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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.162 by root, Fri Jul 11 20:31:04 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;
753/** 706/**
754 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * 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, ...),
756 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
757 */ 710 */
758int 711static int
759check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
760{ 713{
761 object *otmp; 714 object *otmp;
762 715
763 if (op->type != PLAYER) 716 if (op->type != PLAYER)
810 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
811 * the users level or 90) 764 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now. 766 * changing of physical area right now.
814 */ 767 */
815int 768static int
816improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
817{ 770{
818 object *tmp; 771 object *tmp;
819 772
820 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
904 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
906 * 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
907 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
908 */ 861 */
909static int 862int
910convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
911{ 864{
912 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
913 866
914 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
915 return 0; 868 return 0;
916 869
917 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
921 874
995 item->nrof = give; 948 item->nrof = give;
996 949
997 if (nr) 950 if (nr)
998 item->nrof *= nr; 951 item->nrof *= nr;
999 952
1000 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1001 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 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 965 {
1004 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",
1005 &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);
1006 /** 968 /**
1022 * Handle apply on containers. 984 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1024 * 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]
1025 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1026 */ 988 */
1027int 989static int
1028apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1029{ 991{
1030 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 993 return 0; /* This might change */
1032 994
1045 } 1007 }
1046 1008
1047 // 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
1048 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1049 { 1011 {
1050 if (op->container == sack) 1012 if (op->container_ () == sack)
1051 { 1013 {
1052 // open on ground or inv, so close 1014 // open on ground or inv, so close
1053 op->close_container (); 1015 op->close_container ();
1054 return 1; 1016 return 1;
1055 } 1017 }
1098{ 1060{
1099 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 1063 return 0;
1102 1064
1103 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1104 { 1066 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * 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
1107 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1108 */ 1070 */
1117/* push_button (altar);*/ 1079/* push_button (altar);*/
1118 } 1080 }
1119 else 1081 else
1120 { 1082 {
1121 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1122 push_button (altar); 1084 push_button (altar, originator);
1123 } 1085 }
1124 1086
1125 return !sacrifice; 1087 return !sacrifice;
1126 } 1088 }
1127 else 1089 else
1144 1106
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 1108
1147 bool has_unpaid = false; 1109 bool has_unpaid = false;
1148 1110
1149 // 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
1150 // a quick and small change :( 1112 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1153 { 1115 {
1154 has_unpaid = true; 1116 has_unpaid = true;
1155 break; 1117 break;
1156 } 1118 }
1157 1119
1158 if (op->type != PLAYER) 1120 if (!op->is_player ())
1159 { 1121 {
1160 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1162 * the shop. 1124 * the shop.
1163 */ 1125 */
1167 1129
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 { 1131 {
1170 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);
1171 1133
1134 if (i >= 0)
1172 tmp->remove (); 1135 tmp->move (i);
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 } 1136 }
1182 } 1137 }
1183 1138
1184 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1196 if (i != -1) 1151 if (i != -1)
1197 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);
1198 1153
1199 return 0; 1154 return 0;
1200 } 1155 }
1156
1201 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1203 */ 1159 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 1161 }
1260 * Handles applying a sign. 1216 * Handles applying a sign.
1261 */ 1217 */
1262static void 1218static void
1263apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1264{ 1220{
1265 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 }
1266 1229
1267 if (!sign->msg) 1230 if (!sign->msg)
1268 { 1231 {
1269 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 "));
1270 return; 1236 return;
1271 } 1237 }
1272 1238
1273 if (sign->stats.food) 1239 if (sign->stats.food)
1274 { 1240 {
1275 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1276 { 1242 {
1277 if (!sign->move_on) 1243 if (!sign->move_on)
1278 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1279 1245
1280 return; 1246 return;
1281 } 1247 }
1282 1248
1283 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1301 if (sign->sound) 1267 if (sign->sound)
1302 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1303 else if (autoapply) 1269 else if (autoapply)
1304 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1305 1271
1306 if (ns->can_msg)
1307 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));
1308 else
1309 {
1310 msgType = get_readable_message_type (sign);
1311 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1312 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1313 }
1314 } 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);
1315} 1306}
1316 1307
1317/** 1308/**
1318 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1319 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1333 return; 1324 return;
1334 1325
1335 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1336 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1337 */ 1328 */
1338 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1339 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1340 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1341 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1342 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1343 */ 1334 */
1350 1341
1351 recursion_depth++; 1342 recursion_depth++;
1352 if (trap->head) 1343 if (trap->head)
1353 trap = trap->head; 1344 trap = trap->head;
1354 1345
1355 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)))
1356 goto leave;
1357
1358 switch (trap->type) 1347 switch (trap->type)
1359 { 1348 {
1360 case PLAYERMOVER: 1349 case PLAYERMOVER:
1361 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:
1362 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1363 if (!trap->stats.maxsp) 1423 if (!trap->value)
1364 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1365 1426
1366 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1367 * 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
1368 */ 1442 */
1369 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1370 1444
1371 /* 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)
1372 * above with some objects have zero speed, and thus the player 1446 {
1373 * 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 }
1374 */ 1456 }
1375 if (victim->speed_left < -50.f) 1457 break;
1376 victim->speed_left = -50.f;
1377 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1378 } 1458 }
1379 goto leave;
1380 1459
1381 case SPINNER: 1460 case CONVERTER:
1382 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1383 {
1384 victim->direction = absdir (victim->direction - trap->stats.sp);
1385 update_turn_face (victim);
1386 }
1387 goto leave;
1388
1389 case DIRECTOR:
1390 if (victim->direction && !should_director_abort (trap, victim))
1391 {
1392 victim->direction = trap->stats.sp;
1393 update_turn_face (victim);
1394 }
1395 goto leave;
1396
1397 case BUTTON:
1398 case PEDESTAL:
1399 update_button (trap);
1400 goto leave;
1401
1402 case ALTAR:
1403 /* sacrifice victim on trap */
1404 apply_altar (trap, victim, originator);
1405 goto leave;
1406
1407 case THROWN_OBJ:
1408 if (trap->inv == NULL)
1409 goto leave;
1410 /* fallthrough */
1411
1412 case ARROW:
1413 /* bad bug: monster throw a object, make a step forwards, step on object ,
1414 * trigger this here and get hit by own missile - and will be own enemy.
