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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.160 by root, Mon May 26 16:22:42 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 if (shstr yield = tmp->kv (shstr_on_use_yield)) 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 168}
168 169
169/** 170/**
170 * Handles applying a potion. 171 * Handles applying a potion.
171 */ 172 */
172int 173int
173apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
174{ 175{
175 int got_one = 0, i; 176 int got_one = 0, i;
176 object *force = 0, *floor = 0; 177 object *force = 0;
177 178
178 floor = GET_MAP_OB (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
179 180
180 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)
181 { 182 {
182 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!");
183 184
203 op->update_stats (); 204 op->update_stats ();
204 tmp->decrease (); 205 tmp->decrease ();
205 return 1; 206 return 1;
206 } 207 }
207 208
208 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
209 { 210 {
210 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
211 return 0; 212 return 0;
212 } 213 }
213 214
230 } 231 }
231 232
232 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 { 235 {
235 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
236 { 237 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 { 239 {
239 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
240 { 241 {
275 } 276 }
276 } 277 }
277 } 278 }
278 279
279 /* Just makes checking easier */ 280 /* Just makes checking easier */
280 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
281 got_one = 1; 282 got_one = 1;
282 283
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 { 285 {
285 if (got_one) 286 if (got_one)
315 */ 316 */
316 if (tmp->inv) 317 if (tmp->inv)
317 { 318 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 320 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
323 322 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 323 }
332 else 324 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 326
335 tmp->decrease (); 327 tmp->decrease ();
378 } 370 }
379 371
380 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 373 if (op->type == PLAYER)
382 { /* only for players */ 374 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 379 else
386 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
387 381
388 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
403/**************************************************************************** 397/****************************************************************************
404 * Weapon improvement code follows 398 * Weapon improvement code follows
405 ****************************************************************************/ 399 ****************************************************************************/
406 400
407/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
408 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
409 */ 418 */
410static int 419static int
411check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
412{ 421{
413 int count = 0; 422 int count = 0;
414 423
415 if (!item) 424 if (!item)
416 return 0; 425 return 0;
417 426
418 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 431 count += op->number_of ();
429 }
430 }
431 }
432 432
433 return count; 433 return count;
434} 434}
435 435
436/** 436/**
438 * op is typically the player, which is only 438 * op is typically the player, which is only
439 * really used to determine what space to look at. 439 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
441 */ 441 */
442static void 442static void
443eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 444{
445 object *prev; 445 object *prev;
446 446
447 prev = op; 447 prev = op;
448 op = op->below; 448 op = op->below;
449 449
450 while (op) 450 while (op)
451 { 451 {
452 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
453 { 453 {
454 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
455 { 455 {
456 op->decrease (nrof); 456 op->decrease (nrof);
457 return; 457 return;
466 } 466 }
467 467
468 prev = op; 468 prev = op;
469 op = op->below; 469 op = op->below;
470 } 470 }
471}
472
473/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522} 471}
523 472
524/** 473/**
525 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
582 531
583/** 532/**
584 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
586 */ 535 */
587int 536static int
588prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
589{ 538{
590 int sacrifice_count, i; 539 int sacrifice_count, i;
591 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
592 541
645 * 594 *
646 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
647 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
648 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
649 */ 598 */
650int 599static int
651improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
652{ 601{
653 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
654 603
655 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
657 606
658 if (weapon->level == 0) 607 if (weapon->level == 0)
659 { 608 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 612 return 0;
662 } 613 }
663 614
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 617 {
666 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 619 return 0;
668 } 620 }
669 621
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
671 { 624 {
672 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 627 "really want to improve it.");
675 return 0; 628 return 0;
703 weapon->last_eat++; 656 weapon->last_eat++;
704 weapon->item_power++; 657 weapon->item_power++;
705 improver->decrease (); 658 improver->decrease ();
706 return 1; 659 return 1;
707 } 660 }
661
708 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 663 {
710 weapon->magic++; 664 weapon->magic++;
711 weapon->last_eat++; 665 weapon->last_eat++;
712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
752/** 706/**
753 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
754 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
755 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
756 */ 710 */
757int 711static int
758check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
759{ 713{
760 object *otmp; 714 object *otmp;
761 715
762 if (op->type != PLAYER) 716 if (op->type != PLAYER)
767 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
768 return 0; 722 return 0;
769 } 723 }
770 724
771 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
772 if (!otmp) 727 if (!otmp)
773 { 728 {
774 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
775 return 0; 730 return 0;
776 } 731 }
808 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 764 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 766 * changing of physical area right now.
812 */ 767 */
813int 768static int
814improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
815{ 770{
816 object *tmp; 771 object *tmp;
817 772
818 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
902 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
903 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
904 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
905 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
906 */ 861 */
907static int 862int
908convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
909{ 864{
910 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
911 866
912 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
913 return 0; 868 return 0;
914 869
915 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
916 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
917 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
918 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
919 874
993 item->nrof = give; 948 item->nrof = give;
994 949
995 if (nr) 950 if (nr)
996 item->nrof *= nr; 951 item->nrof *= nr;
997 952
998 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
999 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1000 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 965 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 /** 968 /**
1005 * 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
1006 * hopefully had something in mind when doing this. 970 * hopefully had something in mind when doing this.
1007 */ 971 */
1008 } 972 }
1009 973
1010 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
1011 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);
1012 return 1; 980 return 1;
1013} 981}
1014 982
1015/** 983/**
1016 * Handle apply on containers. 984 * Handle apply on containers.
1017 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1018 * 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]
1019 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1020 */ 988 */
1021int 989static int
1022apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1023{ 991{
1024 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1025 return 0; /* This might change */ 993 return 0; /* This might change */
1026 994
1039 } 1007 }
1040 1008
1041 // 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
1042 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1043 { 1011 {
1044 if (op->container == sack) 1012 if (op->container_ () == sack)
1045 { 1013 {
1046 // open on ground or inv, so close 1014 // open on ground or inv, so close
1047 op->close_container (); 1015 op->close_container ();
1048 return 1; 1016 return 1;
1049 } 1017 }
1092{ 1060{
1093 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1094 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1095 return 0; 1063 return 0;
1096 1064
1097 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1098 { 1066 {
1099 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1100 * 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
1101 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1102 */ 1070 */
1111/* push_button (altar);*/ 1079/* push_button (altar);*/
1112 } 1080 }
1113 else 1081 else
1114 { 1082 {
1115 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1116 push_button (altar); 1084 push_button (altar, originator);
1117 } 1085 }
1118 1086
1119 return !sacrifice; 1087 return !sacrifice;
1120 } 1088 }
1121 else 1089 else
1138 1106
1139 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1140 1108
1141 bool has_unpaid = false; 1109 bool has_unpaid = false;
1142 1110
1143 // 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
1144 // a quick and small change :( 1112 // a quick and small change :(
1145 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1146 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1147 { 1115 {
1148 has_unpaid = true; 1116 has_unpaid = true;
1149 break; 1117 break;
1150 } 1118 }
1151 1119
1152 if (op->type != PLAYER) 1120 if (!op->is_player ())
1153 { 1121 {
1154 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1155 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1156 * the shop. 1124 * the shop.
