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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.148 by root, Tue Apr 22 04:06:07 2008 UTC vs.
Revision 1.229 by root, Fri Mar 26 20:17:48 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 122
122 return !money; 123 return !money;
123 } 124 }
124 } 125 }
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 137 buf << "The item has a story:\r" << id->msg << "\n\n";
137 138
138 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
140 break; 141 break;
141 } 142 }
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 168}
186 169
187/** 170/**
188 * Handles applying a potion. 171 * Handles applying a potion.
189 */ 172 */
190int 173int
191apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
192{ 175{
193 int got_one = 0, i; 176 int got_one = 0, i;
194 object *force = 0, *floor = 0; 177 object *force = 0;
195 178
196 floor = GET_MAP_OB (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
197 180
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 182 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201 184
221 op->update_stats (); 204 op->update_stats ();
222 tmp->decrease (); 205 tmp->decrease ();
223 return 1; 206 return 1;
224 } 207 }
225 208
226 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
227 { 210 {
228 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 212 return 0;
230 } 213 }
231 214
248 } 231 }
249 232
250 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
251 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 235 {
253 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
254 { 237 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 239 {
257 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
258 { 241 {
293 } 276 }
294 } 277 }
295 } 278 }
296 279
297 /* Just makes checking easier */ 280 /* Just makes checking easier */
298 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
299 got_one = 1; 282 got_one = 1;
300 283
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 285 {
303 if (got_one) 286 if (got_one)
333 */ 316 */
334 if (tmp->inv) 317 if (tmp->inv)
335 { 318 {
336 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
337 { 320 {
338 object *fball;
339
340 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
341 322 create_exploding_ball_at (op, op->level);
342 /* Explodes a fireball centered at player */
343 fball = get_archetype (EXPLODING_FIREBALL);
344 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
345 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
346 fball->x = op->x;
347 fball->y = op->y;
348 insert_ob_in_map (fball, op->map, NULL, 0);
349 } 323 }
350 else 324 else
351 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
352 326
353 tmp->decrease (); 327 tmp->decrease ();
396 } 370 }
397 371
398 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
399 if (op->type == PLAYER) 373 if (op->type == PLAYER)
400 { /* only for players */ 374 { /* only for players */
401 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
402 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
403 else 379 else
404 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
405 381
406 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
421/**************************************************************************** 397/****************************************************************************
422 * Weapon improvement code follows 398 * Weapon improvement code follows
423 ****************************************************************************/ 399 ****************************************************************************/
424 400
425/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
426 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
427 */ 418 */
428static int 419static int
429check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
430{ 421{
431 int count = 0; 422 int count = 0;
432 423
433 if (!item) 424 if (!item)
434 return 0; 425 return 0;
435 426
436 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
437 {
438 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
439 {
440 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
441 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
442 {
443 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
444 count++;
445 else
446 count += op->nrof; 431 count += op->number_of ();
447 }
448 }
449 }
450 432
451 return count; 433 return count;
452} 434}
453 435
454/** 436/**
456 * op is typically the player, which is only 438 * op is typically the player, which is only
457 * really used to determine what space to look at. 439 * really used to determine what space to look at.
458 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
459 */ 441 */
460static void 442static void
461eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
462{ 444{
463 object *prev; 445 object *prev;
464 446
465 prev = op; 447 prev = op;
466 op = op->below; 448 op = op->below;
467 449
468 while (op) 450 while (op)
469 { 451 {
470 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
471 { 453 {
472 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
473 { 455 {
474 op->decrease (nrof); 456 op->decrease (nrof);
475 return; 457 return;
484 } 466 }
485 467
486 prev = op; 468 prev = op;
487 op = op->below; 469 op = op->below;
488 } 470 }
489}
490
491/**
492 * This checks to see of the player (who) is sufficient level to use a weapon
493 * with improvs improvements (typically last_eat). We take an int here
494 * instead of the object so that the improvement code can pass along the
495 * increased value to see if the object is usuable.
496 * we return 1 (true) if the player can use the weapon.
497 */
498static int
499check_weapon_power (const object *who, int improvs)
500{
501/* Old code is below (commented out). Basically, since weapons are the only
502 * object players really have any control to improve, it's a bit harsh to
503 * require high level in some combat skill, so we just use overall level.
504 */
505#if 1
506 if (((who->level / 5) + 5) >= improvs)
507 return 1;
508 else
509 return 0;
510
511#else
512 int level = 0;
513
514 /* The skill system hands out wc and dam bonuses to fighters
515 * more generously than the old system (see fix_player). Thus
516 * we need to curtail the power of player enchanted weapons.
517 * I changed this to 1 improvement per "fighter" level/5 -b.t.
518 * Note: Nothing should break by allowing this ratio to be different or
519 * using normal level - it is just a matter of play balance.
520 */
521 if (who->type == PLAYER)
522 {
523 object *wc_obj = NULL;
524
525 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
526 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
527 level = wc_obj->level;
528
529 if (!level)
530 {
531 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
532 level = who->level;
533 }
534 }
535 else
536 level = who->level;
537
538 return (improvs <= ((level / 5) + 5));
539#endif
540} 471}
541 472
542/** 473/**
543 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
544 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
600 531
601/** 532/**
602 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
603 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
604 */ 535 */
605int 536static int
606prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
607{ 538{
608 int sacrifice_count, i; 539 int sacrifice_count, i;
609 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
610 541
626 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
627 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
628 { 559 {
629 op->failmsg ("You cannot prepare magic weapons. " 560 op->failmsg ("You cannot prepare magic weapons. "
630 "H<A weapon is considered magical if it changes regeneration, " 561 "H<A weapon is considered magical if it changes regeneration, "
631 "speed or ac.>"); 562 "speed or ac, or has other protections.>");
632 return 0; 563 return 0;
633 } 564 }
634 565
635 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
636 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
651 slot at once! */ 582 slot at once! */
652 improver->decrease (); 583 improver->decrease ();
653 weapon->last_eat = 0; 584 weapon->last_eat = 0;
654 return 1; 585 return 1;
655} 586}
656
657 587
658/** 588/**
659 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
660 * This is the new improve weapon code. 590 * This is the new improve weapon code.
661 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
664 * 594 *
665 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
666 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
667 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
668 */ 598 */
669int 599static int
670improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
671{ 601{
672 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
673 603
674 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
675 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
676 606
677 if (weapon->level == 0) 607 if (weapon->level == 0)
678 { 608 {
679 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
680 return 0; 612 return 0;
681 } 613 }
682 614
683 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
684 { 617 {
685 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
686 return 0; 619 return 0;
687 } 620 }
688 621
689 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
690 { 624 {
691 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
692 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
693 "really want to improve it."); 627 "really want to improve it.");
694 return 0; 628 return 0;
722 weapon->last_eat++; 656 weapon->last_eat++;
723 weapon->item_power++; 657 weapon->item_power++;
724 improver->decrease (); 658 improver->decrease ();
725 return 1; 659 return 1;
726 } 660 }
661
727 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
728 { 663 {
729 weapon->magic++; 664 weapon->magic++;
730 weapon->last_eat++; 665 weapon->last_eat++;
731 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
771/** 706/**
772 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
773 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
774 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
775 */ 710 */
776int 711static int
777check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
778{ 713{
779 object *otmp; 714 object *otmp;
780 715
781 if (op->type != PLAYER) 716 if (op->type != PLAYER)
786 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
787 return 0; 722 return 0;
788 } 723 }
789 724
790 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
791 if (!otmp) 727 if (!otmp)
792 { 728 {
793 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
794 return 0; 730 return 0;
795 } 731 }
827 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
828 * the users level or 90) 764 * the users level or 90)
829 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
830 * changing of physical area right now. 766 * changing of physical area right now.
831 */ 767 */
832int 768static int
833improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
834{ 770{
835 object *tmp; 771 object *tmp;
836 772
837 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
899 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
900 836
901 if (op->type == PLAYER) 837 if (op->type == PLAYER)
902 { 838 {
903 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
904 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
905 op->update_stats (); 842 op->update_stats ();
906 } 843 }
907 844
908 improver->decrease (); 845 improver->decrease ();
909 846
910 if (tmp) 847 if (tmp)
911 { 848 op->insert (tmp);
912 insert_ob_in_ob (tmp, op);
913 esrv_send_item (op, tmp);
914 }
915 849
916 return 1; 850 return 1;
917} 851}
918 852
919/* 853/*
923 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
924 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
925 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
926 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
927 */ 861 */
928static int 862int
929convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
930{ 864{
931 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
932 866
933 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
934 return 0; 868 return 0;
935 869
936 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
937 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
938 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
939 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
940 874
991 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
992 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
993 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
994 ob_to_copy = ob; 928 ob_to_copy = ob;
995 929
996 item = object_create_clone (ob_to_copy); 930 item = ob_to_copy->deep_clone ();
997 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
998 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
999 } 933 }
1000 else 934 else
1001 { 935 {
1014 item->nrof = give; 948 item->nrof = give;
1015 949
1016 if (nr) 950 if (nr)
1017 item->nrof *= nr; 951 item->nrof *= nr;
1018 952
1019 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1020 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1021 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1022 { 965 {
1023 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1024 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1025 /** 968 /**
1026 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1027 * hopefully had something in mind when doing this. 970 * hopefully had something in mind when doing this.
1028 */ 971 */
1029 } 972 }
1030 973
1031 SET_FLAG (item, FLAG_IDENTIFIED); 974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1032 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1033 return 1; 980 return 1;
1034} 981}
1035 982
1036/** 983/**
1037 * Handle apply on containers. 984 * Handle apply on containers.
1038 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1039 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1040 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1041 */ 988 */
1042int 989static int
1043apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1044{ 991{
1045 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1046 return 0; /* This might change */ 993 return 0; /* This might change */
1047 994
1060 } 1007 }
1061 1008
1062 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1063 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1064 { 1011 {
1065 if (op->container == sack) 1012 if (op->container_ () == sack)
1066 { 1013 {
1067 // open on ground or inv, so close 1014 // open on ground or inv, so close
1068 op->close_container (); 1015 op->close_container ();
1069 return 1; 1016 return 1;
1070 } 1017 }
1113{ 1060{
1114 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1115 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1116 return 0; 1063 return 0;
1117 1064
1118 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1119 { 1066 {
1120 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1121 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1122 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1123 */ 1070 */
1132/* push_button (altar);*/ 1079/* push_button (altar);*/
1133 } 1080 }
1134 else 1081 else
1135 { 1082 {
1136 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1137 push_button (altar); 1084 push_button (altar, originator);
1138 } 1085 }
1139 1086
1140 return !sacrifice; 1087 return !sacrifice;
1141 } 1088 }
1142 else 1089 else
1159 1106
1160 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1161 1108
1162 bool has_unpaid = false; 1109 bool has_unpaid = false;
1163 1110
1164 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1165 // a quick and small change :( 1112 // a quick and small change :(
1166 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1167 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1168 { 1115 {
1169 has_unpaid = true; 1116 has_unpaid = true;
1170 break; 1117 break;
1171 } 1118 }
1172 1119
1173 if (op->type != PLAYER) 1120 if (!op->is_player ())
1174 { 1121 {
1175 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1176 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1177 * the shop. 1124 * the shop.