1415 * Victim then is his own enemy and will start to kill herself (this is
1416 * removed) but we have not synced victim and his missile. To avoid senseless
1417 * action, we avoid hits here
1418 */
1419 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1420 hit_with_arrow (trap, victim);
1421 goto leave;
1422
1423 case SPELL_EFFECT:
1424 apply_spell_effect (trap, victim);
1425 goto leave;
1426
1427 case TRAPDOOR:
1428 {
1429 int max, sound_was_played;
1430 object *ab, *ab_next;
1431
1432 if (!trap->value)
1433 { 1462 {
1434 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1435 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1436 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1438 tot += ab->head_ ()->total_weight ();
1439
1440 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1441 goto leave;
1442
1443 SET_ANIMATION (trap, trap->value);
1444 update_object (trap, UP_OBJ_FACE);
1445 } 1465 }
1446 1466
1447 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))
1448 { 1489 {
1449 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1450 * ab->above would be bogus 1491 * players output.
1451 */ 1492 */
1452 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1453 1495
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1455 { 1497 victim->enter_exit (trap);
1456 if (!sound_was_played)
1457 {
1458 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1459 sound_was_played = 1;
1460 }
1461
1462 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1463 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1464 }
1465 } 1498 }
1466 goto leave; 1499 break;
1467 }
1468 1500
1469 case CONVERTER:
1470 if (convert_item (victim, trap) < 0)
1471 {
1472 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1473 archetype::get (shstr_burnout)->insert_at (trap, trap);
1474 }
1475
1476 goto leave;
1477
1478 case TRIGGER_BUTTON:
1479 case TRIGGER_PEDESTAL:
1480 case TRIGGER_ALTAR:
1481 check_trigger (trap, victim);
1482 goto leave;
1483
1484 case DEEP_SWAMP:
1485 walk_on_deep_swamp (trap, victim);
1486 goto leave;
1487
1488 case CHECK_INV:
1489 check_inv (victim, trap);
1490 goto leave;
1491
1492 case HOLE:
1493 /* Hole not open? */
1494 if (trap->stats.wc > 0)
1495 goto leave;
1496
1497 /* Is this a multipart monster and not the head? If so, return.
1498 * Processing will happen if the head runs into the pit
1499 */
1500 if (victim->head)
1501 goto leave;
1502
1503 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1504 victim->statusmsg ("You fall through the hole!", NDI_RED);
1505 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1506 goto leave;
1507
1508 case EXIT:
1509 if (victim->type == PLAYER && EXIT_PATH (trap))
1510 {
1511 /* Basically, don't show exits leading to random maps the
1512 * players output.
1513 */
1514 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1515 victim->statusmsg (trap->msg, NDI_NAVY);
1516
1517 trap->play_sound (trap->sound);
1518 victim->enter_exit (trap);
1519 }
1520 goto leave;
1521
1522 case ENCOUNTER: 1501 case ENCOUNTER:
1523 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1524 goto leave; 1503 break;
1525 1504
1526 case SHOP_MAT: 1505 case SHOP_MAT:
1527 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1528 goto leave; 1507 break;
1529 1508
1530 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1531 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1532 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1533 goto leave; 1512 break;
1534 1513
1535 case SIGN: 1514 case SIGN:
1536 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1537 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1538 1517
1539 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1540 goto leave; 1519 break;
1541 1520
1542 case CONTAINER: 1521 case CONTAINER:
1543 apply_container (victim, trap); 1522 apply_container (victim, trap);
1544 goto leave; 1523 break;
1545 1524
1546 case RUNE: 1525 case RUNE:
1547 case TRAP: 1526 case TRAP:
1548 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1549 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1550 goto leave; 1529 break;
1551 1530
1552 default: 1531 default:
1553 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 "
1554 "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);
1555 goto leave; 1534 break;
1556 } 1535 }
1557 1536
1558leave:
1559 recursion_depth--; 1537 recursion_depth--;
1560} 1538}
1561 1539
1562/** 1540/**
1563 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1574 return; 1552 return;
1575 } 1553 }
1576 1554
1577 if (!tmp->msg) 1555 if (!tmp->msg)
1578 { 1556 {
1579 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));
1580 return; 1558 return;
1581 } 1559 }
1582 1560
1583 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1584 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1598 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1599 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1600 return; 1578 return;
1601 } 1579 }
1602 1580
1581 // we currently don't use the message types for anything.
1603 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"));
1604 1585
1605 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1606 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1607 if (ns->can_msg)
1608 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));
1609 else
1610 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1611 msgType->message_type, msgType->message_subtype,
1612 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1613 long_desc (tmp, op), &tmp->msg);
1614 1589
1615 /* gain xp from reading */ 1590 /* gain xp from reading */
1616 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1617 { /* only if not read before */ 1592 { /* only if not read before */
1618 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1626 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1627 } 1602 }
1628 1603
1629 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1630 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 }
1631 } 1659 }
1632} 1660}
1633 1661
1634/** 1662/**
1635 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1741 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1742 * legacy spellbooks 1770 * legacy spellbooks
1743 */ 1771 */
1744 if (tmp->slaying) 1772 if (tmp->slaying)
1745 { 1773 {
1746 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1747 if (!spell) 1776 if (!spell)
1748 { 1777 {
1749 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));
1750 return; 1779 return;
1751 } 1780 }
1772 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);
1773 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!");
1774 return; 1803 return;
1775 } 1804 }
1776 1805
1777 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1778 { 1808 {
1779 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));
1780 return; 1811 return;
1781 } 1812 }
1782 1813
1783 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));
1784 1815
1826 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1827 */ 1858 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 { 1860 {
1830 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!");
1831 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));
1832 } 1863 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834 (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])
1835 { 1866 {
1836 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1941 if (op->destroyed () || tmp->destroyed ()) 1972 if (op->destroyed () || tmp->destroyed ())
1942 break; 1973 break;
1943 } 1974 }
1944 1975
1945 if (!tmp->destroyed () && !tmp->inv) 1976 if (!tmp->destroyed () && !tmp->inv)
1946 tmp->decrease (); 1977 tmp->decrease (true);
1947}
1948
1949/**
1950 * op eats food.