1157 */ 1125 */
1161 1129
1162 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1163 { 1131 {
1164 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);
1165 1133
1134 if (i >= 0)
1166 tmp->remove (); 1135 tmp->move (i);
1167
1168 if (i == -1)
1169 i = 0;
1170
1171 tmp->map = op->map;
1172 tmp->x = op->x + freearr_x[i];
1173 tmp->y = op->y + freearr_y[i];
1174 insert_ob_in_map (tmp, op->map, op, 0);
1175 } 1136 }
1176 } 1137 }
1177 1138
1178 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1179 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1190 if (i != -1) 1151 if (i != -1)
1191 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);
1192 1153
1193 return 0; 1154 return 0;
1194 } 1155 }
1156
1195 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1196 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1197 */ 1159 */
1198 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1199 } 1161 }
1254 * Handles applying a sign. 1216 * Handles applying a sign.
1255 */ 1217 */
1256static void 1218static void
1257apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1258{ 1220{
1259 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 }
1260 1229
1261 if (!sign->msg) 1230 if (!sign->msg)
1262 { 1231 {
1263 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 "));
1264 return; 1236 return;
1265 } 1237 }
1266 1238
1267 if (sign->stats.food) 1239 if (sign->stats.food)
1268 { 1240 {
1269 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1270 { 1242 {
1271 if (!sign->move_on) 1243 if (!sign->move_on)
1272 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1273 1245
1274 return; 1246 return;
1275 } 1247 }
1276 1248
1277 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1295 if (sign->sound) 1267 if (sign->sound)
1296 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1297 else if (autoapply) 1269 else if (autoapply)
1298 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1299 1271
1300 if (ns->can_msg)
1301 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));
1302 else
1303 {
1304 msgType = get_readable_message_type (sign);
1305 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1306 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1307 }
1308 } 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);
1309} 1306}
1310 1307
1311/** 1308/**
1312 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1313 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1327 return; 1324 return;
1328 1325
1329 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1330 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1331 */ 1328 */
1332 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1333 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1334 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1335 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1336 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1337 */ 1334 */
1344 1341
1345 recursion_depth++; 1342 recursion_depth++;
1346 if (trap->head) 1343 if (trap->head)
1347 trap = trap->head; 1344 trap = trap->head;
1348 1345
1349 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)))
1350 goto leave;
1351
1352 switch (trap->type) 1347 switch (trap->type)
1353 { 1348 {
1354 case PLAYERMOVER: 1349 case PLAYERMOVER:
1355 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:
1356 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1357 if (!trap->stats.maxsp) 1423 if (!trap->value)
1358 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1359 1426
1360 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1361 * 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
1362 */ 1442 */
1363 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1364 1444
1365 /* 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)
1366 * above with some objects have zero speed, and thus the player 1446 {
1367 * 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 }
1368 */ 1456 }
1369 if (victim->speed_left < -50.f) 1457 break;
1370 victim->speed_left = -50.f;
1371 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1372 } 1458 }
1373 goto leave;
1374 1459
1375 case SPINNER: 1460 case CONVERTER:
1376 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1377 {
1378 victim->direction = absdir (victim->direction - trap->stats.sp);
1379 update_turn_face (victim);
1380 }
1381 goto leave;
1382
1383 case DIRECTOR:
1384 if (victim->direction && !should_director_abort (trap, victim))
1385 {
1386 victim->direction = trap->stats.sp;
1387 update_turn_face (victim);
1388 }
1389 goto leave;
1390
1391 case BUTTON:
1392 case PEDESTAL:
1393 update_button (trap);
1394 goto leave;
1395
1396 case ALTAR:
1397 /* sacrifice victim on trap */
1398 apply_altar (trap, victim, originator);
1399 goto leave;
1400
1401 case THROWN_OBJ:
1402 if (trap->inv == NULL)
1403 goto leave;
1404 /* fallthrough */
1405
1406 case ARROW:
1407 /* bad bug: monster throw a object, make a step forwards, step on object ,
1408 * trigger this here and get hit by own missile - and will be own enemy.
1409 * Victim then is his own enemy and will start to kill herself (this is
1410 * removed) but we have not synced victim and his missile. To avoid senseless
1411 * action, we avoid hits here
1412 */
1413 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1414 hit_with_arrow (trap, victim);
1415 goto leave;
1416
1417 case SPELL_EFFECT:
1418 apply_spell_effect (trap, victim);
1419 goto leave;
1420
1421 case TRAPDOOR:
1422 {
1423 int max, sound_was_played;
1424 object *ab, *ab_next;
1425
1426 if (!trap->value)
1427 { 1462 {
1428 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1429 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1430 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1431 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1432 tot += ab->head_ ()->total_weight ();
1433
1434 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1435 goto leave;
1436
1437 SET_ANIMATION (trap, trap->value);
1438 update_object (trap, UP_OBJ_FACE);
1439 } 1465 }
1440 1466
1441 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))
1442 { 1489 {
1443 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1444 * ab->above would be bogus 1491 * players output.
1445 */ 1492 */
1446 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1447 1495
1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1449 { 1497 victim->enter_exit (trap);
1450 if (!sound_was_played)
1451 {
1452 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1453 sound_was_played = 1;
1454 }
1455
1456 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1457 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1458 }
1459 } 1498 }
1460 goto leave; 1499 break;
1461 }
1462 1500
1463 case CONVERTER:
1464 if (convert_item (victim, trap) < 0)
1465 {
1466 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1467 archetype::get (shstr_burnout)->insert_at (trap, trap);
1468 }
1469
1470 goto leave;
1471
1472 case TRIGGER_BUTTON:
1473 case TRIGGER_PEDESTAL:
1474 case TRIGGER_ALTAR:
1475 check_trigger (trap, victim);
1476 goto leave;
1477
1478 case DEEP_SWAMP:
1479 walk_on_deep_swamp (trap, victim);
1480 goto leave;
1481
1482 case CHECK_INV:
1483 check_inv (victim, trap);
1484 goto leave;
1485
1486 case HOLE:
1487 /* Hole not open? */
1488 if (trap->stats.wc > 0)
1489 goto leave;
1490
1491 /* Is this a multipart monster and not the head? If so, return.
1492 * Processing will happen if the head runs into the pit
1493 */
1494 if (victim->head)
1495 goto leave;
1496
1497 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1498 victim->statusmsg ("You fall through the hole!", NDI_RED);
1499 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1500 goto leave;
1501
1502 case EXIT:
1503 if (victim->type == PLAYER && EXIT_PATH (trap))
1504 {
1505 /* Basically, don't show exits leading to random maps the
1506 * players output.