1178 */ 1125 */
1182 1129
1183 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1184 { 1131 {
1185 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1186 1133
1134 if (i >= 0)
1187 tmp->remove (); 1135 tmp->move (i);
1188
1189 if (i == -1)
1190 i = 0;
1191
1192 tmp->map = op->map;
1193 tmp->x = op->x + freearr_x[i];
1194 tmp->y = op->y + freearr_y[i];
1195 insert_ob_in_map (tmp, op->map, op, 0);
1196 } 1136 }
1197 } 1137 }
1198 1138
1199 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1200 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1211 if (i != -1) 1151 if (i != -1)
1212 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1213 1153
1214 return 0; 1154 return 0;
1215 } 1155 }
1156
1216 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1217 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1218 */ 1159 */
1219 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1220 } 1161 }
1275 * Handles applying a sign. 1216 * Handles applying a sign.
1276 */ 1217 */
1277static void 1218static void
1278apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1279{ 1220{
1280 readable_message_type *msgType; 1221 if (!op->is_player())
1222 return;
1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1281 1229
1282 if (!sign->msg) 1230 if (!sign->msg)
1283 { 1231 {
1284 op->statusmsg ("Nothing is written on it."); 1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1285 return; 1236 return;
1286 } 1237 }
1287 1238
1288 if (sign->stats.food) 1239 if (sign->stats.food)
1289 { 1240 {
1290 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1291 { 1242 {
1292 if (!sign->move_on) 1243 if (!sign->move_on)
1293 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1294 1245
1295 return; 1246 return;
1296 } 1247 }
1297 1248
1298 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1316 if (sign->sound) 1267 if (sign->sound)
1317 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1318 else if (autoapply) 1269 else if (autoapply)
1319 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1320 1271
1321 if (ns->can_msg)
1322 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1323 else
1324 {
1325 msgType = get_readable_message_type (sign);
1326 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1327 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1328 }
1329 } 1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1330} 1306}
1331 1307
1332/** 1308/**
1333 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1334 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1348 return; 1324 return;
1349 1325
1350 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1351 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1352 */ 1328 */
1353 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1354 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1355 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1356 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1357 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1358 */ 1334 */
1365 1341
1366 recursion_depth++; 1342 recursion_depth++;
1367 if (trap->head) 1343 if (trap->head)
1368 trap = trap->head; 1344 trap = trap->head;
1369 1345
1370 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1371 goto leave;
1372
1373 switch (trap->type) 1347 switch (trap->type)
1374 { 1348 {
1375 case PLAYERMOVER: 1349 case PLAYERMOVER:
1376 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410 && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1377 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1378 if (!trap->stats.maxsp) 1423 if (!trap->value)
1379 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1380 1426
1381 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1382 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1383 */ 1442 */
1384 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1385 1444
1386 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1387 * above with some objects have zero speed, and thus the player 1446 {
1388 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1389 */ 1456 }
1390 if (victim->speed_left < -50.f) 1457 break;
1391 victim->speed_left = -50.f;
1392 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1393 } 1458 }
1394 goto leave;
1395 1459
1396 case SPINNER: 1460 case CONVERTER:
1397 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1398 {
1399 victim->direction = absdir (victim->direction - trap->stats.sp);
1400 update_turn_face (victim);
1401 }
1402 goto leave;
1403
1404 case DIRECTOR:
1405 if (victim->direction && !should_director_abort (trap, victim))
1406 {
1407 victim->direction = trap->stats.sp;
1408 update_turn_face (victim);
1409 }
1410 goto leave;
1411
1412 case BUTTON:
1413 case PEDESTAL:
1414 update_button (trap);
1415 goto leave;
1416
1417 case ALTAR:
1418 /* sacrifice victim on trap */
1419 apply_altar (trap, victim, originator);
1420 goto leave;
1421
1422 case THROWN_OBJ:
1423 if (trap->inv == NULL)
1424 goto leave;
1425 /* fallthrough */
1426
1427 case ARROW:
1428 /* bad bug: monster throw a object, make a step forwards, step on object ,
1429 * trigger this here and get hit by own missile - and will be own enemy.
1430 * Victim then is his own enemy and will start to kill herself (this is
1431 * removed) but we have not synced victim and his missile. To avoid senseless
1432 * action, we avoid hits here
1433 */
1434 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1435 hit_with_arrow (trap, victim);
1436 goto leave;
1437
1438 case SPELL_EFFECT:
1439 apply_spell_effect (trap, victim);
1440 goto leave;
1441
1442 case TRAPDOOR:
1443 {
1444 int max, sound_was_played;
1445 object *ab, *ab_next;
1446
1447 if (!trap->value)
1448 { 1462 {
1449 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1450 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1451 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1453 tot += ab->head_ ()->total_weight ();
1454
1455 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1456 goto leave;
1457
1458 SET_ANIMATION (trap, trap->value);
1459 update_object (trap, UP_OBJ_FACE);
1460 } 1465 }
1461 1466
1462 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1463 { 1489 {
1464 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1465 * ab->above would be bogus 1491 * players output.
1466 */ 1492 */
1467 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1468 1495
1469 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1470 { 1497 victim->enter_exit (trap);
1471 if (!sound_was_played)
1472 {
1473 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1474 sound_was_played = 1;
1475 }
1476
1477 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1478 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1479 }
1480 } 1498 }
1481 goto leave; 1499 break;
1482 }
1483 1500
1484 case CONVERTER:
1485 if (convert_item (victim, trap) < 0)
1486 {
1487 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1488 get_archetype ("burnout")->insert_at (trap, trap);
1489 }
1490
1491 goto leave;
1492
1493 case TRIGGER_BUTTON:
1494 case TRIGGER_PEDESTAL:
1495 case TRIGGER_ALTAR:
1496 check_trigger (trap, victim);
1497 goto leave;
1498
1499 case DEEP_SWAMP:
1500 walk_on_deep_swamp (trap, victim);
1501 goto leave;
1502
1503 case CHECK_INV:
1504 check_inv (victim, trap);
1505 goto leave;
1506
1507 case HOLE:
1508 /* Hole not open? */
1509 if (trap->stats.wc > 0)
1510 goto leave;
1511
1512 /* Is this a multipart monster and not the head? If so, return.
1513 * Processing will happen if the head runs into the pit
1514 */
1515 if (victim->head)
1516 goto leave;
1517
1518 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1519 victim->statusmsg ("You fall through the hole!", NDI_RED);
1520 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1521 goto leave;
1522
1523 case EXIT:
1524 if (victim->type == PLAYER && EXIT_PATH (trap))
1525 {
1526 /* Basically, don't show exits leading to random maps the
1527 * players output.
1528 */
1529 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1530 victim->statusmsg (trap->msg, NDI_NAVY);
1531
1532 trap->play_sound (trap->sound);
1533 victim->enter_exit (trap);
1534 }
1535 goto leave;
1536
1537 case ENCOUNTER: 1501 case ENCOUNTER:
1538 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1539 goto leave; 1503 break;
1540 1504
1541 case SHOP_MAT: 1505 case SHOP_MAT:
1542 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1543 goto leave; 1507 break;
1544 1508
1545 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1546 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1547 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1548 goto leave; 1512 break;
1549 1513
1550 case SIGN: 1514 case SIGN:
1551 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1552 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1553 1517
1554 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1555 goto leave; 1519 break;
1556 1520
1557 case CONTAINER: 1521 case CONTAINER:
1558 apply_container (victim, trap); 1522 apply_container (victim, trap);
1559 goto leave; 1523 break;
1560 1524
1561 case RUNE: 1525 case RUNE:
1562 case TRAP: 1526 case TRAP:
1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1565 goto leave; 1529 break;
1566 1530
1567 default: 1531 default:
1568 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1569 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1570 goto leave; 1534 break;
1571 } 1535 }
1572 1536
1573leave:
1574 recursion_depth--; 1537 recursion_depth--;
1575} 1538}
1576 1539
1577/** 1540/**
1578 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1589 return; 1552 return;
1590 } 1553 }
1591 1554
1592 if (!tmp->msg) 1555 if (!tmp->msg)
1593 { 1556 {
1594 op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1595 return; 1558 return;
1596 } 1559 }
1597 1560
1598 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1599 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1613 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1614 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1615 return; 1578 return;
1616 } 1579 }
1617 1580
1581 // we currently don't use the message types for anything.
1618 readable_message_type *msgType = get_readable_message_type (tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1619 1585
1620 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1621 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1622 if (ns->can_msg)
1623 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1624 else
1625 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1626 msgType->message_type, msgType->message_subtype,
1627 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1628 long_desc (tmp, op), &tmp->msg);
1629 1589
1630 /* gain xp from reading */ 1590 /* gain xp from reading */
1631 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1632 { /* only if not read before */ 1592 { /* only if not read before */
1633 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1635 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1636 { 1596 {
1637 /*exp_gain *= 2; because they just identified it too */ 1597 /*exp_gain *= 2; because they just identified it too */
1638 SET_FLAG (tmp, FLAG_IDENTIFIED); 1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1639 1599
1640 /* If in a container, update how it looks */ 1600 if (object *pl = tmp->visible_to ())
1641 if (tmp->env)
1642 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1643 else
1644 op->contr->ns->floorbox_update ();
1645 } 1602 }
1646 1603
1647 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1648 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1605 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1606 }
1607}
1608
1609/**
1610 * op made some mistake with a scroll, this takes care of punishment.