1951 * If player, takes care of messages and dragon special food.
1952 */
1953static void
1954apply_food (object *op, object *tmp)
1955{
1956 int capacity_remaining;
1957
1958 if (op->type != PLAYER)
1959 op->stats.hp = op->stats.maxhp;
1960 else
1961 {
1962 /* check if this is a dragon (player), eating some flesh */
1963 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1964 ;
1965 else
1966 {
1967 /* usual case - no dragon meal: */
1968 if (op->stats.food + tmp->stats.food > 999)
1969 {
1970 if (tmp->type == FOOD || tmp->type == FLESH)
1971 op->failmsg ("You feel full, but what a waste of food!");
1972 else
1973 op->statusmsg ("Most of the drink goes down your face not your throat!");
1974 }
1975
1976 tmp->play_sound (
1977 tmp->sound
1978 ? tmp->sound
1979 : tmp->type == DRINK
1980 ? sound_find ("eat_drink")
1981 : sound_find ("eat_food")
1982 );
1983
1984 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1985 {
1986 const char *buf;
1987
1988 if (!is_dragon_pl (op))
1989 {
1990 /* eating message for normal players */
1991 if (tmp->type == DRINK)
1992 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1993 else
1994 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1995 }
1996 else
1997 /* eating message for dragon players */
1998 buf = format ("The %s tasted terrible!", &tmp->name);
1999
2000 op->statusmsg (buf);
2001
2002 capacity_remaining = 999 - op->stats.food;
2003 op->stats.food += tmp->stats.food;
2004 if (capacity_remaining < tmp->stats.food)
2005 op->stats.hp += capacity_remaining / 50;
2006 else
2007 op->stats.hp += tmp->stats.food / 50;
2008
2009 if (op->stats.hp > op->stats.maxhp)
2010 op->stats.hp = op->stats.maxhp;
2011 if (op->stats.food > 999)
2012 op->stats.food = 999;
2013 }
2014
2015 /* special food hack -b.t. */
2016 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2017 eat_special_food (op, tmp);
2018 }
2019 }
2020
2021 handle_apply_yield (tmp);
2022 tmp->decrease ();
2023} 1978}
2024 1979
2025/** 1980/**
2026 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2027 * 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.
2030 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2031 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2032 * return: 1987 * return:
2033 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2034 */ 1989 */
2035int 1990static int
2036dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2037{ 1992{
2038 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2039 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2040 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2046 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2047 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2048 int i; /* index */ 2003 int i; /* index */
2049 2004
2050 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2051 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2052 return 0; 2007 return 0;
2053 2008
2054 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2055 from the player's inventory */ 2010 from the player's inventory */
2056 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2072 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2073 2028
2074 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2075 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2076 2031
2077 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2078 2033
2079 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2080 2035
2081 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2082 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2092 2047
2093 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2094 flesh is too rare */ 2049 flesh is too rare */
2095 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2096 2051
2097 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2098 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2099 2054
2100 if (chance >= 0.) 2055 if (chance >= 0.)
2101 chance += 1.; 2056 chance += 1.;
2102 else 2057 else
2103 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2104 2059
2105 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2106 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2107 2062
2108 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2109 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2110 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2111 2066
2112 /* 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!) */
2113 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2114 { 2069 {
2115 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2116 winners++; 2071 winners++;
2117 } 2072 }
2118 2073
2146 op->statusmsg (buf); 2101 op->statusmsg (buf);
2147 2102
2148 /* now choose a winner if we have any */ 2103 /* now choose a winner if we have any */
2149 i = -1; 2104 i = -1;
2150 if (winners > 0) 2105 if (winners > 0)
2151 i = atnr_winner[RANDOM () % winners]; 2106 i = atnr_winner [rndm (winners)];
2152 2107
2153 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2154 { 2109 {
2155 /* resistance increased! */ 2110 /* resistance increased! */
2156 skin->resist[i]++; 2111 skin->resist[i]++;
2181 2136
2182 return 1; 2137 return 1;
2183} 2138}
2184 2139
2185/** 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/**
2186 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2187 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2188 */ 2219 */
2189static void 2220static void
2190apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2241 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2242 poison->destroy (); 2273 poison->destroy ();
2243} 2274}
2244 2275
2245/** 2276/**
2246 * 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
2247 * A valid 2 way exit means: 2278 * is specified it will try to find a lighter in the players inventory,
2248 * -You can come back (there is another exit at the other side) 2279 * and inform him about this requirement.