1507 */
1508 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1509 victim->statusmsg (trap->msg, NDI_NAVY);
1510
1511 trap->play_sound (trap->sound);
1512 victim->enter_exit (trap);
1513 }
1514 goto leave;
1515
1516 case ENCOUNTER: 1501 case ENCOUNTER:
1517 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1518 goto leave; 1503 break;
1519 1504
1520 case SHOP_MAT: 1505 case SHOP_MAT:
1521 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1522 goto leave; 1507 break;
1523 1508
1524 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1525 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1526 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1527 goto leave; 1512 break;
1528 1513
1529 case SIGN: 1514 case SIGN:
1530 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1531 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1532 1517
1533 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1534 goto leave; 1519 break;
1535 1520
1536 case CONTAINER: 1521 case CONTAINER:
1537 apply_container (victim, trap); 1522 apply_container (victim, trap);
1538 goto leave; 1523 break;
1539 1524
1540 case RUNE: 1525 case RUNE:
1541 case TRAP: 1526 case TRAP:
1542 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1543 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1544 goto leave; 1529 break;
1545 1530
1546 default: 1531 default:
1547 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 "
1548 "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);
1549 goto leave; 1534 break;
1550 } 1535 }
1551 1536
1552leave:
1553 recursion_depth--; 1537 recursion_depth--;
1554} 1538}
1555 1539
1556/** 1540/**
1557 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1568 return; 1552 return;
1569 } 1553 }
1570 1554
1571 if (!tmp->msg) 1555 if (!tmp->msg)
1572 { 1556 {
1573 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));
1574 return; 1558 return;
1575 } 1559 }
1576 1560
1577 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1578 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1592 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1593 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1594 return; 1578 return;
1595 } 1579 }
1596 1580
1581 // we currently don't use the message types for anything.
1597 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"));
1598 1585
1599 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1600 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1601 if (ns->can_msg)
1602 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));
1603 else
1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1605 msgType->message_type, msgType->message_subtype,
1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607 long_desc (tmp, op), &tmp->msg);
1608 1589
1609 /* gain xp from reading */ 1590 /* gain xp from reading */
1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1611 { /* only if not read before */ 1592 { /* only if not read before */
1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1620 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1621 } 1602 }
1622 1603
1623 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1624 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 }
1625 } 1659 }
1626} 1660}
1627 1661
1628/** 1662/**
1629 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1735 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1736 * legacy spellbooks 1770 * legacy spellbooks
1737 */ 1771 */
1738 if (tmp->slaying) 1772 if (tmp->slaying)
1739 { 1773 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1741 if (!spell) 1776 if (!spell)
1742 { 1777 {
1743 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));
1744 return; 1779 return;
1745 } 1780 }
1766 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);
1767 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!");
1768 return; 1803 return;
1769 } 1804 }
1770 1805
1771 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1772 { 1808 {
1773 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));
1774 return; 1811 return;
1775 } 1812 }
1776 1813
1777 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));
1778 1815
1820 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1821 */ 1858 */
1822 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1823 { 1860 {
1824 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!");
1825 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));
1826 } 1863 }
1827 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1828 (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])
1829 { 1866 {
1830 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1935 if (op->destroyed () || tmp->destroyed ()) 1972 if (op->destroyed () || tmp->destroyed ())
1936 break; 1973 break;
1937 } 1974 }
1938 1975
1939 if (!tmp->destroyed () && !tmp->inv) 1976 if (!tmp->destroyed () && !tmp->inv)
1940 tmp->decrease (); 1977 tmp->decrease (true);
1941}
1942
1943/**
1944 * op eats food.
1945 * If player, takes care of messages and dragon special food.
1946 */
1947static void
1948apply_food (object *op, object *tmp)
1949{
1950 int capacity_remaining;
1951
1952 if (op->type != PLAYER)
1953 op->stats.hp = op->stats.maxhp;
1954 else
1955 {
1956 /* check if this is a dragon (player), eating some flesh */
1957 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1958 ;
1959 else
1960 {
1961 /* usual case - no dragon meal: */
1962 if (op->stats.food + tmp->stats.food > 999)
1963 {
1964 if (tmp->type == FOOD || tmp->type == FLESH)
1965 op->failmsg ("You feel full, but what a waste of food!");
1966 else
1967 op->statusmsg ("Most of the drink goes down your face not your throat!");
1968 }
1969
1970 tmp->play_sound (
1971 tmp->sound
1972 ? tmp->sound
1973 : tmp->type == DRINK
1974 ? sound_find ("eat_drink")
1975 : sound_find ("eat_food")
1976 );
1977
1978 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1979 {
1980 const char *buf;
1981
1982 if (!is_dragon_pl (op))
1983 {
1984 /* eating message for normal players */
1985 if (tmp->type == DRINK)
1986 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1987 else
1988 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1989 }
1990 else
1991 /* eating message for dragon players */
1992 buf = format ("The %s tasted terrible!", &tmp->name);
1993
1994 op->statusmsg (buf);
1995
1996 capacity_remaining = 999 - op->stats.food;
1997 op->stats.food += tmp->stats.food;
1998 if (capacity_remaining < tmp->stats.food)
1999 op->stats.hp += capacity_remaining / 50;
2000 else
2001 op->stats.hp += tmp->stats.food / 50;
2002
2003 if (op->stats.hp > op->stats.maxhp)
2004 op->stats.hp = op->stats.maxhp;
2005 if (op->stats.food > 999)
2006 op->stats.food = 999;
2007 }
2008
2009 /* special food hack -b.t. */
2010 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2011 eat_special_food (op, tmp);
2012 }
2013 }
2014
2015 handle_apply_yield (tmp);
2016 tmp->decrease ();
2017} 1978}
2018 1979
2019/** 1980/**
2020 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2021 * 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.
2024 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2025 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2026 * return: 1987 * return:
2027 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2028 */ 1989 */
2029int 1990static int
2030dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2031{ 1992{
2032 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2033 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2034 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2040 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2041 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2042 int i; /* index */ 2003 int i; /* index */
2043 2004
2044 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2045 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2046 return 0; 2007 return 0;
2047 2008
2048 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2049 from the player's inventory */ 2010 from the player's inventory */
2050 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2066 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2067 2028
2068 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2069 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2070 2031
2071 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2072 2033
2073 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2074 2035
2075 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2076 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2086 2047
2087 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2088 flesh is too rare */ 2049 flesh is too rare */
2089 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2090 2051
2091 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2092 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2093 2054
2094 if (chance >= 0.) 2055 if (chance >= 0.)
2095 chance += 1.; 2056 chance += 1.;
2096 else 2057 else
2097 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2098 2059
2099 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2100 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2101 2062
2102 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2103 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2104 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2105 2066
2106 /* 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!) */
2107 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2108 { 2069 {
2109 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2110 winners++; 2071 winners++;
2111 } 2072 }
2112 2073
2140 op->statusmsg (buf); 2101 op->statusmsg (buf);
2141 2102
2142 /* now choose a winner if we have any */ 2103 /* now choose a winner if we have any */
2143 i = -1; 2104 i = -1;
2144 if (winners > 0) 2105 if (winners > 0)
2145 i = atnr_winner[RANDOM () % winners]; 2106 i = atnr_winner [rndm (winners)];
2146 2107
2147 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2148 { 2109 {
2149 /* resistance increased! */ 2110 /* resistance increased! */
2150 skin->resist[i]++; 2111 skin->resist[i]++;
2175 2136
2176 return 1; 2137 return 1;
2177} 2138}
2178 2139
2179/** 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/**
2180 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2181 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2182 */ 2219 */
2183static void 2220static void
2184apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2235 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2236 poison->destroy (); 2273 poison->destroy ();
2237} 2274}
2238 2275
2239/** 2276/**
2240 * 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
2241 * A valid 2 way exit means: 2278 * is specified it will try to find a lighter in the players inventory,
2242 * -You can come back (there is another exit at the other side) 2279 * and inform him about this requirement.