1611 * scroll_failure()- hacked directly from spell_failure
1612 */
1613static void
1614scroll_failure (object *op, int failure, int power)
1615{
1616 if (abs (failure / 4) > power)
1617 power = abs (failure / 4); /* set minimum effect */
1618
1619 if (failure <= -1 && failure > -15)
1620 { /* wonder */
1621 object *tmp;
1622
1623 op->failmsg ("Your spell warps!");
1624 tmp = get_archetype (SPELL_WONDER);
1625 cast_wonder (op, op, 0, tmp);
1626 tmp->destroy ();
1627 }
1628 else if (failure <= -15 && failure > -35)
1629 { /* drain mana */
1630 op->failmsg ("Your mana is drained!");
1631 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632 if (op->stats.sp < 0)
1633 op->stats.sp = 0;
1634 }
1635 else if (settings.spell_failure_effects == TRUE)
1636 {
1637 if (failure <= -35 && failure > -60)
1638 { /* confusion */
1639 op->failmsg ("The magic recoils on you!");
1640 confuse_player (op, op, power);
1641 }
1642 else if (failure <= -60 && failure > -70)
1643 { /* paralysis */
1644 op->failmsg ("The magic recoils and paralyzes you!");
1645 paralyze_player (op, op, power);
1646 }
1647 else if (failure <= -70 && failure > -80)
1648 { /* blind */
1649 op->failmsg ("The magic recoils on you!");
1650 blind_player (op, op, power);
1651 }
1652 else if (failure <= -80)
1653 { /* blast the immediate area */
1654 object *tmp = get_archetype (LOOSE_MANA);
1655 cast_magic_storm (op, tmp, power);
1656 op->failmsg ("You unleash uncontrolled mana!");
1657 tmp->destroy ();
1658 }
1649 } 1659 }
1650} 1660}
1651 1661
1652/** 1662/**
1653 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1759 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1760 * legacy spellbooks 1770 * legacy spellbooks
1761 */ 1771 */
1762 if (tmp->slaying) 1772 if (tmp->slaying)
1763 { 1773 {
1764 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1765 if (!spell) 1776 if (!spell)
1766 { 1777 {
1767 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1778 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1768 return; 1779 return;
1769 } 1780 }
1790 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1801 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1791 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1802 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1792 return; 1803 return;
1793 } 1804 }
1794 1805
1795 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1796 { 1808 {
1797 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1809 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1810 &tmp->skill, learn_level));
1798 return; 1811 return;
1799 } 1812 }
1800 1813
1801 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1814 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1802 1815
1803 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1804 {
1805 identify (tmp); 1817 identify (tmp);
1806
1807 if (tmp->env)
1808 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1809 else
1810 op->contr->ns->floorbox_update ();
1811 }
1812 1818
1813 /* I removed the check for special_prayer_mark here - it didn't make 1819 /* I removed the check for special_prayer_mark here - it didn't make
1814 * a lot of sense - special prayers are not found in spellbooks, and 1820 * a lot of sense - special prayers are not found in spellbooks, and
1815 * if the player doesn't know the spell, doesn't make a lot of sense that 1821 * if the player doesn't know the spell, doesn't make a lot of sense that
1816 * they would have a special prayer mark. 1822 * they would have a special prayer mark.
1851 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1852 */ 1858 */
1853 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1854 { 1860 {
1855 op->failmsg ("In your confused state you flub the wording of the text!"); 1861 op->failmsg ("In your confused state you flub the wording of the text!");
1856 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1862 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1857 } 1863 }
1858 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1859 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1865 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1860 { 1866 {
1861 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1966 if (op->destroyed () || tmp->destroyed ()) 1972 if (op->destroyed () || tmp->destroyed ())
1967 break; 1973 break;
1968 } 1974 }
1969 1975
1970 if (!tmp->destroyed () && !tmp->inv) 1976 if (!tmp->destroyed () && !tmp->inv)
1971 tmp->decrease (); 1977 tmp->decrease (true);
1972}
1973
1974/**
1975 * op eats food.
1976 * If player, takes care of messages and dragon special food.
1977 */
1978static void
1979apply_food (object *op, object *tmp)
1980{
1981 int capacity_remaining;
1982
1983 if (op->type != PLAYER)
1984 op->stats.hp = op->stats.maxhp;
1985 else
1986 {
1987 /* check if this is a dragon (player), eating some flesh */
1988 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1989 ;
1990 else
1991 {
1992 /* usual case - no dragon meal: */
1993 if (op->stats.food + tmp->stats.food > 999)
1994 {
1995 if (tmp->type == FOOD || tmp->type == FLESH)
1996 op->failmsg ("You feel full, but what a waste of food!");
1997 else
1998 op->statusmsg ("Most of the drink goes down your face not your throat!");
1999 }
2000
2001 tmp->play_sound (
2002 tmp->sound
2003 ? tmp->sound
2004 : tmp->type == DRINK
2005 ? sound_find ("eat_drink")
2006 : sound_find ("eat_food")
2007 );
2008
2009 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2010 {
2011 const char *buf;
2012
2013 if (!is_dragon_pl (op))
2014 {
2015 /* eating message for normal players */
2016 if (tmp->type == DRINK)
2017 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2018 else
2019 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2020 }
2021 else
2022 /* eating message for dragon players */
2023 buf = format ("The %s tasted terrible!", &tmp->name);
2024
2025 op->statusmsg (buf);
2026
2027 capacity_remaining = 999 - op->stats.food;
2028 op->stats.food += tmp->stats.food;
2029 if (capacity_remaining < tmp->stats.food)
2030 op->stats.hp += capacity_remaining / 50;
2031 else
2032 op->stats.hp += tmp->stats.food / 50;
2033
2034 if (op->stats.hp > op->stats.maxhp)
2035 op->stats.hp = op->stats.maxhp;
2036 if (op->stats.food > 999)
2037 op->stats.food = 999;
2038 }
2039
2040 /* special food hack -b.t. */
2041 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2042 eat_special_food (op, tmp);
2043 }
2044 }
2045
2046 handle_apply_yield (tmp);
2047 tmp->decrease ();
2048} 1978}
2049 1979
2050/** 1980/**
2051 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2052 * there is a chance for the dragon's skin to get improved. 1982 * there is a chance for the dragon's skin to get improved.
2055 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2056 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2057 * return: 1987 * return:
2058 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2059 */ 1989 */
2060int 1990static int
2061dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2062{ 1992{
2063 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2064 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2065 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2071 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2072 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2073 int i; /* index */ 2003 int i; /* index */
2074 2004
2075 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2076 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2077 return 0; 2007 return 0;
2078 2008
2079 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2080 from the player's inventory */ 2010 from the player's inventory */
2081 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2097 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2098 2028
2099 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2100 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2101 2031
2102 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2103 2033
2104 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2105 2035
2106 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2107 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2117 2047
2118 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2119 flesh is too rare */ 2049 flesh is too rare */
2120 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2121 2051
2122 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2123 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2124 2054
2125 if (chance >= 0.) 2055 if (chance >= 0.)
2126 chance += 1.; 2056 chance += 1.;
2127 else 2057 else
2128 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2129 2059
2130 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2131 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2132 2062
2133 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2134 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2135 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2136 2066
2137 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2067 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2138 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2139 { 2069 {
2140 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2141 winners++; 2071 winners++;
2142 } 2072 }
2143 2073
2171 op->statusmsg (buf); 2101 op->statusmsg (buf);
2172 2102
2173 /* now choose a winner if we have any */ 2103 /* now choose a winner if we have any */
2174 i = -1; 2104 i = -1;
2175 if (winners > 0) 2105 if (winners > 0)
2176 i = atnr_winner[RANDOM () % winners]; 2106 i = atnr_winner [rndm (winners)];
2177 2107
2178 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2179 { 2109 {
2180 /* resistance increased! */ 2110 /* resistance increased! */
2181 skin->resist[i]++; 2111 skin->resist[i]++;
2206 2136
2207 return 1; 2137 return 1;
2208} 2138}
2209 2139
2210/** 2140/**
2141 * op eats food.
2142 * If player, takes care of messages and dragon special food.
2143 */
2144static void
2145apply_food (object *op, object *tmp)
2146{
2147 int capacity_remaining;
2148
2149 if (op->type != PLAYER)
2150 op->stats.hp = op->stats.maxhp;
2151 else
2152 {
2153 /* check if this is a dragon (player), eating some flesh */
2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2155 ;
2156 else
2157 {
2158 /* usual case - no dragon meal: */
2159 if (op->stats.food + tmp->stats.food > 999)
2160 {
2161 if (tmp->type == FOOD || tmp->type == FLESH)
2162 op->failmsg ("You feel full, but what a waste of food!");
2163 else
2164 op->statusmsg ("Most of the drink goes down your face not your throat!");
2165 }
2166
2167 tmp->play_sound (
2168 tmp->sound
2169 ? tmp->sound
2170 : tmp->type == DRINK
2171 ? sound_find ("eat_drink")
2172 : sound_find ("eat_food")
2173 );
2174
2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2176 {
2177 const char *buf;
2178
2179 if (!op->is_dragon ())
2180 {
2181 /* eating message for normal players */
2182 if (tmp->type == DRINK)
2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2184 else
2185 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2186 }
2187 else
2188 /* eating message for dragon players */
2189 buf = format ("The %s tasted terrible!", &tmp->name);
2190
2191 op->statusmsg (buf);
2192
2193 capacity_remaining = 999 - op->stats.food;
2194 op->stats.food += tmp->stats.food;
2195 if (capacity_remaining < tmp->stats.food)
2196 op->stats.hp += capacity_remaining / 50;
2197 else
2198 op->stats.hp += tmp->stats.food / 50;
2199
2200 if (op->stats.hp > op->stats.maxhp)
2201 op->stats.hp = op->stats.maxhp;
2202 if (op->stats.food > 999)
2203 op->stats.food = 999;
2204 }
2205
2206 /* special food hack -b.t. */
2207 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2208 eat_special_food (op, tmp);
2209 }
2210 }
2211
2212 handle_apply_yield (tmp);
2213 tmp->decrease ();
2214}
2215
2216/**
2211 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2212 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2213 */ 2219 */
2214static void 2220static void
2215apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2240 2246
2241 op->statusmsg ("Applying armour enchantment."); 2247 op->statusmsg ("Applying armour enchantment.");
2242 improve_armour (op, tmp, armor); 2248 improve_armour (op, tmp, armor);
2243} 2249}
2244 2250
2245extern void 2251void
2246apply_poison (object *op, object *tmp) 2252apply_poison (object *op, object *tmp)
2247{ 2253{
2254 // need to do it now when it is still on the map
2255 handle_apply_yield (tmp);
2256
2257 object *poison = tmp->split (1);
2258
2248 if (op->type == PLAYER) 2259 if (op->type == PLAYER)
2249 { 2260 {
2250 op->contr->play_sound (sound_find ("drink_poison")); 2261 op->contr->play_sound (sound_find ("drink_poison"));
2251 op->failmsg ("Yech! That tasted poisonous!"); 2262 op->failmsg ("Yech! That tasted poisonous!");
2252 strcpy (op->contr->killer, "poisonous booze"); 2263 op->contr->killer = poison;
2253 } 2264 }
2254 2265
2255 if (tmp->stats.hp > 0) 2266 if (poison->stats.hp > 0)
2256 { 2267 {
2257 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2268 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2258 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2259 } 2270 }
2260 2271
2261 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2262 handle_apply_yield (tmp); 2273 poison->destroy ();
2263 tmp->decrease ();
2264} 2274}
2265 2275
2266/** 2276/**
2267 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2277 * This function will try to apply a lighter and in case no lighter
2268 * A valid 2 way exit means: 2278 * is specified it will try to find a lighter in the players inventory,
2269 * -You can come back (there is another exit at the other side) 2279 * and inform him about this requirement.