2249 * -You are
2250 * ° the owner of the exit
2251 * ° or in the same party as the owner
2252 * 2280 *
2253 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * who - the player
2254 * in the field exit->name cause the field exit->owner doesn't 2282 * op - the item we want to light
2255 * 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
2256 */ 2284 */
2257int 2285static object *
2258is_legal_2ways_exit (object *op, object *exit) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2259{ 2287{
2260 if (exit->stats.exp != 1) 2288 if (lighter == 0)
2261 return 1; /*This is not a 2 way, so it is legal */
2262
2263#if 0 //TODO
2264 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2265 return 0; /* This is a reset town portal */
2266#endif
2267
2268 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2269
2270 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2271
2272 if (exitmap)
2273 { 2289 {
2274 exitmap->load_sync (); 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2275
2276 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2277
2278 if (!tmp)
2279 return 0;
2280
2281 for (; tmp; tmp = tmp->above)
2282 { 2291 {
2283 if (tmp->type != EXIT) 2292 if (tmp->type == LIGHTER)
2284 continue; /*Not an exit */
2285
2286 if (!EXIT_PATH (tmp))
2287 continue; /*Not a valid exit */
2288
2289 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2290 continue; /*Not in the same place */
2291
2292 if (exit->map->path != EXIT_PATH (tmp))
2293 continue; /*Not in the same map */
2294
2295 /* From here we have found the exit is valid. However we do
2296 * here the check of the exit owner. It is important for the
2297 * town portals to prevent strangers from visiting your appartments
2298 */
2299 if (!exit->race)
2300 return 1; /*No owner, free for all! */
2301
2302 object *exit_owner = 0;
2303
2304 for_all_players (pp)
2305 { 2293 {
2306 if (!pp->ob) 2294 lighter = tmp;
2307 continue;
2308
2309 if (pp->ob->name != exit->race)
2310 continue;
2311
2312 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2313 break; 2295 break;
2314 } 2296 }
2297 }
2315 2298
2316 if (!exit_owner) 2299 if (!lighter)
2317 return 0; /* No more owner */ 2300 {
2318 2301 who->failmsg (format (
2319 if (exit_owner->contr == op->contr) 2302 "You can't light up the %s with your bare hands! "
2320 return 1; /*It is your exit */ 2303 "H<You need a lighter in your inventory, for example a flint and steel.>",
2321 2304 &op->name));
2322 if (exit_owner && /*There is a owner */
2323 (op->contr) && /*A player tries to pass */
2324 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2325 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2326 return 0; 2305 return 0;
2306 }
2307 }
2327 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));
2328 return 1; 2422 return;
2423 }
2424
2425 if (op->flag [FLAG_CURSED])
2329 } 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
2330 } 2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2331 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)
2332 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 ();
2333} 2621}
2334 2622
2335/** 2623/**
2336 * Main apply handler. 2624 * Main apply handler.
2337 * 2625 *
2340 * Return value: 2628 * Return value:
2341 * 0: player or monster can't apply objects of that type 2629 * 0: player or monster can't apply objects of that type
2342 * 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
2343 * 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
2344 * 2632 *
2345 * 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
2346 * being applied. 2634 * being applied.
2347 * 2635 *
2348 * aflag is special (always apply/unapply) flags. Nothing is done with 2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2349 * them in this function - they are passed to apply_special 2637 * them in this function - they are passed to apply_special
2350 */ 2638 */
2351int 2639int
2352manual_apply (object *op, object *tmp, int aflag) 2640manual_apply (object *who, object *op, int aflag)
2353{ 2641{
2354 tmp = tmp->head_ (); 2642 op = op->head_ ();
2355 2643
2356 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2357 { 2645 {
2358 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2359 { 2647 {
2648 examine (who, op);
2360 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
2361 return 1; 2650 return 1;
2362 } 2651 }
2363 else 2652 else
2364 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2365 } 2654 }
2366 2655
2367 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2368 return RESULT_INT (0); 2657 return RESULT_INT (0);
2369 2658
2370 switch (tmp->type) 2659 switch (op->type)
2371 { 2660 {
2372 case CF_HANDLE: 2661 case T_HANDLE:
2373 op->play_sound (sound_find ("turn_handle")); 2662 who->play_sound (sound_find ("turn_handle"));
2374 op->statusmsg ("You turn the handle."); 2663 who->statusmsg ("You turn the handle.");
2375 tmp->value = tmp->value ? 0 : 1; 2664 op->value = op->value ? 0 : 1;
2376 SET_ANIMATION (tmp, tmp->value); 2665 SET_ANIMATION (op, op->value);
2377 update_object (tmp, UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2378 push_button (tmp); 2667 push_button (op, who);
2379 return 1; 2668 return 1;
2380 2669
2381 case TRIGGER: 2670 case TRIGGER:
2382 if (check_trigger (tmp, op)) 2671 if (check_trigger (op, who, who))
2383 { 2672 {
2384 op->statusmsg ("You turn the handle."); 2673 who->statusmsg ("You turn the handle.");
2385 op->play_sound (sound_find ("turn_handle")); 2674 who->play_sound (sound_find ("turn_handle"));
2386 } 2675 }
2387 else 2676 else
2388 op->failmsg ("The handle doesn't move."); 2677 who->failmsg ("The handle doesn't move.");
2389 2678
2390 return 1; 2679 return 1;
2391 2680
2392 case EXIT: 2681 case EXIT:
2393 if (op->type != PLAYER) 2682 if (who->type != PLAYER)
2394 return 0; 2683 return 0;
2395 2684
2396 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2685 if (!EXIT_PATH (op))
2397 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)));
2398 else 2687 else
2399 { 2688 {
2400 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2401 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2402 op->statusmsg (tmp->msg, NDI_NAVY); 2691 who->statusmsg (op->msg, NDI_NAVY);
