3735 } 3882 }
3736 } 3883 }
3884
3737 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3738 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3739 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3740 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3741 * MSW 2004-05-13 3889 * MSW 2004-05-13
3745 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3746 */ 3894 */
3747 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3748 || 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)
3749 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3750
3751 } 3898 }
3752 3899
3753 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3754 auto_apply (tmp); 3901 auto_apply (tmp);
3755 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 ())
3788 } 3935 }
3789 3936
3790 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3791 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3792 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3793 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3794} 3941}
3795 3942
3796/** 3943/**
3797 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3798 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3803eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3804{ 3951{
3805 object *force; 3952 object *force;
3806 int i, did_one = 0; 3953 int i, did_one = 0;
3807 3954
3808 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3809 3958
3810 for (i = 0; i < NUM_STATS; i++)
3811 if (sint8 k = food->stats.stat (i))
3812 {
3813 force->stats.stat (i) = k;
3814 did_one = 1;
3815 }
3816
3817 /* check if we can protect the eater */
3818 for (i = 0; i < NROFATTACKS; i++)
3819 {
3820 if (food->resist[i] > 0)
3821 {
3822 force->resist[i] = food->resist[i] / 2;
3823 did_one = 1;
3824 }
3825 }
3826
3827 if (did_one)
3828 {
3829 force->set_speed (0.1);
3830 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3831 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3832 SET_FLAG (force, FLAG_APPLIED); 3961
3833 change_abil (who, force); 3962 if (force = who->force_find (key))
3834 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;
3835 } 3973 }
3836 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
3837 force->destroy (); 4005 force->destroy ();
4006 }
3838 4007
3839 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3840 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3841 { 4010 {
3842 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3872 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3873 } 4042 }
3874 } 4043 }
3875 4044
3876 who->update_stats (); 4045 who->update_stats ();
3877}
3878
3879
3880/**
3881 * op made some mistake with a scroll, this takes care of punishment.
3882 * scroll_failure()- hacked directly from spell_failure
3883 */
3884void
3885scroll_failure (object *op, int failure, int power)
3886{
3887 if (abs (failure / 4) > power)
3888 power = abs (failure / 4); /* set minimum effect */
3889
3890 if (failure <= -1 && failure > -15)
3891 { /* wonder */
3892 object *tmp;
3893
3894 op->failmsg ("Your spell warps!");
3895 tmp = get_archetype (SPELL_WONDER);
3896 cast_wonder (op, op, 0, tmp);
3897 tmp->destroy ();
3898 }
3899 else if (failure <= -15 && failure > -35)
3900 { /* drain mana */
3901 op->failmsg ("Your mana is drained!");
3902 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3903 if (op->stats.sp < 0)
3904 op->stats.sp = 0;
3905 }
3906 else if (settings.spell_failure_effects == TRUE)
3907 {
3908 if (failure <= -35 && failure > -60)
3909 { /* confusion */
3910 op->failmsg ("The magic recoils on you!");
3911 confuse_player (op, op, power);
3912 }
3913 else if (failure <= -60 && failure > -70)
3914 { /* paralysis */
3915 op->failmsg ("The magic recoils and paralyzes you!");
3916 paralyze_player (op, op, power);
3917 }
3918 else if (failure <= -70 && failure > -80)
3919 { /* blind */
3920 op->failmsg ("The magic recoils on you!");
3921 blind_player (op, op, power);
3922 }
3923 else if (failure <= -80)
3924 { /* blast the immediate area */
3925 object *tmp = get_archetype (LOOSE_MANA);
3926 cast_magic_storm (op, tmp, power);
3927 op->failmsg ("You unleash uncontrolled mana!");
3928 tmp->destroy ();
3929 }
3930 }
3931} 4046}
3932 4047
3933void 4048void
3934apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3935{ 4050{
4012 break; 4127 break;
4013 } 4128 }
4014 } 4129 }
4015} 4130}
4016 4131
4017/**
4018 * This handles items of type 'transformer'.
4019 * Basically those items, used with a marked item, transform both items into something
4020 * else.
4021 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4022 * Change information is contained in the 'slaying' field of the marked item.
4023 * The format is as follow: transformer:[number ]yield[;transformer:...].
4024 * This way an item can be transformed in many things, and/or many objects.
4025 * The 'slaying' field for transformer is used as verb for the action.
4026 */
4027void
4028apply_item_transformer (object *pl, object *transformer)
4029{
4030 object *marked;
4031 object *new_item;
4032 char *find;
4033 char *separator;
4034 int yield;
4035 char got[MAX_BUF];
4036 int len;
4037
4038 if (!pl || !transformer)
4039 return;
4040
4041 marked = find_marked_object (pl);
4042
4043 if (!marked)
4044 {
4045 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4046 return;
4047 }
4048
4049 if (!marked->slaying)
4050 {
4051 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4052 return;
4053 }
4054
4055 /* check whether they are compatible or not */
4056 find = strstr (&marked->slaying, transformer->arch->archname);
4057 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4058 {
4059 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4060 return;
4061 }
4062
4063 find += strlen (transformer->arch->archname) + 1;
4064 /* Item can be used, now find how many and what it yields */
4065 if (isdigit (*(find)))
4066 {
4067 yield = atoi (find);
4068 if (yield < 1)
4069 {
4070 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4071 yield = 1;
4072 }
4073 }
4074 else
4075 yield = 1;
4076
4077 while (isdigit (*find))
4078 find++;
4079
4080 while (*find == ' ')
4081 find++;
4082
4083 memset (got, 0, MAX_BUF);
4084
4085 if ((separator = strchr (find, ';')) != NULL)
4086 len = separator - find;
4087 else
4088 len = strlen (find);
4089
4090 if (len > MAX_BUF - 1)
4091 len = MAX_BUF - 1;
4092
4093 strcpy (got, find);
4094 got[len] = '\0';
4095
4096 /* Now create new item, remove used ones when required. */
4097 new_item = get_archetype (got);
4098 if (!new_item)
4099 {
4100 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4101 return;
4102 }
4103
4104 new_item->nrof = yield;
4105
4106 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4107
4108 pl->insert (new_item);
4109 /* Eat up one item */
4110 marked->decrease ();
4111
4112 /* Eat one transformer if needed */
4113 if (transformer->stats.food)
4114 if (--transformer->stats.food == 0)
4115 transformer->decrease ();
4116}
4117

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