2270 * -You are
2271 * ° the owner of the exit
2272 * ° or in the same party as the owner
2273 * 2280 *
2274 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * who - the player
2275 * in the field exit->name cause the field exit->owner doesn't 2282 * op - the item we want to light
2276 * survive in the swapping (in fact the whole exit doesn't survive). 2283 * lighter - the lighter or 0 if a lighter has yet to be found
2277 */ 2284 */
2278int 2285static object *
2279is_legal_2ways_exit (object *op, object *exit) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2280{ 2287{
2281 if (exit->stats.exp != 1) 2288 if (lighter == 0)
2282 return 1; /*This is not a 2 way, so it is legal */
2283
2284#if 0 //TODO
2285 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2286 return 0; /* This is a reset town portal */
2287#endif
2288
2289 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2290
2291 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2292
2293 if (exitmap)
2294 { 2289 {
2295 exitmap->load_sync (); 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2296
2297 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2298
2299 if (!tmp)
2300 return 0;
2301
2302 for (; tmp; tmp = tmp->above)
2303 { 2291 {
2304 if (tmp->type != EXIT) 2292 if (tmp->type == LIGHTER)
2305 continue; /*Not an exit */
2306
2307 if (!EXIT_PATH (tmp))
2308 continue; /*Not a valid exit */
2309
2310 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2311 continue; /*Not in the same place */
2312
2313 if (exit->map->path != EXIT_PATH (tmp))
2314 continue; /*Not in the same map */
2315
2316 /* From here we have found the exit is valid. However we do
2317 * here the check of the exit owner. It is important for the
2318 * town portals to prevent strangers from visiting your appartments
2319 */
2320 if (!exit->race)
2321 return 1; /*No owner, free for all! */
2322
2323 object *exit_owner = 0;
2324
2325 for_all_players (pp)
2326 { 2293 {
2327 if (!pp->ob) 2294 lighter = tmp;
2328 continue;
2329
2330 if (pp->ob->name != exit->race)
2331 continue;
2332
2333 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2334 break; 2295 break;
2335 } 2296 }
2297 }
2336 2298
2337 if (!exit_owner) 2299 if (!lighter)
2338 return 0; /* No more owner */ 2300 {
2339 2301 who->failmsg (format (
2340 if (exit_owner->contr == op->contr) 2302 "You can't light up the %s with your bare hands! "
2341 return 1; /*It is your exit */ 2303 "H<You need a lighter in your inventory, for example a flint and steel.>",
2342 2304 &op->name));
2343 if (exit_owner && /*There is a owner */
2344 (op->contr) && /*A player tries to pass */
2345 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2346 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2347 return 0; 2305 return 0;
2306 }
2307 }
2348 2308
2309 // last_eat == 0 means the lighter is not being used up!
2310 if (lighter->last_eat && lighter->stats.food)
2311 {
2312 /* lighter gets used up */
2313 lighter = lighter->split ();
2314 lighter->stats.food--;
2315 who->insert (lighter);
2316 }
2317 else if (lighter->last_eat)
2318 {
2319 /* no charges left in lighter */
2320 who->failmsg (format (
2321 "You attempt to light the %s with a used up %s.",
2322 &op->name, &lighter->name));
2323 return 0;
2324 }
2325
2326 return lighter;
2327}
2328
2329/**
2330 * Designed primarily to light torches/lanterns/etc.
2331 * Also burns up burnable material too. First object in the inventory is
2332 * the selected object to "burn". -b.t.
2333 */
2334static void
2335apply_lighter (object *who, object *lighter)
2336{
2337 object *item;
2338 int is_player_env = 0;
2339
2340 item = find_marked_object (who);
2341 if (item)
2342 {
2343 if (!auto_apply_lighter (who, item, lighter))
2344 return;
2345
2346 /* Perhaps we should split what we are trying to light on fire?
2347 * I can't see many times when you would want to light multiple
2348 * objects at once.
2349 */
2350
2351 save_throw_object (item, AT_FIRE, who);
2352
2353 if (item->destroyed ()
2354 || ((item->type == LAMP || item->type == TORCH)
2355 && item->glow_radius > 0))
2356 who->statusmsg (format (
2357 "You light the %s with the %s.",
2358 &item->name, &lighter->name));
2359 else
2360 who->failmsg (format (
2361 "You attempt to light the %s with the %s and fail.",
2362 &item->name, &lighter->name));
2363 }
2364 else
2365 who->failmsg ("You need to mark a lightable object.");
2366}
2367
2368/**
2369 * This function generates a cursed effect for cursed lamps and torches.
2370 */
2371static void
2372player_apply_lamp_cursed_effect (object *who, object *op)
2373{
2374 if (op->level)
2375 {
2376 who->failmsg (format (
2377 "The %s was cursed, it explodes in a big fireball!",
2378 &op->name));
2379 create_exploding_ball_at (who, op->level);
2380 }
2381 else
2382 {
2383 who->failmsg (format (
2384 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2385 &op->name));
2386 }
2387
2388 op->destroy ();
2389}
2390
2391/**
2392 * Apply for players and lamps
2393 *
2394 * who - the player
2395 * op - the lamp
2396 */
2397static void
2398player_apply_lamp (object *who, object *op)
2399{
2400 bool switch_on = op->glow_radius ? false : true;
2401
2402 if (switch_on)
2403 {
2404 object *lighter = 0;
2405
2406 if (op->flag [FLAG_IS_LIGHTABLE]
2407 && !(lighter = auto_apply_lighter (who, op, 0)))
2408 return;
2409
2410 if (op->stats.food < 1)
2411 {
2412 if (op->type == LAMP)
2413 who->failmsg (format (
2414 "The %s is out of fuel! "
2415 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2416 &op->name));
2417 else
2418 who->failmsg (format (
2419 "The %s is burnt out! "
2420 "H<Torches and similar items burn out and become worthless.>",
2421 &op->name));
2349 return 1; 2422 return;
2423 }
2424
2425 if (op->flag [FLAG_CURSED])
2350 } 2426 {
2427 player_apply_lamp_cursed_effect (who, op);
2428 return;
2429 }
2430
2431 if (lighter)
2432 who->statusmsg (format (
2433 "You light up the %s with the %s.", &op->name, &lighter->name));
2434 else
2435 who->statusmsg (format ("You light up the %s.", &op->name));
2436 }
2437 else
2351 } 2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2352 2444
2445 if (op->type == TORCH)
2446 {
2447 if (!op->flag [FLAG_IS_LIGHTABLE])
2448 {
2449 who->statusmsg (format (
2450 "You put out the %s. "
2451 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2452 &op->name, &op->name));
2453 }
2454 else
2455 who->statusmsg (format (
2456 "You put out the %s."
2457 "H<Torches wear out if you put them out.>",
2458 &op->name));
2459 }
2460 else
2461 who->statusmsg (format ("You turn off the %s.", &op->name));
2462 }
2463
2464 apply_lamp (op, switch_on);
2465}
2466
2467void get_animation_from_arch (object *op, arch_ptr a)
2468{
2469 op->animation_id = a->animation_id;
2470 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2471 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2472 op->anim_speed = a->anim_speed;
2473 op->last_anim = 0;
2474 op->state = 0;
2475 op->face = a->face;
2476
2477 if (NUM_ANIMATIONS(op) > 1)
2478 {
2479 SET_ANIMATION(op, 0);
2480 animate_object (op, op->direction);
2481 }
2482 else
2483 update_object (op, UP_OBJ_FACE);
2484}
2485
2486/**
2487 * Apply for LAMPs and TORCHes.
2488 *
2489 * op - the lamp
2490 * switch_on - a flag which says whether the lamp should be switched on or off
2491 */
2492void apply_lamp (object *op, bool switch_on)
2493{
2494 op->set_glow_radius (switch_on ? op->range : 0);
2495 op->set_speed (switch_on ? op->arch->speed : 0);
2496
2497 // torches wear out if you put them out
2498 if (op->type == TORCH && !switch_on)
2499 {
2500 if (op->flag [FLAG_IS_LIGHTABLE])
2501 {
2502 op->stats.food -= (double) op->arch->stats.food / 15;
2503 if (op->stats.food < 0)
2504 op->stats.food = 0;
2505 }
2506 else
2507 op->stats.food = 0;
2508 }
2509
2510 // lamps and torched get worthless when used up
2511 if (op->stats.food <= 0)
2512 op->value = 0;
2513
2514 // FIXME: This is a hack to make the more sane torches and lamps
2515 // still animated ;-/
2516 if (op->other_arch)
2517 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2518
2519 if (object *pl = op->visible_to ())
2520 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2521}
2522
2523/**
2524 * This handles items of type 'transformer'.
2525 * Basically those items, used with a marked item, transform both items into something
2526 * else.
2527 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2528 * Change information is contained in the 'slaying' field of the marked item.
2529 * The format is as follow: transformer:[number ]yield[;transformer:...].
2530 * This way an item can be transformed in many things, and/or many objects.
2531 * The 'slaying' field for transformer is used as verb for the action.
2532 */
2533static void
2534apply_item_transformer (object *pl, object *transformer)
2535{
2536 object *marked;
2537 object *new_item;
2538 const char *find;
2539 char *separator;
2540 int yield;
2541 char got[MAX_BUF];
2542 int len;
2543
2544 if (!pl || !transformer)
2353 return 0; 2545 return;
2546
2547 marked = find_marked_object (pl);
2548
2549 if (!marked)
2550 {
2551 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2552 return;
2553 }
2554
2555 if (!marked->slaying)
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 /* check whether they are compatible or not */
2562 find = strstr (&marked->slaying, transformer->arch->archname);
2563 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2564 {
2565 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2566 return;
2567 }
2568
2569 find += strlen (transformer->arch->archname) + 1;
2570 /* Item can be used, now find how many and what it yields */
2571 if (isdigit (*(find)))
2572 {
2573 yield = atoi (find);
2574 if (yield < 1)
2575 {
2576 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2577 yield = 1;
2578 }
2579 }
2580 else
2581 yield = 1;
2582
2583 while (isdigit (*find))
2584 find++;
2585
2586 while (*find == ' ')
2587 find++;
2588
2589 memset (got, 0, MAX_BUF);
2590
2591 if ((separator = (char *) strchr (find, ';')))
2592 len = separator - find;
2593 else
2594 len = strlen (find);
2595
2596 min_it (len, MAX_BUF - 1);
2597
2598 strcpy (got, find);
2599 got[len] = '\0';
2600
2601 /* Now create new item, remove used ones when required. */
2602 new_item = get_archetype (got);
2603 if (!new_item)
2604 {
2605 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2606 return;
2607 }
2608
2609 new_item->nrof = yield;
2610
2611 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2612
2613 pl->insert (new_item);
2614 /* Eat up one item */
2615 marked->decrease ();
2616
2617 /* Eat one transformer if needed */
2618 if (transformer->stats.food)
2619 if (--transformer->stats.food == 0)
2620 transformer->decrease ();
2354} 2621}
2355 2622
2356/** 2623/**
2357 * Main apply handler. 2624 * Main apply handler.