2403 2692
2404 op->enter_exit (tmp); 2693 who->enter_exit (op);
2405 } 2694 }
2406 2695
2407 return 1; 2696 return 1;
2408 2697
2409 case INSCRIBABLE: 2698 case INSCRIBABLE:
2410 op->statusmsg (tmp->msg); 2699 who->statusmsg (op->msg);
2411 // 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
2412 return 1; 2701 return 1;
2413 2702
2414 case SIGN: 2703 case SIGN:
2415 apply_sign (op, tmp, 0); 2704 apply_sign (who, op, 0);
2416 return 1; 2705 return 1;
2417 2706
2418 case BOOK: 2707 case BOOK:
2419 if (op->type == PLAYER) 2708 if (who->type == PLAYER)
2420 { 2709 {
2421 apply_book (op, tmp); 2710 apply_book (who, op);
2422 return 1; 2711 return 1;
2423 } 2712 }
2424 else 2713 else
2425 return 0; 2714 return 0;
2426 2715
2427 case SKILLSCROLL: 2716 case SKILLSCROLL:
2428 if (op->type == PLAYER) 2717 if (who->type == PLAYER)
2429 { 2718 {
2430 apply_skillscroll (op, tmp); 2719 apply_skillscroll (who, op);
2431 return 1; 2720 return 1;
2432 } 2721 }
2433 else 2722 else
2434 return 0; 2723 return 0;
2435 2724
2436 case SPELLBOOK: 2725 case SPELLBOOK:
2437 if (op->type == PLAYER) 2726 if (who->type == PLAYER)
2438 { 2727 {
2439 apply_spellbook (op, tmp); 2728 apply_spellbook (who, op);
2440 return 1; 2729 return 1;
2441 } 2730 }
2442 else 2731 else
2443 return 0; 2732 return 0;
2444 2733
2445 case SCROLL: 2734 case SCROLL:
2446 apply_scroll (op, tmp, 0); 2735 apply_scroll (who, op, 0);
2447 return 1; 2736 return 1;
2448 2737
2449 case POTION: 2738 case POTION:
2450 apply_potion (op, tmp); 2739 apply_potion (who, op);
2451 return 1; 2740 return 1;
2452 2741
2453 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2742 /* Eneq(@csd.uu.se): Handle apply on containers. */
2454 //TODO: remove, as it is unsed? 2743 //TODO: remove, as it is unsed?
2455 case CLOSE_CON: 2744 case CLOSE_CON:
2456 apply_container (op, tmp->env); 2745 apply_container (who, op->env);
2457 return 1; 2746 return 1;
2458 2747
2459 case CONTAINER: 2748 case CONTAINER:
2460 apply_container (op, tmp); 2749 apply_container (who, op);
2461 return 1; 2750 return 1;
2462 2751
2463 case TREASURE: 2752 case TREASURE:
2464 if (op->type == PLAYER) 2753 if (who->type == PLAYER)
2465 { 2754 {
2466 apply_treasure (op, tmp); 2755 apply_treasure (who, op);
2467 return 1; 2756 return 1;
2468 } 2757 }
2469 else 2758 else
2470 return 0; 2759 return 0;
2760
2761 case LAMP:
2762 case TORCH:
2763 player_apply_lamp (who, op);
2764 return 1;
2471 2765
2472 case WEAPON: 2766 case WEAPON:
2473 case ARMOUR: 2767 case ARMOUR:
2474 case BOOTS: 2768 case BOOTS:
2475 case GLOVES: 2769 case GLOVES:
2483 case WAND: 2777 case WAND:
2484 case ROD: 2778 case ROD:
2485 case HORN: 2779 case HORN:
2486 case SKILL: 2780 case SKILL:
2487 case BOW: 2781 case BOW:
2488 case LAMP:
2489 case BUILDER: 2782 case BUILDER:
2490 case SKILL_TOOL: 2783 case SKILL_TOOL:
2491 if (tmp->env != op) 2784 if (op->env != who)
2492 return 2; /* not in inventory */ 2785 return 2; /* not in inventory */
2493 2786
2494 apply_special (op, tmp, aflag); 2787 apply_special (who, op, aflag);
2495 return 1; 2788 return 1;
2496 2789
2497 case DRINK: 2790 case DRINK:
2498 case FOOD: 2791 case FOOD:
2499 case FLESH: 2792 case FLESH:
2500 apply_food (op, tmp); 2793 apply_food (who, op);
2501 return 1; 2794 return 1;
2502 2795
2503 case POISON: 2796 case POISON:
2504 apply_poison (op, tmp); 2797 apply_poison (who, op);
2505 return 1; 2798 return 1;
2506 2799
2507 case SAVEBED: 2800 case SAVEBED:
2508 return 1; 2801 return 1;
2509 2802
2510 case ARMOUR_IMPROVER: 2803 case ARMOUR_IMPROVER:
2511 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2512 { 2805 {
2513 apply_armour_improver (op, tmp); 2806 apply_armour_improver (who, op);
2514 return 1; 2807 return 1;
2515 } 2808 }
2516 else 2809 else
2517 return 0; 2810 return 0;
2518 2811
2519 case WEAPON_IMPROVER: 2812 case WEAPON_IMPROVER:
2520 check_improve_weapon (op, tmp); 2813 check_improve_weapon (who, op);
2521 return 1; 2814 return 1;
2522 2815
2523 case CLOCK: 2816 case CLOCK:
2524 if (op->type == PLAYER) 2817 if (who->type == PLAYER)
2525 { 2818 {
2526 char buf[MAX_BUF]; 2819 char buf[MAX_BUF];
2527 timeofday_t tod; 2820 timeofday_t tod;
2528 2821
2529 get_tod (&tod); 2822 get_tod (&tod);
2530 op->play_sound (sound_find ("sound_clock")); 2823 who->play_sound (sound_find ("sound_clock"));
2531 op->statusmsg (format ( 2824 who->statusmsg (format (
2532 "It is %d minute%s past %d o'clock %s", 2825 "It is %d minute%s past %d o'clock %s",
2533 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2826 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2534 ((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")
2535 )); 2828 ));
2536 return 1; 2829 return 1;
2537 } 2830 }
2538 else 2831 else
2539 return 0; 2832 return 0;
2540 2833
2541 case MENU: 2834 case MENU:
2542 if (op->type == PLAYER) 2835 if (who->type == PLAYER)
2543 { 2836 {
2544 shop_listing (tmp, op); 2837 shop_listing (op, who);
2545 return 1; 2838 return 1;
2546 } 2839 }
2547 else 2840 else
2548 return 0; 2841 return 0;
2549 2842
2550 case POWER_CRYSTAL: 2843 case POWER_CRYSTAL:
2551 apply_power_crystal (op, tmp); /* see egoitem.c */ 2844 apply_power_crystal (who, op); /* see egoitem.c */
2552 return 1; 2845 return 1;
2553 2846
2554 case LIGHTER: /* for lighting torches/lanterns/etc */ 2847 case LIGHTER: /* for lighting torches/lanterns/etc */
2555 if (op->type == PLAYER) 2848 if (who->type == PLAYER)
2556 { 2849 {
2557 apply_lighter (op, tmp); 2850 apply_lighter (who, op);
2558 return 1; 2851 return 1;
2559 } 2852 }
2560 else 2853 else
2561 return 0; 2854 return 0;
2562 2855
2563 case ITEM_TRANSFORMER: 2856 case ITEM_TRANSFORMER:
2564 apply_item_transformer (op, tmp); 2857 apply_item_transformer (who, op);
2565 return 1; 2858 return 1;
2566 2859
2567 default: 2860 default:
2568 return 0; 2861 return 0;
2569 } 2862 }
2621 * 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
2622 * 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
2623 * 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
2624 * not return a proper value. 2917 * not return a proper value.