2243 * -You are
2244 * ° the owner of the exit
2245 * ° or in the same party as the owner
2246 * 2280 *
2247 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * who - the player
2248 * in the field exit->name cause the field exit->owner doesn't 2282 * op - the item we want to light
2249 * 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
2250 */ 2284 */
2251int 2285static object *
2252is_legal_2ways_exit (object *op, object *exit) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2253{ 2287{
2254 if (exit->stats.exp != 1) 2288 if (lighter == 0)
2255 return 1; /*This is not a 2 way, so it is legal */
2256
2257#if 0 //TODO
2258 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2259 return 0; /* This is a reset town portal */
2260#endif
2261
2262 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2263
2264 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2265
2266 if (exitmap)
2267 { 2289 {
2268 exitmap->load_sync (); 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2269
2270 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2271
2272 if (!tmp)
2273 return 0;
2274
2275 for (; tmp; tmp = tmp->above)
2276 { 2291 {
2277 if (tmp->type != EXIT) 2292 if (tmp->type == LIGHTER)
2278 continue; /*Not an exit */
2279
2280 if (!EXIT_PATH (tmp))
2281 continue; /*Not a valid exit */
2282
2283 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2284 continue; /*Not in the same place */
2285
2286 if (exit->map->path != EXIT_PATH (tmp))
2287 continue; /*Not in the same map */
2288
2289 /* From here we have found the exit is valid. However we do
2290 * here the check of the exit owner. It is important for the
2291 * town portals to prevent strangers from visiting your appartments
2292 */
2293 if (!exit->race)
2294 return 1; /*No owner, free for all! */
2295
2296 object *exit_owner = 0;
2297
2298 for_all_players (pp)
2299 { 2293 {
2300 if (!pp->ob) 2294 lighter = tmp;
2301 continue;
2302
2303 if (pp->ob->name != exit->race)
2304 continue;
2305
2306 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2307 break; 2295 break;
2308 } 2296 }
2297 }
2309 2298
2310 if (!exit_owner) 2299 if (!lighter)
2311 return 0; /* No more owner */ 2300 {
2312 2301 who->failmsg (format (
2313 if (exit_owner->contr == op->contr) 2302 "You can't light up the %s with your bare hands! "
2314 return 1; /*It is your exit */ 2303 "H<You need a lighter in your inventory, for example a flint and steel.>",
2315 2304 &op->name));
2316 if (exit_owner && /*There is a owner */
2317 (op->contr) && /*A player tries to pass */
2318 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2319 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2320 return 0; 2305 return 0;
2306 }
2307 }
2321 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));
2322 return 1; 2422 return;
2423 }
2424
2425 if (op->flag [FLAG_CURSED])
2323 } 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
2324 } 2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2325 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)
2326 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 ();
2327} 2621}
2328 2622
2329/** 2623/**
2330 * Main apply handler. 2624 * Main apply handler.
2331 * 2625 *
2334 * Return value: 2628 * Return value:
2335 * 0: player or monster can't apply objects of that type 2629 * 0: player or monster can't apply objects of that type
2336 * 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
2337 * 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
2338 * 2632 *
2339 * 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
2340 * being applied. 2634 * being applied.
2341 * 2635 *
2342 * aflag is special (always apply/unapply) flags. Nothing is done with 2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2343 * them in this function - they are passed to apply_special 2637 * them in this function - they are passed to apply_special
2344 */ 2638 */
2345int 2639int
2346manual_apply (object *op, object *tmp, int aflag) 2640manual_apply (object *who, object *op, int aflag)
2347{ 2641{
2348 tmp = tmp->head_ (); 2642 op = op->head_ ();
2349 2643
2350 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2351 { 2645 {
2352 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2353 { 2647 {
2648 examine (who, op);
2354 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
2355 return 1; 2650 return 1;
2356 } 2651 }
2357 else 2652 else
2358 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2359 } 2654 }
2360 2655
2361 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2362 return RESULT_INT (0); 2657 return RESULT_INT (0);
2363 2658
2364 switch (tmp->type) 2659 switch (op->type)
2365 { 2660 {
2366 case CF_HANDLE: 2661 case T_HANDLE:
2367 op->play_sound (sound_find ("turn_handle")); 2662 who->play_sound (sound_find ("turn_handle"));
2368 op->statusmsg ("You turn the handle."); 2663 who->statusmsg ("You turn the handle.");
2369 tmp->value = tmp->value ? 0 : 1; 2664 op->value = op->value ? 0 : 1;
2370 SET_ANIMATION (tmp, tmp->value); 2665 SET_ANIMATION (op, op->value);
2371 update_object (tmp, UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2372 push_button (tmp); 2667 push_button (op, who);
2373 return 1; 2668 return 1;
2374 2669
2375 case TRIGGER: 2670 case TRIGGER:
2376 if (check_trigger (tmp, op)) 2671 if (check_trigger (op, who, who))
2377 { 2672 {
2378 op->statusmsg ("You turn the handle."); 2673 who->statusmsg ("You turn the handle.");
2379 op->play_sound (sound_find ("turn_handle")); 2674 who->play_sound (sound_find ("turn_handle"));
2380 } 2675 }
2381 else 2676 else
2382 op->failmsg ("The handle doesn't move."); 2677 who->failmsg ("The handle doesn't move.");
2383 2678
2384 return 1; 2679 return 1;
2385 2680
2386 case EXIT: 2681 case EXIT:
2387 if (op->type != PLAYER) 2682 if (who->type != PLAYER)
2388 return 0; 2683 return 0;
2389 2684
2390 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2685 if (!EXIT_PATH (op))
2391 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)));
2392 else 2687 else
2393 { 2688 {
2394 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2395 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2396 op->statusmsg (tmp->msg, NDI_NAVY); 2691 who->statusmsg (op->msg, NDI_NAVY);
2397 2692
2398 op->enter_exit (tmp); 2693 who->enter_exit (op);
2399 } 2694 }
2400 2695
2401 return 1; 2696 return 1;
2402 2697
2403 case INSCRIBABLE: 2698 case INSCRIBABLE:
2404 op->statusmsg (tmp->msg); 2699 who->statusmsg (op->msg);
2405 // 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
2406 return 1; 2701 return 1;
2407 2702
2408 case SIGN: 2703 case SIGN:
2409 apply_sign (op, tmp, 0); 2704 apply_sign (who, op, 0);
2410 return 1; 2705 return 1;
2411 2706
2412 case BOOK: 2707 case BOOK:
2413 if (op->type == PLAYER) 2708 if (who->type == PLAYER)
2414 { 2709 {
2415 apply_book (op, tmp); 2710 apply_book (who, op);
2416 return 1; 2711 return 1;
2417 } 2712 }
2418 else 2713 else
2419 return 0; 2714 return 0;
2420 2715
2421 case SKILLSCROLL: 2716 case SKILLSCROLL:
2422 if (op->type == PLAYER) 2717 if (who->type == PLAYER)
2423 { 2718 {
2424 apply_skillscroll (op, tmp); 2719 apply_skillscroll (who, op);
2425 return 1; 2720 return 1;
2426 } 2721 }
2427 else 2722 else
2428 return 0; 2723 return 0;
2429 2724
2430 case SPELLBOOK: 2725 case SPELLBOOK:
2431 if (op->type == PLAYER) 2726 if (who->type == PLAYER)
2432 { 2727 {
2433 apply_spellbook (op, tmp); 2728 apply_spellbook (who, op);
2434 return 1; 2729 return 1;
2435 } 2730 }
2436 else 2731 else
2437 return 0; 2732 return 0;
2438 2733
2439 case SCROLL: 2734 case SCROLL:
2440 apply_scroll (op, tmp, 0); 2735 apply_scroll (who, op, 0);
2441 return 1; 2736 return 1;
2442 2737
2443 case POTION: 2738 case POTION:
2444 apply_potion (op, tmp); 2739 apply_potion (who, op);
2445 return 1; 2740 return 1;
2446 2741
2447 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2742 /* Eneq(@csd.uu.se): Handle apply on containers. */
2448 //TODO: remove, as it is unsed? 2743 //TODO: remove, as it is unsed?