2358 * 2625 *
2361 * Return value: 2628 * Return value:
2362 * 0: player or monster can't apply objects of that type 2629 * 0: player or monster can't apply objects of that type
2363 * 1: has been applied, or there was an error applying the object 2630 * 1: has been applied, or there was an error applying the object
2364 * 2: objects of that type can't be applied if not in inventory 2631 * 2: objects of that type can't be applied if not in inventory
2365 * 2632 *
2366 * op is the object that is causing object to be applied, tmp is the object 2633 * who is the object that is causing object to be applied, op is the object
2367 * being applied. 2634 * being applied.
2368 * 2635 *
2369 * aflag is special (always apply/unapply) flags. Nothing is done with 2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2370 * them in this function - they are passed to apply_special 2637 * them in this function - they are passed to apply_special
2371 */ 2638 */
2372int 2639int
2373manual_apply (object *op, object *tmp, int aflag) 2640manual_apply (object *who, object *op, int aflag)
2374{ 2641{
2375 if (tmp->head) 2642 op = op->head_ ();
2376 tmp = tmp->head;
2377 2643
2378 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2379 { 2645 {
2380 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2381 { 2647 {
2648 examine (who, op);
2382 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2649 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2383 return 1; 2650 return 1;
2384 } 2651 }
2385 else 2652 else
2386 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2387 } 2654 }
2388 2655
2389 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2390 return RESULT_INT (0); 2657 return RESULT_INT (0);
2391 2658
2392 switch (tmp->type) 2659 switch (op->type)
2393 { 2660 {
2394 case CF_HANDLE: 2661 case T_HANDLE:
2395 op->play_sound (sound_find ("turn_handle")); 2662 who->play_sound (sound_find ("turn_handle"));
2396 op->statusmsg ("You turn the handle."); 2663 who->statusmsg ("You turn the handle.");
2397 tmp->value = tmp->value ? 0 : 1; 2664 op->value = op->value ? 0 : 1;
2398 SET_ANIMATION (tmp, tmp->value); 2665 SET_ANIMATION (op, op->value);
2399 update_object (tmp, UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2400 push_button (tmp); 2667 push_button (op, who);
2401 return 1; 2668 return 1;
2402 2669
2403 case TRIGGER: 2670 case TRIGGER:
2404 if (check_trigger (tmp, op)) 2671 if (check_trigger (op, who, who))
2405 { 2672 {
2406 op->statusmsg ("You turn the handle."); 2673 who->statusmsg ("You turn the handle.");
2407 op->play_sound (sound_find ("turn_handle")); 2674 who->play_sound (sound_find ("turn_handle"));
2408 } 2675 }
2409 else 2676 else
2410 op->failmsg ("The handle doesn't move."); 2677 who->failmsg ("The handle doesn't move.");
2411 2678
2412 return 1; 2679 return 1;
2413 2680
2414 case EXIT: 2681 case EXIT:
2415 if (op->type != PLAYER) 2682 if (who->type != PLAYER)
2416 return 0; 2683 return 0;
2417 2684
2418 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2685 if (!EXIT_PATH (op))
2419 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2686 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2420 else 2687 else
2421 { 2688 {
2422 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2424 op->statusmsg (tmp->msg, NDI_NAVY); 2691 who->statusmsg (op->msg, NDI_NAVY);
2425 2692
2426 op->enter_exit (tmp); 2693 who->enter_exit (op);
2427 } 2694 }
2428 2695
2429 return 1; 2696 return 1;
2430 2697
2431 case INSCRIBABLE: 2698 case INSCRIBABLE:
2432 op->statusmsg (tmp->msg); 2699 who->statusmsg (op->msg);
2433 // maybe show a spell menu to chose from or something like that 2700 // maybe show a spell menu to chose from or something like that
2434 return 1; 2701 return 1;
2435 2702
2436 case SIGN: 2703 case SIGN:
2437 apply_sign (op, tmp, 0); 2704 apply_sign (who, op, 0);
2438 return 1; 2705 return 1;
2439 2706
2440 case BOOK: 2707 case BOOK:
2441 if (op->type == PLAYER) 2708 if (who->type == PLAYER)
2442 { 2709 {
2443 apply_book (op, tmp); 2710 apply_book (who, op);
2444 return 1; 2711 return 1;
2445 } 2712 }
2446 else 2713 else
2447 return 0; 2714 return 0;
2448 2715
2449 case SKILLSCROLL: 2716 case SKILLSCROLL:
2450 if (op->type == PLAYER) 2717 if (who->type == PLAYER)
2451 { 2718 {
2452 apply_skillscroll (op, tmp); 2719 apply_skillscroll (who, op);
2453 return 1; 2720 return 1;
2454 } 2721 }
2455 else 2722 else
2456 return 0; 2723 return 0;
2457 2724
2458 case SPELLBOOK: 2725 case SPELLBOOK:
2459 if (op->type == PLAYER) 2726 if (who->type == PLAYER)
2460 { 2727 {
2461 apply_spellbook (op, tmp); 2728 apply_spellbook (who, op);
2462 return 1; 2729 return 1;
2463 } 2730 }
2464 else 2731 else
2465 return 0; 2732 return 0;
2466 2733
2467 case SCROLL: 2734 case SCROLL:
2468 apply_scroll (op, tmp, 0); 2735 apply_scroll (who, op, 0);
2469 return 1; 2736 return 1;
2470 2737
2471 case POTION: 2738 case POTION:
2472 apply_potion (op, tmp); 2739 apply_potion (who, op);
2473 return 1; 2740 return 1;
2474 2741
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2742 /* Eneq(@csd.uu.se): Handle apply on containers. */
2476 //TODO: remove, as it is unsed? 2743 //TODO: remove, as it is unsed?
2477 case CLOSE_CON: 2744 case CLOSE_CON:
2478 apply_container (op, tmp->env); 2745 apply_container (who, op->env);
2479 return 1; 2746 return 1;
2480 2747
2481 case CONTAINER: 2748 case CONTAINER:
2482 apply_container (op, tmp); 2749 apply_container (who, op);
2483 return 1; 2750 return 1;
2484 2751
2485 case TREASURE: 2752 case TREASURE:
2486 if (op->type == PLAYER) 2753 if (who->type == PLAYER)
2487 { 2754 {
2488 apply_treasure (op, tmp); 2755 apply_treasure (who, op);
2489 return 1; 2756 return 1;
2490 } 2757 }
2491 else 2758 else
2492 return 0; 2759 return 0;
2760
2761 case LAMP:
2762 case TORCH:
2763 player_apply_lamp (who, op);
2764 return 1;
2493 2765
2494 case WEAPON: 2766 case WEAPON:
2495 case ARMOUR: 2767 case ARMOUR:
2496 case BOOTS: 2768 case BOOTS:
2497 case GLOVES: 2769 case GLOVES:
2505 case WAND: 2777 case WAND:
2506 case ROD: 2778 case ROD:
2507 case HORN: 2779 case HORN:
2508 case SKILL: 2780 case SKILL:
2509 case BOW: 2781 case BOW:
2510 case LAMP:
2511 case BUILDER: 2782 case BUILDER:
2512 case SKILL_TOOL: 2783 case SKILL_TOOL:
2513 if (tmp->env != op) 2784 if (op->env != who)
2514 return 2; /* not in inventory */ 2785 return 2; /* not in inventory */
2515 2786
2516 apply_special (op, tmp, aflag); 2787 apply_special (who, op, aflag);
2517 return 1; 2788 return 1;
2518 2789
2519 case DRINK: 2790 case DRINK:
2520 case FOOD: 2791 case FOOD:
2521 case FLESH: 2792 case FLESH:
2522 apply_food (op, tmp); 2793 apply_food (who, op);
2523 return 1; 2794 return 1;
2524 2795
2525 case POISON: 2796 case POISON:
2526 apply_poison (op, tmp); 2797 apply_poison (who, op);
2527 return 1; 2798 return 1;
2528 2799
2529 case SAVEBED: 2800 case SAVEBED:
2530 return 1; 2801 return 1;
2531 2802
2532 case ARMOUR_IMPROVER: 2803 case ARMOUR_IMPROVER:
2533 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2534 { 2805 {
2535 apply_armour_improver (op, tmp); 2806 apply_armour_improver (who, op);
2536 return 1; 2807 return 1;
2537 } 2808 }
2538 else 2809 else
2539 return 0; 2810 return 0;
2540 2811
2541 case WEAPON_IMPROVER: 2812 case WEAPON_IMPROVER:
2542 check_improve_weapon (op, tmp); 2813 check_improve_weapon (who, op);
2543 return 1; 2814 return 1;
2544 2815
2545 case CLOCK: 2816 case CLOCK:
2546 if (op->type == PLAYER) 2817 if (who->type == PLAYER)
2547 { 2818 {
2548 char buf[MAX_BUF]; 2819 char buf[MAX_BUF];
2549 timeofday_t tod; 2820 timeofday_t tod;
2550 2821
2551 get_tod (&tod); 2822 get_tod (&tod);
2552 op->play_sound (sound_find ("sound_clock")); 2823 who->play_sound (sound_find ("sound_clock"));
2553 op->statusmsg (format ( 2824 who->statusmsg (format (
2554 "It is %d minute%s past %d o'clock %s", 2825 "It is %d minute%s past %d o'clock %s",
2555 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2826 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2556 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2827 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2557 )); 2828 ));
2558 return 1; 2829 return 1;
2559 } 2830 }
2560 else 2831 else
2561 return 0; 2832 return 0;
2562 2833
2563 case MENU: 2834 case MENU:
2564 if (op->type == PLAYER) 2835 if (who->type == PLAYER)
2565 { 2836 {
2566 shop_listing (tmp, op); 2837 shop_listing (op, who);
2567 return 1; 2838 return 1;
2568 } 2839 }
2569 else 2840 else
2570 return 0; 2841 return 0;
2571 2842
2572 case POWER_CRYSTAL: 2843 case POWER_CRYSTAL:
2573 apply_power_crystal (op, tmp); /* see egoitem.c */ 2844 apply_power_crystal (who, op); /* see egoitem.c */
2574 return 1; 2845 return 1;
2575 2846
2576 case LIGHTER: /* for lighting torches/lanterns/etc */ 2847 case LIGHTER: /* for lighting torches/lanterns/etc */
2577 if (op->type == PLAYER) 2848 if (who->type == PLAYER)
2578 { 2849 {
2579 apply_lighter (op, tmp); 2850 apply_lighter (who, op);
2580 return 1; 2851 return 1;
2581 } 2852 }
2582 else 2853 else
2583 return 0; 2854 return 0;
2584 2855
2585 case ITEM_TRANSFORMER: 2856 case ITEM_TRANSFORMER:
2586 apply_item_transformer (op, tmp); 2857 apply_item_transformer (who, op);
2587 return 1; 2858 return 1;
2588 2859
2589 default: 2860 default:
2590 return 0; 2861 return 0;
2591 } 2862 }
2592} 2863}
2593
2594 2864
2595/* quiet suppresses the "don't know how to apply" and "you must get it first" 2865/* quiet suppresses the "don't know how to apply" and "you must get it first"
2596 * messages as needed by player_apply_below(). But there can still be 2866 * messages as needed by player_apply_below(). But there can still be
2597 * "but you are floating high above the ground" messages. 2867 * "but you are floating high above the ground" messages.