2625 */ 2918 */
2626 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)
2627 { 2920 {
2628 next = tmp->below; 2921 next = tmp->below;
2629 2922
2630 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2631 floors++; 2924 floors++;
2636 * person moving on it, also activate. Added code to make it 2929 * person moving on it, also activate. Added code to make it
2637 * 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
2638 * the item needs. 2931 * the item needs.
2639 */ 2932 */
2640 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2933 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2641 {
2642 if (player_apply (pl, tmp, 0, 1) == 1) 2934 if (player_apply (pl, tmp, 0, 1) == 1)
2643 return; 2935 return;
2644 } 2936
2645 if (floors >= 2) 2937 if (floors >= 2)
2646 return; /* process at most two floor objects */ 2938 return; /* process at most two floor objects */
2647 } 2939 }
2648} 2940}
2649 2941
2722 case CLOAK: 3014 case CLOAK:
2723 who->statusmsg (format ("You unwear %s.", query_name (op))); 3015 who->statusmsg (format ("You unwear %s.", query_name (op)));
2724 change_abil (who, op); 3016 change_abil (who, op);
2725 break; 3017 break;
2726 3018
2727 case LAMP:
2728 {
2729 who->statusmsg (format ("You turn off your %s.", &op->name));
2730
2731 object *tmp2 = arch_to_object (op->other_arch);
2732 tmp2->x = op->x;
2733 tmp2->y = op->y;
2734 tmp2->map = op->map;
2735 tmp2->below = op->below;
2736 tmp2->above = op->above;
2737 tmp2->stats.food = op->stats.food;
2738 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2739
2740 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2741 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2742
2743 op->destroy ();
2744 who->insert (tmp2);
2745 who->update_stats ();
2746
2747 if (who->contr)
2748 {
2749 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2750 {
2751 who->failmsg ("Oops, it feels deadly cold!");
2752 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2753 }
2754 }
2755 }
2756
2757 return 1; /* otherwise, an attempt to drop causes problems */
2758
2759 case BOW: 3019 case BOW:
2760 case WAND: 3020 case WAND:
2761 case ROD: 3021 case ROD:
2762 case HORN: 3022 case HORN:
2763 if (player *pl = who->contr) 3023 if (player *pl = who->contr)
2842#define CANNOT_REMOVE_CURSED \ 3102#define CANNOT_REMOVE_CURSED \
2843 "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. " \
2844 "Praying over an altar, scrolls of remove curse/damnation, " \ 3104 "Praying over an altar, scrolls of remove curse/damnation, " \
2845 "priests or even other players might help.>" 3105 "priests or even other players might help.>"
2846 3106
2847int 3107static int
2848unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
2849{ 3109{
2850 if (op->is_range ()) 3110 if (op->is_range ())
2851 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2852 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3170 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3171 */ 3431 */
3172 who->change_skill (skop); 3432 who->change_skill (skop);
3173 } 3433 }
3174 3434
3175 if (who->type == PLAYER 3435 if (!check_item_power (who, op->item_power))
3176 && op->item_power
3177 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3178 { 3436 {
3179 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);
3180 return 1; 3438 return 1;
3181 } 3439 }
3182 3440
3190 return RESULT_INT (0); 3448 return RESULT_INT (0);
3191 3449
3192 switch (op->type) 3450 switch (op->type)
3193 { 3451 {
3194 case WEAPON: 3452 case WEAPON:
3195 if (!check_weapon_power (who, op->last_eat))
3196 {
3197 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3198
3199 if (tmp)
3200 insert_ob_in_ob (tmp, who);
3201
3202 return 1;
3203 }
3204
3205 //TODO: this obviously fails for players using a shorter prefix 3453 //TODO: this obviously fails for players using a shorter prefix
3206 // i.e. "R" can use Ragnarok's sword. 3454 // i.e. "R" can use Ragnarok's sword.