2449 case CLOSE_CON: 2744 case CLOSE_CON:
2450 apply_container (op, tmp->env); 2745 apply_container (who, op->env);
2451 return 1; 2746 return 1;
2452 2747
2453 case CONTAINER: 2748 case CONTAINER:
2454 apply_container (op, tmp); 2749 apply_container (who, op);
2455 return 1; 2750 return 1;
2456 2751
2457 case TREASURE: 2752 case TREASURE:
2458 if (op->type == PLAYER) 2753 if (who->type == PLAYER)
2459 { 2754 {
2460 apply_treasure (op, tmp); 2755 apply_treasure (who, op);
2461 return 1; 2756 return 1;
2462 } 2757 }
2463 else 2758 else
2464 return 0; 2759 return 0;
2760
2761 case LAMP:
2762 case TORCH:
2763 player_apply_lamp (who, op);
2764 return 1;
2465 2765
2466 case WEAPON: 2766 case WEAPON:
2467 case ARMOUR: 2767 case ARMOUR:
2468 case BOOTS: 2768 case BOOTS:
2469 case GLOVES: 2769 case GLOVES:
2477 case WAND: 2777 case WAND:
2478 case ROD: 2778 case ROD:
2479 case HORN: 2779 case HORN:
2480 case SKILL: 2780 case SKILL:
2481 case BOW: 2781 case BOW:
2482 case LAMP:
2483 case BUILDER: 2782 case BUILDER:
2484 case SKILL_TOOL: 2783 case SKILL_TOOL:
2485 if (tmp->env != op) 2784 if (op->env != who)
2486 return 2; /* not in inventory */ 2785 return 2; /* not in inventory */
2487 2786
2488 apply_special (op, tmp, aflag); 2787 apply_special (who, op, aflag);
2489 return 1; 2788 return 1;
2490 2789
2491 case DRINK: 2790 case DRINK:
2492 case FOOD: 2791 case FOOD:
2493 case FLESH: 2792 case FLESH:
2494 apply_food (op, tmp); 2793 apply_food (who, op);
2495 return 1; 2794 return 1;
2496 2795
2497 case POISON: 2796 case POISON:
2498 apply_poison (op, tmp); 2797 apply_poison (who, op);
2499 return 1; 2798 return 1;
2500 2799
2501 case SAVEBED: 2800 case SAVEBED:
2502 return 1; 2801 return 1;
2503 2802
2504 case ARMOUR_IMPROVER: 2803 case ARMOUR_IMPROVER:
2505 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2506 { 2805 {
2507 apply_armour_improver (op, tmp); 2806 apply_armour_improver (who, op);
2508 return 1; 2807 return 1;
2509 } 2808 }
2510 else 2809 else
2511 return 0; 2810 return 0;
2512 2811
2513 case WEAPON_IMPROVER: 2812 case WEAPON_IMPROVER:
2514 check_improve_weapon (op, tmp); 2813 check_improve_weapon (who, op);
2515 return 1; 2814 return 1;
2516 2815
2517 case CLOCK: 2816 case CLOCK:
2518 if (op->type == PLAYER) 2817 if (who->type == PLAYER)
2519 { 2818 {
2520 char buf[MAX_BUF]; 2819 char buf[MAX_BUF];
2521 timeofday_t tod; 2820 timeofday_t tod;
2522 2821
2523 get_tod (&tod); 2822 get_tod (&tod);
2524 op->play_sound (sound_find ("sound_clock")); 2823 who->play_sound (sound_find ("sound_clock"));
2525 op->statusmsg (format ( 2824 who->statusmsg (format (
2526 "It is %d minute%s past %d o'clock %s", 2825 "It is %d minute%s past %d o'clock %s",
2527 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2826 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2528 ((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")
2529 )); 2828 ));
2530 return 1; 2829 return 1;
2531 } 2830 }
2532 else 2831 else
2533 return 0; 2832 return 0;
2534 2833
2535 case MENU: 2834 case MENU:
2536 if (op->type == PLAYER) 2835 if (who->type == PLAYER)
2537 { 2836 {
2538 shop_listing (tmp, op); 2837 shop_listing (op, who);
2539 return 1; 2838 return 1;
2540 } 2839 }
2541 else 2840 else
2542 return 0; 2841 return 0;
2543 2842
2544 case POWER_CRYSTAL: 2843 case POWER_CRYSTAL:
2545 apply_power_crystal (op, tmp); /* see egoitem.c */ 2844 apply_power_crystal (who, op); /* see egoitem.c */
2546 return 1; 2845 return 1;
2547 2846
2548 case LIGHTER: /* for lighting torches/lanterns/etc */ 2847 case LIGHTER: /* for lighting torches/lanterns/etc */
2549 if (op->type == PLAYER) 2848 if (who->type == PLAYER)
2550 { 2849 {
2551 apply_lighter (op, tmp); 2850 apply_lighter (who, op);
2552 return 1; 2851 return 1;
2553 } 2852 }
2554 else 2853 else
2555 return 0; 2854 return 0;
2556 2855
2557 case ITEM_TRANSFORMER: 2856 case ITEM_TRANSFORMER:
2558 apply_item_transformer (op, tmp); 2857 apply_item_transformer (who, op);
2559 return 1; 2858 return 1;
2560 2859
2561 default: 2860 default:
2562 return 0; 2861 return 0;
2563 } 2862 }
2615 * 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
2616 * 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
2617 * 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
2618 * not return a proper value. 2917 * not return a proper value.
2619 */ 2918 */
2620 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)
2621 { 2920 {
2622 next = tmp->below; 2921 next = tmp->below;
2623 2922
2624 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2625 floors++; 2924 floors++;
2630 * person moving on it, also activate. Added code to make it 2929 * person moving on it, also activate. Added code to make it
2631 * 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
2632 * the item needs. 2931 * the item needs.