2598 * 2868 *
2599 * Same return value as apply() function. 2869 * Same return value as apply() function.
2600 */ 2870 */
2601int 2871int
2602player_apply (object *pl, object *op, int aflag, int quiet) 2872player_apply (object *pl, object *op, int aflag, int quiet)
2603{ 2873{
2604 int tmp;
2605
2606 if (op->env && (pl->move_type & MOVE_FLYING)) 2874 if (!op->env && (pl->move_type & MOVE_FLYING))
2607 { 2875 {
2608 /* player is flying and applying object not in inventory */ 2876 /* player is flying and applying object not in inventory */
2609 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2877 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2610 { 2878 {
2611 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2879 pl->failmsg ("But you are floating high above the ground! "
2880 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2881 "or waiting till the levitation effect wears off.>");
2612 return 0; 2882 return 0;
2613 } 2883 }
2614 } 2884 }
2615 2885
2616 pl->contr->last_used = op; 2886 pl->contr->last_used = op;
2617 2887
2618 tmp = manual_apply (pl, op, aflag); 2888 int tmp = manual_apply (pl, op, aflag);
2889
2619 if (!quiet) 2890 if (!quiet)
2620 { 2891 {
2621 if (tmp == 0) 2892 if (tmp == 0)
2622 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2893 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2623 else if (tmp == 2) 2894 else if (tmp == 2)
2643 * we don't use a corrupt pointer for the next object, so we get the 2914 * we don't use a corrupt pointer for the next object, so we get the
2644 * next object in the stack before applying. This is can only be a 2915 * next object in the stack before applying. This is can only be a
2645 * problem if player_apply() has a bug in that it uses the object but does 2916 * problem if player_apply() has a bug in that it uses the object but does
2646 * not return a proper value. 2917 * not return a proper value.
2647 */ 2918 */
2648 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2919 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2649 { 2920 {
2650 next = tmp->below; 2921 next = tmp->below;
2651 2922
2652 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2653 floors++; 2924 floors++;
2658 * person moving on it, also activate. Added code to make it 2929 * person moving on it, also activate. Added code to make it
2659 * so that at least one of players movement types be that which 2930 * so that at least one of players movement types be that which
2660 * the item needs. 2931 * the item needs.
2661 */ 2932 */
2662 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2933 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2663 {
2664 if (player_apply (pl, tmp, 0, 1) == 1) 2934 if (player_apply (pl, tmp, 0, 1) == 1)
2665 return; 2935 return;
2666 } 2936
2667 if (floors >= 2) 2937 if (floors >= 2)
2668 return; /* process at most two floor objects */ 2938 return; /* process at most two floor objects */
2669 } 2939 }
2670} 2940}
2671 2941
2715 break; 2985 break;
2716 2986
2717 case SKILL: 2987 case SKILL:
2718 if (who->contr) 2988 if (who->contr)
2719 { 2989 {
2990 if (IS_COMBAT_SKILL (op->subtype))
2991 who->change_weapon (who->contr->combat_ob = 0);
2992 else if (IS_RANGED_SKILL (op->subtype))
2993 who->change_weapon (who->contr->ranged_ob = 0);
2994
2720 if (!op->invisible) 2995 if (op->invisible)
2996 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2997 else
2721 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2998 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2722 else
2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2724 } 2999 }
2725 3000
2726 change_abil (who, op); 3001 change_abil (who, op);
2727 CLEAR_FLAG (who, FLAG_READY_SKILL); 3002 CLEAR_FLAG (who, FLAG_READY_SKILL);
2728 break; 3003 break;
2739 case CLOAK: 3014 case CLOAK:
2740 who->statusmsg (format ("You unwear %s.", query_name (op))); 3015 who->statusmsg (format ("You unwear %s.", query_name (op)));
2741 change_abil (who, op); 3016 change_abil (who, op);
2742 break; 3017 break;
2743 3018
2744 case LAMP:
2745 {
2746 who->statusmsg (format ("You turn off your %s.", &op->name));
2747
2748 object *tmp2 = arch_to_object (op->other_arch);
2749 tmp2->x = op->x;
2750 tmp2->y = op->y;
2751 tmp2->map = op->map;
2752 tmp2->below = op->below;
2753 tmp2->above = op->above;
2754 tmp2->stats.food = op->stats.food;
2755 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2756
2757 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2758 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2759
2760 op->destroy ();
2761 insert_ob_in_ob (tmp2, who);
2762 who->update_stats ();
2763
2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2765 {
2766 if (who->contr)
2767 {
2768 who->failmsg ("Oops, it feels deadly cold!");
2769 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2770 }
2771 }
2772
2773 if (who->contr)
2774 esrv_send_item (who, tmp2);
2775 }
2776
2777 return 1; /* otherwise, an attempt to drop causes problems */
2778
2779 case BOW: 3019 case BOW:
2780 case WAND: 3020 case WAND:
2781 case ROD: 3021 case ROD:
2782 case HORN: 3022 case HORN:
2783 if (player *pl = who->contr) 3023 if (player *pl = who->contr)
2810 default: 3050 default:
2811 who->statusmsg (format ("You unapply %s.", query_name (op))); 3051 who->statusmsg (format ("You unapply %s.", query_name (op)));
2812 break; 3052 break;
2813 } 3053 }
2814 3054
3055 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3056 if (object *pl = op->visible_to ())
3057 esrv_send_item (pl, op);
3058
2815 who->update_stats (); 3059 who->update_stats ();
2816
2817 if (!(aflags & AP_NO_MERGE))
2818 {
2819 object *tmp = merge_ob (op, 0);
2820
2821 if (who->contr)
2822 {
2823 if (tmp)
2824 { /* it was merged */
2825 esrv_del_item (who->contr, op->count);
2826 op = tmp;
2827 }
2828
2829 esrv_send_item (who, op);
2830 }
2831 }
2832 3060
2833 return 0; 3061 return 0;
2834} 3062}
2835 3063
2836/** 3064/**
2874#define CANNOT_REMOVE_CURSED \ 3102#define CANNOT_REMOVE_CURSED \
2875 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3103 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2876 "Praying over an altar, scrolls of remove curse/damnation, " \ 3104 "Praying over an altar, scrolls of remove curse/damnation, " \
2877 "priests or even other players might help.>" 3105 "priests or even other players might help.>"
2878 3106
2879int 3107static int
2880unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
2881{ 3109{
2882 if (op->is_range ()) 3110 if (op->is_range ())
2883 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2884 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3134 return 1; 3362 return 1;
3135 } 3363 }
3136 3364
3137 return unapply_special (who, op, aflags); 3365 return unapply_special (who, op, aflags);
3138 } 3366 }
3139
3140 if (basic_flag == AP_UNAPPLY) 3367 else if (basic_flag == AP_UNAPPLY)
3141 return 0; 3368 return 0;
3142 3369
3143 // if the item is combat/ranged, wield the relevant slot first 3370 // if the item is combat/ranged, wield the relevant slot first
3144 // to resolve conflicts. 3371 // to resolve conflicts.
3145 if (player *pl = who->contr) 3372 if (player *pl = who->contr)
3203 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3204 */ 3431 */
3205 who->change_skill (skop); 3432 who->change_skill (skop);
3206 } 3433 }
3207 3434
3208 if (who->type == PLAYER 3435 if (!check_item_power (who, op->item_power))
3209 && op->item_power
3210 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3211 { 3436 {
3212 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3437 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3213 return 1; 3438 return 1;
3214 } 3439 }
3215 3440
3223 return RESULT_INT (0); 3448 return RESULT_INT (0);
3224 3449
3225 switch (op->type) 3450 switch (op->type)
3226 { 3451 {
3227 case WEAPON: 3452 case WEAPON:
3228 if (!check_weapon_power (who, op->last_eat))
3229 {
3230 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3231
3232 if (tmp)
3233 insert_ob_in_ob (tmp, who);
3234
3235 return 1;
3236 }
3237
3238 //TODO: this obviously fails for players using a shorter prefix 3453 //TODO: this obviously fails for players using a shorter prefix
3239 // i.e. "R" can use Ragnarok's sword. 3454 // i.e. "R" can use Ragnarok's sword.