3207 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3455 if (op->level && !op->name.starts_with (who->name))
3208 { 3456 {
3209 /* 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. */
3210 /* (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) */
3211 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.>");
3212 3460
3247 SET_FLAG (op, FLAG_APPLIED); 3495 SET_FLAG (op, FLAG_APPLIED);
3248 who->statusmsg (format ("You wear %s.", query_name (op))); 3496 who->statusmsg (format ("You wear %s.", query_name (op)));
3249 change_abil (who, op); 3497 change_abil (who, op);
3250 break; 3498 break;
3251 3499
3252 case LAMP:
3253 if (op->stats.food < 1)
3254 {
3255 who->failmsg (format (
3256 "Your %s is out of fuel! "
3257 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3258 &op->name
3259 ));
3260 return 1;
3261 }
3262
3263 who->statusmsg (format ("You turn on your %s.", &op->name));
3264
3265 tmp2 = arch_to_object (op->other_arch);
3266 tmp2->stats.food = op->stats.food;
3267 SET_FLAG (tmp2, FLAG_APPLIED);
3268
3269 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3270 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3271
3272 who->insert (tmp2);
3273
3274 /* Remove the old lantern */
3275 op->destroy ();
3276
3277 /* insert the portion that was split off */
3278 if (tmp)
3279 who->insert (tmp);
3280
3281 who->update_stats ();
3282
3283 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3284 if (who->type == PLAYER)
3285 {
3286 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3287 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3288 }
3289
3290 return 0;
3291
3292 case SKILL_TOOL: 3500 case SKILL_TOOL:
3293 // applying a skill tool also readies the skill 3501 // applying a skill tool also readies the skill
3294 SET_FLAG (op, FLAG_APPLIED); 3502 SET_FLAG (op, FLAG_APPLIED);
3295 3503
3296 if (!(aflags & AP_NO_READY)) 3504 if (!(aflags & AP_NO_READY))
3304 case SKILL: 3512 case SKILL:
3305 if (player *pl = who->contr) 3513 if (player *pl = who->contr)
3306 { 3514 {
3307 if (IS_COMBAT_SKILL (op->subtype)) 3515 if (IS_COMBAT_SKILL (op->subtype))
3308 { 3516 {
3309 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3310 { 3518 {
3311 for (object *item = who->inv; item; item = item->below) 3519 for (object *item = who->inv; item; item = item->below)
3312 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3313 { 3521 {
3314 if (item->skill == op->skill) 3522 if (item->skill == op->skill)
3315 { 3523 {
3316 who->change_weapon (pl->combat_ob = item); 3524 who->change_weapon (pl->combat_ob = item);
3317 goto found_weapon; 3525 goto found_weapon;
3330 else 3538 else
3331 who->change_weapon (pl->combat_ob = op); 3539 who->change_weapon (pl->combat_ob = op);
3332 } 3540 }
3333 else if (IS_RANGED_SKILL (op->subtype)) 3541 else if (IS_RANGED_SKILL (op->subtype))
3334 { 3542 {
3335 if (skill_flags [op->subtype] & SF_NEED_BOW) 3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3336 { 3544 {
3337 for (object *item = who->inv; item; item = item->below) 3545 for (object *item = who->inv; item; item = item->below)
3338 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3339 { 3547 {
3340 //TODO: bows should/must all have skill missile weapon right now 3548 //TODO: bows should/must all have skill missile weapon right now
3341 who->change_weapon (pl->ranged_ob = item); 3549 who->change_weapon (pl->ranged_ob = item);
3342 goto found_bow; 3550 goto found_bow;
3343 } 3551 }
3375 } 3583 }
3376 3584
3377 break; 3585 break;
3378 3586
3379 case BOW: 3587 case BOW:
3380 if (!check_weapon_power (who, op->last_eat)) 3588 if (op->level && !op->name.starts_with (who->name))
3381 {
3382 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3383
3384 if (tmp)
3385 insert_ob_in_ob (tmp, who);
3386
3387 return 1;
3388 }
3389
3390 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3391 { 3589 {
3392 who->failmsg ("The weapon does not recognize you as its owner. " 3590 who->failmsg ("The weapon does not recognize you as its owner. "
3393 "H<Its name indicates that it belongs to somebody else.>"); 3591 "H<Its name indicates that it belongs to somebody else.>");
3394 if (tmp) 3592 if (tmp)
3395 insert_ob_in_ob (tmp, who); 3593 insert_ob_in_ob (tmp, who);
3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470 if (who->type == PLAYER) 3668 if (who->type == PLAYER)
3471 { 3669 {
3472 who->failmsg ( 3670 who->failmsg (
3473 "Oops, it feels deadly cold! " 3671 "Oops, it feels deadly cold! "
3474 "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.>"
3475 ); 3673 );
3476 SET_FLAG (op, FLAG_KNOWN_CURSED); 3674 SET_FLAG (op, FLAG_KNOWN_CURSED);
3477 } 3675 }
3478 3676
3479 if (object *pl = op->visible_to ()) 3677 if (object *pl = op->visible_to ())
3480 esrv_send_item (pl, op); 3678 esrv_send_item (pl, op);
3481 3679
3482 return 0; 3680 return 0;
3483} 3681}
3484 3682
3485int
3486monster_apply_special (object *who, object *op, int aflags)
3487{
3488 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3489 return 1;
3490
3491 return apply_special (who, op, aflags);
3492}
3493
3494/** 3683/**
3495 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3496 * 3685 *
3497 * Generates shop floor's item, and treasures. 3686 * Generates shop floor's item, and treasures.