2633 */ 2932 */
2634 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2933 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2635 {
2636 if (player_apply (pl, tmp, 0, 1) == 1) 2934 if (player_apply (pl, tmp, 0, 1) == 1)
2637 return; 2935 return;
2638 } 2936
2639 if (floors >= 2) 2937 if (floors >= 2)
2640 return; /* process at most two floor objects */ 2938 return; /* process at most two floor objects */
2641 } 2939 }
2642} 2940}
2643 2941
2716 case CLOAK: 3014 case CLOAK:
2717 who->statusmsg (format ("You unwear %s.", query_name (op))); 3015 who->statusmsg (format ("You unwear %s.", query_name (op)));
2718 change_abil (who, op); 3016 change_abil (who, op);
2719 break; 3017 break;
2720 3018
2721 case LAMP:
2722 {
2723 who->statusmsg (format ("You turn off your %s.", &op->name));
2724
2725 object *tmp2 = arch_to_object (op->other_arch);
2726 tmp2->x = op->x;
2727 tmp2->y = op->y;
2728 tmp2->map = op->map;
2729 tmp2->below = op->below;
2730 tmp2->above = op->above;
2731 tmp2->stats.food = op->stats.food;
2732 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2733
2734 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2735 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2736
2737 op->destroy ();
2738 who->insert (tmp2);
2739 who->update_stats ();
2740
2741 if (who->contr)
2742 {
2743 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2744 {
2745 who->failmsg ("Oops, it feels deadly cold!");
2746 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2747 }
2748 }
2749 }
2750
2751 return 1; /* otherwise, an attempt to drop causes problems */
2752
2753 case BOW: 3019 case BOW:
2754 case WAND: 3020 case WAND:
2755 case ROD: 3021 case ROD:
2756 case HORN: 3022 case HORN:
2757 if (player *pl = who->contr) 3023 if (player *pl = who->contr)
2836#define CANNOT_REMOVE_CURSED \ 3102#define CANNOT_REMOVE_CURSED \
2837 "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. " \
2838 "Praying over an altar, scrolls of remove curse/damnation, " \ 3104 "Praying over an altar, scrolls of remove curse/damnation, " \
2839 "priests or even other players might help.>" 3105 "priests or even other players might help.>"
2840 3106
2841int 3107static int
2842unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
2843{ 3109{
2844 if (op->is_range ()) 3110 if (op->is_range ())
2845 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2846 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3164 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3165 */ 3431 */
3166 who->change_skill (skop); 3432 who->change_skill (skop);
3167 } 3433 }
3168 3434
3169 if (who->type == PLAYER 3435 if (!check_item_power (who, op->item_power))
3170 && op->item_power
3171 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3172 { 3436 {
3173 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);
3174 return 1; 3438 return 1;
3175 } 3439 }
3176 3440
3184 return RESULT_INT (0); 3448 return RESULT_INT (0);
3185 3449
3186 switch (op->type) 3450 switch (op->type)
3187 { 3451 {
3188 case WEAPON: 3452 case WEAPON:
3189 if (!check_weapon_power (who, op->last_eat))
3190 {
3191 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3192
3193 if (tmp)
3194 insert_ob_in_ob (tmp, who);
3195
3196 return 1;
3197 }
3198
3199 //TODO: this obviously fails for players using a shorter prefix 3453 //TODO: this obviously fails for players using a shorter prefix
3200 // i.e. "R" can use Ragnarok's sword. 3454 // i.e. "R" can use Ragnarok's sword.
3201 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3455 if (op->level && !op->name.starts_with (who->name))
3202 { 3456 {
3203 /* 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. */
3204 /* (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) */
3205 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.>");
3206 3460
3241 SET_FLAG (op, FLAG_APPLIED); 3495 SET_FLAG (op, FLAG_APPLIED);
3242 who->statusmsg (format ("You wear %s.", query_name (op))); 3496 who->statusmsg (format ("You wear %s.", query_name (op)));
3243 change_abil (who, op); 3497 change_abil (who, op);
3244 break; 3498 break;
3245 3499
3246 case LAMP:
3247 if (op->stats.food < 1)
3248 {
3249 who->failmsg (format (
3250 "Your %s is out of fuel! "
3251 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3252 &op->name
3253 ));
3254 return 1;
3255 }
3256
3257 who->statusmsg (format ("You turn on your %s.", &op->name));
3258
3259 tmp2 = arch_to_object (op->other_arch);
3260 tmp2->stats.food = op->stats.food;
3261 SET_FLAG (tmp2, FLAG_APPLIED);
3262
3263 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3264 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3265
3266 who->insert (tmp2);
3267
3268 /* Remove the old lantern */
3269 op->destroy ();
3270
3271 /* insert the portion that was split off */
3272 if (tmp)
3273 who->insert (tmp);
3274
3275 who->update_stats ();
3276
3277 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3278 if (who->type == PLAYER)
3279 {
3280 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3281 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3282 }
3283
3284 return 0;
3285
3286 case SKILL_TOOL: 3500 case SKILL_TOOL:
3287 // applying a skill tool also readies the skill 3501 // applying a skill tool also readies the skill
3288 SET_FLAG (op, FLAG_APPLIED); 3502 SET_FLAG (op, FLAG_APPLIED);
3289 3503
3290 if (!(aflags & AP_NO_READY)) 3504 if (!(aflags & AP_NO_READY))
3298 case SKILL: 3512 case SKILL:
3299 if (player *pl = who->contr) 3513 if (player *pl = who->contr)
3300 { 3514 {
3301 if (IS_COMBAT_SKILL (op->subtype)) 3515 if (IS_COMBAT_SKILL (op->subtype))
3302 { 3516 {
3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3304 { 3518 {
3305 for (object *item = who->inv; item; item = item->below) 3519 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3307 { 3521 {
3308 if (item->skill == op->skill) 3522 if (item->skill == op->skill)
3309 { 3523 {
3310 who->change_weapon (pl->combat_ob = item); 3524 who->change_weapon (pl->combat_ob = item);
3311 goto found_weapon; 3525 goto found_weapon;
3324 else 3538 else
3325 who->change_weapon (pl->combat_ob = op); 3539 who->change_weapon (pl->combat_ob = op);
3326 } 3540 }
3327 else if (IS_RANGED_SKILL (op->subtype)) 3541 else if (IS_RANGED_SKILL (op->subtype))
3328 { 3542 {
3329 if (skill_flags [op->subtype] & SF_NEED_BOW) 3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3330 { 3544 {
3331 for (object *item = who->inv; item; item = item->below) 3545 for (object *item = who->inv; item; item = item->below)
3332 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3333 { 3547 {
3334 //TODO: bows should/must all have skill missile weapon right now 3548 //TODO: bows should/must all have skill missile weapon right now
3335 who->change_weapon (pl->ranged_ob = item); 3549 who->change_weapon (pl->ranged_ob = item);
3336 goto found_bow; 3550 goto found_bow;
3337 } 3551 }
3369 } 3583 }
3370 3584
3371 break; 3585 break;
3372 3586
3373 case BOW: 3587 case BOW:
3374 if (!check_weapon_power (who, op->last_eat)) 3588 if (op->level && !op->name.starts_with (who->name))
3375 {
3376 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3377
3378 if (tmp)
3379 insert_ob_in_ob (tmp, who);
3380
3381 return 1;
3382 }
3383
3384 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3385 { 3589 {
3386 who->failmsg ("The weapon does not recognize you as its owner. " 3590 who->failmsg ("The weapon does not recognize you as its owner. "
3387 "H<Its name indicates that it belongs to somebody else.>"); 3591 "H<Its name indicates that it belongs to somebody else.>");
3388 if (tmp) 3592 if (tmp)
3389 insert_ob_in_ob (tmp, who); 3593 insert_ob_in_ob (tmp, who);
3463 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3464 if (who->type == PLAYER) 3668 if (who->type == PLAYER)
3465 { 3669 {
3466 who->failmsg ( 3670 who->failmsg (
3467 "Oops, it feels deadly cold! " 3671 "Oops, it feels deadly cold! "
3468 "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.>"
3469 ); 3673 );
3470 SET_FLAG (op, FLAG_KNOWN_CURSED); 3674 SET_FLAG (op, FLAG_KNOWN_CURSED);
3471 } 3675 }
3472 3676
3473 if (object *pl = op->visible_to ()) 3677 if (object *pl = op->visible_to ())
3474 esrv_send_item (pl, op); 3678 esrv_send_item (pl, op);
3475 3679
3476 return 0; 3680 return 0;
3477} 3681}
3478 3682
3479int
3480monster_apply_special (object *who, object *op, int aflags)
3481{
3482 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3483 return 1;
3484
3485 return apply_special (who, op, aflags);
3486}
3487
3488/** 3683/**
3489 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3490 * 3685 *
3491 * Generates shop floor's item, and treasures. 3686 * Generates shop floor's item, and treasures.