3240 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3455 if (op->level && !op->name.starts_with (who->name))
3241 { 3456 {
3242 /* if the weapon does not have the name as the character, can't use it. */ 3457 /* if the weapon does not have the name as the character, can't use it. */
3243 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3458 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3244 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3459 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3245 3460
3280 SET_FLAG (op, FLAG_APPLIED); 3495 SET_FLAG (op, FLAG_APPLIED);
3281 who->statusmsg (format ("You wear %s.", query_name (op))); 3496 who->statusmsg (format ("You wear %s.", query_name (op)));
3282 change_abil (who, op); 3497 change_abil (who, op);
3283 break; 3498 break;
3284 3499
3285 case LAMP:
3286 if (op->stats.food < 1)
3287 {
3288 who->failmsg (format (
3289 "Your %s is out of fuel! "
3290 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3291 &op->name
3292 ));
3293 return 1;
3294 }
3295
3296 who->statusmsg (format ("You turn on your %s.", &op->name));
3297
3298 tmp2 = arch_to_object (op->other_arch);
3299 tmp2->stats.food = op->stats.food;
3300 SET_FLAG (tmp2, FLAG_APPLIED);
3301
3302 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3303 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3304
3305 insert_ob_in_ob (tmp2, who);
3306
3307 /* Remove the old lantern */
3308 op->destroy ();
3309
3310 /* insert the portion that was split off */
3311 if (tmp)
3312 {
3313 insert_ob_in_ob (tmp, who);
3314 if (who->type == PLAYER)
3315 esrv_send_item (who, tmp);
3316 }
3317
3318 who->update_stats ();
3319
3320 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3321 if (who->type == PLAYER)
3322 {
3323 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3324 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3325 }
3326
3327 if (who->type == PLAYER)
3328 esrv_send_item (who, tmp2);
3329
3330 return 0;
3331
3332 case SKILL_TOOL: 3500 case SKILL_TOOL:
3333 // applying a skill tool also readies the skill 3501 // applying a skill tool also readies the skill
3334 SET_FLAG (op, FLAG_APPLIED); 3502 SET_FLAG (op, FLAG_APPLIED);
3335 3503
3336 if (!(aflags & AP_NO_READY)) 3504 if (!(aflags & AP_NO_READY))
3344 case SKILL: 3512 case SKILL:
3345 if (player *pl = who->contr) 3513 if (player *pl = who->contr)
3346 { 3514 {
3347 if (IS_COMBAT_SKILL (op->subtype)) 3515 if (IS_COMBAT_SKILL (op->subtype))
3348 { 3516 {
3349 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3350 { 3518 {
3351 for (object *item = who->inv; item; item = item->below) 3519 for (object *item = who->inv; item; item = item->below)
3352 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3353 { 3521 {
3354 if (item->skill == op->skill) 3522 if (item->skill == op->skill)
3355 { 3523 {
3356 who->change_weapon (pl->combat_ob = item); 3524 who->change_weapon (pl->combat_ob = item);
3357 goto found_weapon; 3525 goto found_weapon;
3370 else 3538 else
3371 who->change_weapon (pl->combat_ob = op); 3539 who->change_weapon (pl->combat_ob = op);
3372 } 3540 }
3373 else if (IS_RANGED_SKILL (op->subtype)) 3541 else if (IS_RANGED_SKILL (op->subtype))
3374 { 3542 {
3375 if (skill_flags [op->subtype] & SF_NEED_BOW) 3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3376 { 3544 {
3377 for (object *item = who->inv; item; item = item->below) 3545 for (object *item = who->inv; item; item = item->below)
3378 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3379 { 3547 {
3380 //TODO: bows should/must all have skill missile weapon right now 3548 //TODO: bows should/must all have skill missile weapon right now
3381 who->change_weapon (pl->ranged_ob = item); 3549 who->change_weapon (pl->ranged_ob = item);
3382 goto found_bow; 3550 goto found_bow;
3383 } 3551 }
3415 } 3583 }
3416 3584
3417 break; 3585 break;
3418 3586
3419 case BOW: 3587 case BOW:
3420 if (!check_weapon_power (who, op->last_eat)) 3588 if (op->level && !op->name.starts_with (who->name))
3421 {
3422 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3423
3424 if (tmp)
3425 insert_ob_in_ob (tmp, who);
3426
3427 return 1;
3428 }
3429
3430 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3431 { 3589 {
3432 who->failmsg ("The weapon does not recognize you as its owner. " 3590 who->failmsg ("The weapon does not recognize you as its owner. "
3433 "H<Its name indicates that it belongs to somebody else.>"); 3591 "H<Its name indicates that it belongs to somebody else.>");
3434 if (tmp) 3592 if (tmp)
3435 insert_ob_in_ob (tmp, who); 3593 insert_ob_in_ob (tmp, who);
3493 } 3651 }
3494 3652
3495 SET_FLAG (op, FLAG_APPLIED); 3653 SET_FLAG (op, FLAG_APPLIED);
3496 3654
3497 if (tmp) 3655 if (tmp)
3498 tmp = insert_ob_in_ob (tmp, who); 3656 who->insert (tmp);
3499 3657
3500 who->update_stats (); 3658 who->update_stats ();
3501 3659
3502 /* We exclude spell casting objects. The fire code will set the 3660 /* We exclude spell casting objects. The fire code will set the
3503 * been applied flag when they are used - until that point, 3661 * been applied flag when they are used - until that point,
3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3510 if (who->type == PLAYER) 3668 if (who->type == PLAYER)
3511 { 3669 {
3512 who->failmsg ( 3670 who->failmsg (
3513 "Oops, it feels deadly cold! " 3671 "Oops, it feels deadly cold! "
3514 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3672 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3515 ); 3673 );
3516 SET_FLAG (op, FLAG_KNOWN_CURSED); 3674 SET_FLAG (op, FLAG_KNOWN_CURSED);
3517 } 3675 }
3518 3676
3519 if (who->type == PLAYER) 3677 if (object *pl = op->visible_to ())
3520 {
3521 /* if multiple objects were applied, update both slots */
3522 if (tmp)
3523 esrv_send_item (who, tmp);
3524
3525 esrv_send_item (who, op); 3678 esrv_send_item (pl, op);
3526 }
3527 3679
3528 return 0; 3680 return 0;
3529}
3530
3531int
3532monster_apply_special (object *who, object *op, int aflags)
3533{
3534 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3535 return 1;
3536
3537 return apply_special (who, op, aflags);
3538} 3681}
3539 3682
3540/** 3683/**
3541 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3542 * 3685 *
3545int 3688int
3546auto_apply (object *op) 3689auto_apply (object *op)
3547{ 3690{
3548 object *tmp = NULL, *tmp2; 3691 object *tmp = NULL, *tmp2;
3549 int i; 3692 int i;
3693
3694 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3550 3695
3551 switch (op->type) 3696 switch (op->type)
3552 { 3697 {
3553 case SHOP_FLOOR: 3698 case SHOP_FLOOR:
3554 if (!op->has_random_items ()) 3699 if (!op->has_random_items ())
3556 3701
3557 do 3702 do
3558 { 3703 {
3559 i = 10; /* let's give it 10 tries */ 3704 i = 10; /* let's give it 10 tries */
3560 while ((tmp = generate_treasure (op->randomitems, 3705 while ((tmp = generate_treasure (op->randomitems,
3561 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3706 op->stats.exp
3707 ? (int) op->stats.exp
3708 : max (op->map->difficulty, 5)))
3709 == NULL && --i);
3710
3562 if (tmp == NULL) 3711 if (tmp == NULL)
3563 return 0; 3712 return 0;
3713
3564 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3565 { 3715 {
3566 tmp->destroy (); 3716 tmp->destroy ();
3567 tmp = NULL; 3717 tmp = NULL;
3568 } 3718 }
3571 3721
3572 tmp->x = op->x; 3722 tmp->x = op->x;
3573 tmp->y = op->y; 3723 tmp->y = op->y;
3574 SET_FLAG (tmp, FLAG_UNPAID); 3724 SET_FLAG (tmp, FLAG_UNPAID);
3575 insert_ob_in_map (tmp, op->map, NULL, 0); 3725 insert_ob_in_map (tmp, op->map, NULL, 0);
3576 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3577 identify (tmp); 3726 identify (tmp);
3578 break; 3727 break;
3579 3728
3580 case TREASURE: 3729 case TREASURE:
3581 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3588 /* If we generated an object and put it in this object inventory, 3737 /* If we generated an object and put it in this object inventory,
3589 * move it to the parent object as the current object is about 3738 * move it to the parent object as the current object is about
3590 * to disappear. An example of this item is the random_* stuff 3739 * to disappear. An example of this item is the random_* stuff
3591 * that is put inside other objects. 3740 * that is put inside other objects.
3592 */ 3741 */
3593 for (tmp = op->inv; tmp; tmp = tmp2)
3594 {
3595 tmp2 = tmp->below;
3596 tmp->remove ();
3597
3598 if (op->env) 3742 if (op->env)
3599 insert_ob_in_ob (tmp, op->env); 3743 while (op->inv)
3600 else 3744 op->env->insert (op->inv);
3601 tmp->destroy ();
3602 }
3603 3745
3604 op->destroy (); 3746 op->destroy ();
3605 break; 3747 break;
3606 } 3748 }
3607 return tmp ? 1 : 0; 3749
3750 return !!tmp;
3608} 3751}
3609 3752
3610/** 3753/**
3611 * fix_auto_apply goes through the entire map every time a map 3754 * fix_auto_apply goes through the entire map every time a map
3612 * is loaded or swapped in and performs special actions for 3755 * is loaded or swapped in and performs special actions for
3626 3769
3627 if (tmp->inv) 3770 if (tmp->inv)
3628 { 3771 {
3629 object *invtmp, *invnext; 3772 object *invtmp, *invnext;
3630 3773
3631 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3632 { 3775 {
3633 invnext = invtmp->below; 3776 invnext = invtmp->below;
3634 3777
3635 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636 auto_apply (invtmp); 3779 auto_apply (invtmp);
3637 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3638 { 3781 {
3639 while ((invtmp->stats.hp--) > 0) 3782 while (invtmp->stats.hp-- > 0)
3640 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3641 3784
3642 invtmp->randomitems = NULL; 3785 invtmp->randomitems = NULL;
3643 } 3786 }
3644 else if (invtmp && invtmp->arch 3787 else if (invtmp && invtmp->arch
3649 * treasure again for this object 3792 * treasure again for this object
3650 */ 3793 */
3651 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3652 } 3795 }
3653 } 3796 }
3797
3654 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3655 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3656 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3657 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3658 * MSW 2004-05-13 3802 * MSW 2004-05-13
3662 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3663 */ 3807 */
3664 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3665 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3809 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3666 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3667
3668 } 3811 }
3669 3812
3670 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3671 auto_apply (tmp); 3814 auto_apply (tmp);
3672 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3815 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3705 } 3848 }
3706 3849
3707 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3708 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3709 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3710 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3711} 3854}
3712 3855
3713/** 3856/**
3714 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3715 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3720eat_special_food (object *who, object *food) 3863eat_special_food (object *who, object *food)
3721{ 3864{
3722 object *force; 3865 object *force;
3723 int i, did_one = 0; 3866 int i, did_one = 0;
3724 3867
3725 force = get_archetype (FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3726 3871
3727 for (i = 0; i < NUM_STATS; i++)
3728 if (sint8 k = food->stats.stat (i))
3729 {
3730 force->stats.stat (i) = k;
3731 did_one = 1;
3732 }
3733
3734 /* check if we can protect the eater */
3735 for (i = 0; i < NROFATTACKS; i++)
3736 {
3737 if (food->resist[i] > 0)
3738 {
3739 force->resist[i] = food->resist[i] / 2;
3740 did_one = 1;
3741 }
3742 }
3743
3744 if (did_one)
3745 {
3746 force->set_speed (0.1);
3747 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3748 force->duration = food->stats.food / 5; 3873 int duration = TIME2TICK (food->stats.food);
3749 SET_FLAG (force, FLAG_APPLIED); 3874
3750 change_abil (who, force); 3875 if (force = who->force_find (key))
3751 insert_ob_in_ob (force, who); 3876 {
3877 if (duration > fabs (force->speed_left / force->speed))
3878 {
3879 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));
3880 force->force_set_timer (duration);
3881 }
3882 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3884
3885 return;
3752 } 3886 }
3753 else 3887 else
3888 {
3889 force = who->force_add (key, duration);
3890 force->name = key;
3891
3892 /* check if the food affects a stat */
3893 for (i = 0; i < NUM_STATS; i++)
3894 if (sint8 k = food->stats.stat (i))
3895 {
3896 force->stats.stat (i) = k;
3897 did_one = 1;
3898 }
3899
3900 /* check if we can protect the eater */
3901 for (i = 0; i < NROFATTACKS; i++)
3902 {
3903 if (food->resist[i] > 0)
3904 {
3905 force->resist[i] = food->resist[i];
3906 did_one = 1;
3907 }
3908 }
3909
3910 if (did_one)
3911 {
3912 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));
3913
3914 /* make the force take effect and report effects to user */
3915 change_abil (who, force);
3916 }
3917 else
3754 force->destroy (); 3918 force->destroy ();
3919 }
3755 3920
3756 /* check for hp, sp change */ 3921 /* check for hp, sp change */
3757 if (food->stats.hp != 0) 3922 if (food->stats.hp != 0)
3758 { 3923 {
3759 if (QUERY_FLAG (food, FLAG_CURSED)) 3924 if (QUERY_FLAG (food, FLAG_CURSED))
3760 { 3925 {
3761 assign (who->contr->killer, food->name); 3926 who->contr->killer = food;
3762 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3927 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3763 who->failmsg ("Eck!...that was poisonous!"); 3928 who->failmsg ("Eck!...that was poisonous!");
3764 } 3929 }
3765 else 3930 else
3766 { 3931 {
3770 who->failmsg ("Eck!...that was poisonous!"); 3935 who->failmsg ("Eck!...that was poisonous!");
3771 3936
3772 who->stats.hp += food->stats.hp; 3937 who->stats.hp += food->stats.hp;
3773 } 3938 }
3774 } 3939 }
3940
3775 if (food->stats.sp != 0) 3941 if (food->stats.sp != 0)
3776 { 3942 {
3777 if (QUERY_FLAG (food, FLAG_CURSED)) 3943 if (QUERY_FLAG (food, FLAG_CURSED))
3778 { 3944 {
3779 who->failmsg ("You are drained of mana!"); 3945 who->failmsg ("You are drained of mana!");
3788 /* place limit on max sp from food? */ 3954 /* place limit on max sp from food? */
3789 } 3955 }
3790 } 3956 }
3791 3957
3792 who->update_stats (); 3958 who->update_stats ();
3793}
3794
3795/**
3796 * Designed primarily to light torches/lanterns/etc.