3492 */ 3687 */
3493int 3688int
3494auto_apply (object *op) 3689auto_apply (object *op)
3495{ 3690{
3496 object *tmp = NULL, *tmp2; 3691 object *tmp = NULL, *tmp2;
3497 int i; 3692 int i;
3693
3694 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3498 3695
3499 switch (op->type) 3696 switch (op->type)
3500 { 3697 {
3501 case SHOP_FLOOR: 3698 case SHOP_FLOOR:
3502 if (!op->has_random_items ()) 3699 if (!op->has_random_items ())
3504 3701
3505 do 3702 do
3506 { 3703 {
3507 i = 10; /* let's give it 10 tries */ 3704 i = 10; /* let's give it 10 tries */
3508 while ((tmp = generate_treasure (op->randomitems, 3705 while ((tmp = generate_treasure (op->randomitems,
3509 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
3510 if (tmp == NULL) 3711 if (tmp == NULL)
3511 return 0; 3712 return 0;
3713
3512 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3513 { 3715 {
3514 tmp->destroy (); 3716 tmp->destroy ();
3515 tmp = NULL; 3717 tmp = NULL;
3516 } 3718 }
3519 3721
3520 tmp->x = op->x; 3722 tmp->x = op->x;
3521 tmp->y = op->y; 3723 tmp->y = op->y;
3522 SET_FLAG (tmp, FLAG_UNPAID); 3724 SET_FLAG (tmp, FLAG_UNPAID);
3523 insert_ob_in_map (tmp, op->map, NULL, 0); 3725 insert_ob_in_map (tmp, op->map, NULL, 0);
3524 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3525 identify (tmp); 3726 identify (tmp);
3526 break; 3727 break;
3527 3728
3528 case TREASURE: 3729 case TREASURE:
3529 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3536 /* 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,
3537 * 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
3538 * to disappear. An example of this item is the random_* stuff 3739 * to disappear. An example of this item is the random_* stuff
3539 * that is put inside other objects. 3740 * that is put inside other objects.
3540 */ 3741 */
3541 for (tmp = op->inv; tmp; tmp = tmp2)
3542 {
3543 tmp2 = tmp->below;
3544 tmp->remove ();
3545
3546 if (op->env) 3742 if (op->env)
3547 insert_ob_in_ob (tmp, op->env); 3743 while (op->inv)
3548 else 3744 op->env->insert (op->inv);
3549 tmp->destroy ();
3550 }
3551 3745
3552 op->destroy (); 3746 op->destroy ();
3553 break; 3747 break;
3554 } 3748 }
3555 return tmp ? 1 : 0; 3749
3750 return !!tmp;
3556} 3751}
3557 3752
3558/** 3753/**
3559 * 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
3560 * is loaded or swapped in and performs special actions for 3755 * is loaded or swapped in and performs special actions for
3574 3769
3575 if (tmp->inv) 3770 if (tmp->inv)
3576 { 3771 {
3577 object *invtmp, *invnext; 3772 object *invtmp, *invnext;
3578 3773
3579 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3580 { 3775 {
3581 invnext = invtmp->below; 3776 invnext = invtmp->below;
3582 3777
3583 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3584 auto_apply (invtmp); 3779 auto_apply (invtmp);
3585 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3586 { 3781 {
3587 while ((invtmp->stats.hp--) > 0) 3782 while (invtmp->stats.hp-- > 0)
3588 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3589 3784
3590 invtmp->randomitems = NULL; 3785 invtmp->randomitems = NULL;
3591 } 3786 }
3592 else if (invtmp && invtmp->arch 3787 else if (invtmp && invtmp->arch
3597 * treasure again for this object 3792 * treasure again for this object
3598 */ 3793 */
3599 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3600 } 3795 }
3601 } 3796 }
3797
3602 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3603 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3604 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3605 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3606 * MSW 2004-05-13 3802 * MSW 2004-05-13
3610 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3611 */ 3807 */
3612 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3613 || 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)
3614 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3615
3616 } 3811 }
3617 3812
3618 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3619 auto_apply (tmp); 3814 auto_apply (tmp);
3620 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 ())
3653 } 3848 }
3654 3849
3655 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3656 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3657 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3658 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3659} 3854}
3660 3855
3661/** 3856/**
3662 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3663 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3668eat_special_food (object *who, object *food) 3863eat_special_food (object *who, object *food)
3669{ 3864{
3670 object *force; 3865 object *force;
3671 int i, did_one = 0; 3866 int i, did_one = 0;
3672 3867
3673 force = get_archetype (FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3674 3871
3675 for (i = 0; i < NUM_STATS; i++)
3676 if (sint8 k = food->stats.stat (i))
3677 {
3678 force->stats.stat (i) = k;
3679 did_one = 1;
3680 }
3681
3682 /* check if we can protect the eater */
3683 for (i = 0; i < NROFATTACKS; i++)
3684 {
3685 if (food->resist[i] > 0)
3686 {
3687 force->resist[i] = food->resist[i] / 2;
3688 did_one = 1;
3689 }
3690 }
3691
3692 if (did_one)
3693 {
3694 force->set_speed (0.1);
3695 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3696 force->duration = food->stats.food / 5; 3873 int duration = TIME2TICK (food->stats.food);
3697 SET_FLAG (force, FLAG_APPLIED); 3874
3698 change_abil (who, force); 3875 if (force = who->force_find (key))
3699 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;
3700 } 3886 }
3701 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
3702 force->destroy (); 3918 force->destroy ();
3919 }
3703 3920
3704 /* check for hp, sp change */ 3921 /* check for hp, sp change */
3705 if (food->stats.hp != 0) 3922 if (food->stats.hp != 0)
3706 { 3923 {
3707 if (QUERY_FLAG (food, FLAG_CURSED)) 3924 if (QUERY_FLAG (food, FLAG_CURSED))
3737 /* place limit on max sp from food? */ 3954 /* place limit on max sp from food? */
3738 } 3955 }
3739 } 3956 }
3740 3957
3741 who->update_stats (); 3958 who->update_stats ();
3742}
3743
3744/**
3745 * Designed primarily to light torches/lanterns/etc.
3746 * Also burns up burnable material too. First object in the inventory is
3747 * the selected object to "burn". -b.t.
3748 */
3749void
3750apply_lighter (object *who, object *lighter)
3751{
3752 object *item;
3753 int is_player_env = 0;
3754
3755 item = find_marked_object (who);
3756 if (item)
3757 {
3758 if (lighter->last_eat && lighter->stats.food)
3759 { /* lighter gets used up */
3760 object *oneLighter = lighter->split ();
3761 oneLighter->stats.food--;
3762 who->insert (oneLighter);
3763 }
3764 else if (lighter->last_eat)
3765 {
3766 /* no charges left in lighter */
3767 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3768 return;
3769 }
3770
3771 /* Perhaps we should split what we are trying to light on fire?
3772 * I can't see many times when you would want to light multiple
3773 * objects at once.
3774 */
3775
3776 if (who == item->in_player ())
3777 is_player_env = 1;
3778
3779 save_throw_object (item, AT_FIRE, who);
3780
3781 if (item->destroyed ())
3782 {
3783 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3784 /* Need to update the player so that the players glow radius
3785 * gets changed.
3786 */
3787 if (is_player_env)
3788 who->update_stats ();
3789 }
3790 else
3791 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3792 }
3793 else
3794 who->failmsg ("You need to mark a lightable object.");
3795}
3796
3797/**
3798 * op made some mistake with a scroll, this takes care of punishment.
3799 * scroll_failure()- hacked directly from spell_failure
3800 */
3801void
3802scroll_failure (object *op, int failure, int power)
3803{
3804 if (abs (failure / 4) > power)
3805 power = abs (failure / 4); /* set minimum effect */
3806
3807 if (failure <= -1 && failure > -15)
3808 { /* wonder */
3809 object *tmp;
3810
3811 op->failmsg ("Your spell warps!");
3812 tmp = get_archetype (SPELL_WONDER);
3813 cast_wonder (op, op, 0, tmp);
3814 tmp->destroy ();
3815 }
3816 else if (failure <= -15 && failure > -35)
3817 { /* drain mana */
3818 op->failmsg ("Your mana is drained!");
3819 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3820 if (op->stats.sp < 0)
3821 op->stats.sp = 0;
3822 }
3823 else if (settings.spell_failure_effects == TRUE)
3824 {
3825 if (failure <= -35 && failure > -60)
3826 { /* confusion */
3827 op->failmsg ("The magic recoils on you!");
3828 confuse_player (op, op, power);
3829 }
3830 else if (failure <= -60 && failure > -70)
3831 { /* paralysis */
3832 op->failmsg ("The magic recoils and paralyzes you!");
3833 paralyze_player (op, op, power);
3834 }
3835 else if (failure <= -70 && failure > -80)
3836 { /* blind */
3837 op->failmsg ("The magic recoils on you!");
3838 blind_player (op, op, power);
3839 }
3840 else if (failure <= -80)
3841 { /* blast the immediate area */
3842 object *tmp = get_archetype (LOOSE_MANA);
3843 cast_magic_storm (op, tmp, power);
3844 op->failmsg ("You unleash uncontrolled mana!");
3845 tmp->destroy ();
3846 }
3847 }
3848} 3959}
3849 3960
3850void 3961void
3851apply_changes_to_player (object *pl, object *change) 3962apply_changes_to_player (object *pl, object *change)
3852{ 3963{
3900 } 4011 }
3901 4012
3902 /* insert the randomitems from the change's treasurelist into 4013 /* insert the randomitems from the change's treasurelist into
3903 * the player ref: player.c 4014 * the player ref: player.c
3904 */ 4015 */
3905 if (change->randomitems != NULL) 4016 if (change->randomitems)
3906 give_initial_items (pl, change->randomitems); 4017 give_initial_items (pl, change->randomitems);
3907 4018
3908 /* set up the face, for some races. */ 4019 /* set up the face, for some races. */
3909 4020
3910 /* first, look for the force object banning 4021 /* first, look for the force object banning
3911 * changing the face. Certain races never change face with class. 4022 * changing the face. Certain races never change face with class.
3912 */ 4023 */
3913 for (walk = pl->inv; walk != NULL; walk = walk->below) 4024 for (walk = pl->inv; walk; walk = walk->below)
3914 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4025 if (walk->name == shstr_NOCLASSFACECHANGE)
3915 flag_change_face = 0; 4026 flag_change_face = 0;
3916 4027
3917 if (flag_change_face) 4028 if (flag_change_face)
3918 { 4029 {
3919 pl->face = change->face; 4030 pl->face = change->face;
3921 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3922 } 4033 }
3923 4034
3924 /* check the special case of can't use weapons */ 4035 /* check the special case of can't use weapons */
3925 /*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); */
3926 if (!strcmp (change->name, "monk")) 4037 if (change->name == shstr_monk)
3927 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3928 4039
3929 break; 4040 break;
3930 } 4041 }
3931 } 4042 }
3932} 4043}
3933 4044
3934/**
3935 * This handles items of type 'transformer'.
3936 * Basically those items, used with a marked item, transform both items into something
3937 * else.
3938 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3939 * Change information is contained in the 'slaying' field of the marked item.
3940 * The format is as follow: transformer:[number ]yield[;transformer:...].
3941 * This way an item can be transformed in many things, and/or many objects.
3942 * The 'slaying' field for transformer is used as verb for the action.
3943 */
3944void
3945apply_item_transformer (object *pl, object *transformer)
3946{
3947 object *marked;
3948 object *new_item;
3949 char *find;
3950 char *separator;
3951 int yield;
3952 char got[MAX_BUF];
3953 int len;
3954
3955 if (!pl || !transformer)
3956 return;
3957
3958 marked = find_marked_object (pl);
3959
3960 if (!marked)
3961 {
3962 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3963 return;
3964 }
3965
3966 if (!marked->slaying)
3967 {
3968 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3969 return;
3970 }
3971
3972 /* check whether they are compatible or not */
3973 find = strstr (marked->slaying, transformer->arch->archname);
3974 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3975 {
3976 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3977 return;
3978 }
3979
3980 find += strlen (transformer->arch->archname) + 1;
3981 /* Item can be used, now find how many and what it yields */
3982 if (isdigit (*(find)))
3983 {
3984 yield = atoi (find);
3985 if (yield < 1)
3986 {
3987 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3988 yield = 1;
3989 }
3990 }
3991 else
3992 yield = 1;
3993
3994 while (isdigit (*find))
3995 find++;
3996
3997 while (*find == ' ')
3998 find++;
3999
4000 memset (got, 0, MAX_BUF);
4001
4002 if ((separator = strchr (find, ';')) != NULL)
4003 len = separator - find;
4004 else
4005 len = strlen (find);
4006
4007 if (len > MAX_BUF - 1)
4008 len = MAX_BUF - 1;
4009
4010 strcpy (got, find);
4011 got[len] = '\0';
4012
4013 /* Now create new item, remove used ones when required. */
4014 new_item = get_archetype (got);
4015 if (!new_item)
4016 {
4017 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4018 return;
4019 }
4020
4021 new_item->nrof = yield;
4022
4023 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4024
4025 pl->insert (new_item);
4026 /* Eat up one item */
4027 marked->decrease ();
4028
4029 /* Eat one transformer if needed */
4030 if (transformer->stats.food)
4031 if (--transformer->stats.food == 0)
4032 transformer->decrease ();
4033}
4034

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