3797 * Also burns up burnable material too. First object in the inventory is
3798 * the selected object to "burn". -b.t.
3799 */
3800void
3801apply_lighter (object *who, object *lighter)
3802{
3803 object *item;
3804 int is_player_env = 0;
3805
3806 item = find_marked_object (who);
3807 if (item)
3808 {
3809 if (lighter->last_eat && lighter->stats.food)
3810 { /* lighter gets used up */
3811 /* Split multiple lighters if they're being used up. Otherwise *
3812 * one charge from each would be used up. --DAMN */
3813 if (lighter->nrof > 1)
3814 {
3815 object *oneLighter = lighter->clone ();
3816
3817 lighter->nrof -= 1;
3818 oneLighter->nrof = 1;
3819 oneLighter->stats.food--;
3820 esrv_send_item (who, lighter);
3821 oneLighter = insert_ob_in_ob (oneLighter, who);
3822 esrv_send_item (who, oneLighter);
3823 }
3824 else
3825 lighter->stats.food--;
3826 }
3827 else if (lighter->last_eat)
3828 {
3829 /* no charges left in lighter */
3830 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3831 return;
3832 }
3833
3834 /* Perhaps we should split what we are trying to light on fire?
3835 * I can't see many times when you would want to light multiple
3836 * objects at once.
3837 */
3838
3839 if (who == item->in_player ())
3840 is_player_env = 1;
3841
3842 save_throw_object (item, AT_FIRE, who);
3843
3844 if (item->destroyed ())
3845 {
3846 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3847 /* Need to update the player so that the players glow radius
3848 * gets changed.
3849 */
3850 if (is_player_env)
3851 who->update_stats ();
3852 }
3853 else
3854 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3855 }
3856 else
3857 who->failmsg ("You need to mark a lightable object.");
3858}
3859
3860/**
3861 * op made some mistake with a scroll, this takes care of punishment.
3862 * scroll_failure()- hacked directly from spell_failure
3863 */
3864void
3865scroll_failure (object *op, int failure, int power)
3866{
3867 if (abs (failure / 4) > power)
3868 power = abs (failure / 4); /* set minimum effect */
3869
3870 if (failure <= -1 && failure > -15)
3871 { /* wonder */
3872 object *tmp;
3873
3874 op->failmsg ("Your spell warps!");
3875 tmp = get_archetype (SPELL_WONDER);
3876 cast_wonder (op, op, 0, tmp);
3877 tmp->destroy ();
3878 }
3879 else if (failure <= -15 && failure > -35)
3880 { /* drain mana */
3881 op->failmsg ("Your mana is drained!");
3882 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3883 if (op->stats.sp < 0)
3884 op->stats.sp = 0;
3885 }
3886 else if (settings.spell_failure_effects == TRUE)
3887 {
3888 if (failure <= -35 && failure > -60)
3889 { /* confusion */
3890 op->failmsg ("The magic recoils on you!");
3891 confuse_player (op, op, power);
3892 }
3893 else if (failure <= -60 && failure > -70)
3894 { /* paralysis */
3895 op->failmsg ("The magic recoils and paralyzes you!");
3896 paralyze_player (op, op, power);
3897 }
3898 else if (failure <= -70 && failure > -80)
3899 { /* blind */
3900 op->failmsg ("The magic recoils on you!");
3901 blind_player (op, op, power);
3902 }
3903 else if (failure <= -80)
3904 { /* blast the immediate area */
3905 object *tmp = get_archetype (LOOSE_MANA);
3906 cast_magic_storm (op, tmp, power);
3907 op->failmsg ("You unleash uncontrolled mana!");
3908 tmp->destroy ();
3909 }
3910 }
3911} 3959}
3912 3960
3913void 3961void
3914apply_changes_to_player (object *pl, object *change) 3962apply_changes_to_player (object *pl, object *change)
3915{ 3963{
3963 } 4011 }
3964 4012
3965 /* insert the randomitems from the change's treasurelist into 4013 /* insert the randomitems from the change's treasurelist into
3966 * the player ref: player.c 4014 * the player ref: player.c
3967 */ 4015 */
3968 if (change->randomitems != NULL) 4016 if (change->randomitems)
3969 give_initial_items (pl, change->randomitems); 4017 give_initial_items (pl, change->randomitems);
3970 4018
3971 /* set up the face, for some races. */ 4019 /* set up the face, for some races. */
3972 4020
3973 /* first, look for the force object banning 4021 /* first, look for the force object banning
3974 * changing the face. Certain races never change face with class. 4022 * changing the face. Certain races never change face with class.
3975 */ 4023 */
3976 for (walk = pl->inv; walk != NULL; walk = walk->below) 4024 for (walk = pl->inv; walk; walk = walk->below)
3977 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4025 if (walk->name == shstr_NOCLASSFACECHANGE)
3978 flag_change_face = 0; 4026 flag_change_face = 0;
3979 4027
3980 if (flag_change_face) 4028 if (flag_change_face)
3981 { 4029 {
3982 pl->animation_id = GET_ANIM_ID (change);
3983 pl->face = change->face; 4030 pl->face = change->face;
3984 4031 pl->animation_id = change->animation_id;
3985 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3986 SET_FLAG (pl, FLAG_ANIMATE);
3987 else
3988 CLEAR_FLAG (pl, FLAG_ANIMATE);
3989 } 4033 }
3990 4034
3991 /* check the special case of can't use weapons */ 4035 /* check the special case of can't use weapons */
3992 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4036 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3993 if (!strcmp (change->name, "monk")) 4037 if (change->name == shstr_monk)
3994 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3995 4039
3996 break; 4040 break;
3997 } 4041 }
3998 } 4042 }
3999} 4043}
4000 4044
4001/**
4002 * This handles items of type 'transformer'.
4003 * Basically those items, used with a marked item, transform both items into something
4004 * else.
4005 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4006 * Change information is contained in the 'slaying' field of the marked item.
4007 * The format is as follow: transformer:[number ]yield[;transformer:...].
4008 * This way an item can be transformed in many things, and/or many objects.
4009 * The 'slaying' field for transformer is used as verb for the action.
4010 */
4011void
4012apply_item_transformer (object *pl, object *transformer)
4013{
4014 object *marked;
4015 object *new_item;
4016 char *find;
4017 char *separator;
4018 int yield;
4019 char got[MAX_BUF];
4020 int len;
4021
4022 if (!pl || !transformer)
4023 return;
4024
4025 marked = find_marked_object (pl);
4026
4027 if (!marked)
4028 {
4029 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4030 return;
4031 }
4032
4033 if (!marked->slaying)
4034 {
4035 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4036 return;
4037 }
4038
4039 /* check whether they are compatible or not */
4040 find = strstr (marked->slaying, transformer->arch->archname);
4041 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4042 {
4043 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4044 return;
4045 }
4046
4047 find += strlen (transformer->arch->archname) + 1;
4048 /* Item can be used, now find how many and what it yields */
4049 if (isdigit (*(find)))
4050 {
4051 yield = atoi (find);
4052 if (yield < 1)
4053 {
4054 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4055 yield = 1;
4056 }
4057 }
4058 else
4059 yield = 1;
4060
4061 while (isdigit (*find))
4062 find++;
4063
4064 while (*find == ' ')
4065 find++;
4066
4067 memset (got, 0, MAX_BUF);
4068
4069 if ((separator = strchr (find, ';')) != NULL)
4070 len = separator - find;
4071 else
4072 len = strlen (find);
4073
4074 if (len > MAX_BUF - 1)
4075 len = MAX_BUF - 1;
4076
4077 strcpy (got, find);
4078 got[len] = '\0';
4079
4080 /* Now create new item, remove used ones when required. */
4081 new_item = get_archetype (got);
4082 if (!new_item)
4083 {
4084 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4085 return;
4086 }
4087
4088 new_item->nrof = yield;
4089
4090 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4091
4092 insert_ob_in_ob (new_item, pl);
4093 esrv_send_inventory (pl, pl);
4094 /* Eat up one item */
4095 marked->decrease ();
4096
4097 /* Eat one transformer if needed */
4098 if (transformer->stats.food)
4099 if (--transformer->stats.food == 0)
4100 transformer->decrease ();
4101}
4102

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