3498 */ 3687 */
3499int 3688int
3500auto_apply (object *op) 3689auto_apply (object *op)
3501{ 3690{
3502 object *tmp = NULL, *tmp2; 3691 object *tmp = NULL, *tmp2;
3503 int i; 3692 int i;
3693
3694 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3504 3695
3505 switch (op->type) 3696 switch (op->type)
3506 { 3697 {
3507 case SHOP_FLOOR: 3698 case SHOP_FLOOR:
3508 if (!op->has_random_items ()) 3699 if (!op->has_random_items ())
3510 3701
3511 do 3702 do
3512 { 3703 {
3513 i = 10; /* let's give it 10 tries */ 3704 i = 10; /* let's give it 10 tries */
3514 while ((tmp = generate_treasure (op->randomitems, 3705 while ((tmp = generate_treasure (op->randomitems,
3515 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
3516 if (tmp == NULL) 3711 if (tmp == NULL)
3517 return 0; 3712 return 0;
3713
3518 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3519 { 3715 {
3520 tmp->destroy (); 3716 tmp->destroy ();
3521 tmp = NULL; 3717 tmp = NULL;
3522 } 3718 }
3525 3721
3526 tmp->x = op->x; 3722 tmp->x = op->x;
3527 tmp->y = op->y; 3723 tmp->y = op->y;
3528 SET_FLAG (tmp, FLAG_UNPAID); 3724 SET_FLAG (tmp, FLAG_UNPAID);
3529 insert_ob_in_map (tmp, op->map, NULL, 0); 3725 insert_ob_in_map (tmp, op->map, NULL, 0);
3530 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3531 identify (tmp); 3726 identify (tmp);
3532 break; 3727 break;
3533 3728
3534 case TREASURE: 3729 case TREASURE:
3535 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3542 /* 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,
3543 * 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
3544 * to disappear. An example of this item is the random_* stuff 3739 * to disappear. An example of this item is the random_* stuff
3545 * that is put inside other objects. 3740 * that is put inside other objects.
3546 */ 3741 */
3547 for (tmp = op->inv; tmp; tmp = tmp2)
3548 {
3549 tmp2 = tmp->below;
3550 tmp->remove ();
3551
3552 if (op->env) 3742 if (op->env)
3553 insert_ob_in_ob (tmp, op->env); 3743 while (op->inv)
3554 else 3744 op->env->insert (op->inv);
3555 tmp->destroy ();
3556 }
3557 3745
3558 op->destroy (); 3746 op->destroy ();
3559 break; 3747 break;
3560 } 3748 }
3561 return tmp ? 1 : 0; 3749
3750 return !!tmp;
3562} 3751}
3563 3752
3564/** 3753/**
3565 * 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
3566 * is loaded or swapped in and performs special actions for 3755 * is loaded or swapped in and performs special actions for
3580 3769
3581 if (tmp->inv) 3770 if (tmp->inv)
3582 { 3771 {
3583 object *invtmp, *invnext; 3772 object *invtmp, *invnext;
3584 3773
3585 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3586 { 3775 {
3587 invnext = invtmp->below; 3776 invnext = invtmp->below;
3588 3777
3589 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3590 auto_apply (invtmp); 3779 auto_apply (invtmp);
3591 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3592 { 3781 {
3593 while ((invtmp->stats.hp--) > 0) 3782 while (invtmp->stats.hp-- > 0)
3594 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3595 3784
3596 invtmp->randomitems = NULL; 3785 invtmp->randomitems = NULL;
3597 } 3786 }
3598 else if (invtmp && invtmp->arch 3787 else if (invtmp && invtmp->arch
3603 * treasure again for this object 3792 * treasure again for this object
3604 */ 3793 */
3605 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3606 } 3795 }
3607 } 3796 }
3797
3608 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3609 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3610 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3611 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3612 * MSW 2004-05-13 3802 * MSW 2004-05-13
3616 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3617 */ 3807 */
3618 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3619 || 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)
3620 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3621
3622 } 3811 }
3623 3812
3624 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3625 auto_apply (tmp); 3814 auto_apply (tmp);
3626 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 ())
3659 } 3848 }
3660 3849
3661 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3662 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3663 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3664 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3665} 3854}
3666 3855
3667/** 3856/**
3668 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3669 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3674eat_special_food (object *who, object *food) 3863eat_special_food (object *who, object *food)
3675{ 3864{
3676 object *force; 3865 object *force;
3677 int i, did_one = 0; 3866 int i, did_one = 0;
3678 3867
3679 force = get_archetype (FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3680 3871
3681 for (i = 0; i < NUM_STATS; i++)
3682 if (sint8 k = food->stats.stat (i))
3683 {
3684 force->stats.stat (i) = k;
3685 did_one = 1;
3686 }
3687
3688 /* check if we can protect the eater */
3689 for (i = 0; i < NROFATTACKS; i++)
3690 {
3691 if (food->resist[i] > 0)
3692 {
3693 force->resist[i] = food->resist[i] / 2;
3694 did_one = 1;
3695 }
3696 }
3697
3698 if (did_one)
3699 {
3700 force->set_speed (0.1);
3701 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3702 force->duration = food->stats.food / 5; 3873 int duration = TIME2TICK (food->stats.food);
3703 SET_FLAG (force, FLAG_APPLIED); 3874
3704 change_abil (who, force); 3875 if (force = who->force_find (key))
3705 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;
3706 } 3886 }
3707 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
3708 force->destroy (); 3918 force->destroy ();
3919 }
3709 3920
3710 /* check for hp, sp change */ 3921 /* check for hp, sp change */
3711 if (food->stats.hp != 0) 3922 if (food->stats.hp != 0)
3712 { 3923 {
3713 if (QUERY_FLAG (food, FLAG_CURSED)) 3924 if (QUERY_FLAG (food, FLAG_CURSED))
3743 /* place limit on max sp from food? */ 3954 /* place limit on max sp from food? */
3744 } 3955 }
3745 } 3956 }
3746 3957
3747 who->update_stats (); 3958 who->update_stats ();
3748}
3749
3750/**
3751 * Designed primarily to light torches/lanterns/etc.
3752 * Also burns up burnable material too. First object in the inventory is
3753 * the selected object to "burn". -b.t.
3754 */
3755void
3756apply_lighter (object *who, object *lighter)
3757{
3758 object *item;
3759 int is_player_env = 0;
3760
3761 item = find_marked_object (who);
3762 if (item)
3763 {
3764 if (lighter->last_eat && lighter->stats.food)
3765 { /* lighter gets used up */
3766 object *oneLighter = lighter->split ();
3767 oneLighter->stats.food--;
3768 who->insert (oneLighter);
3769 }
3770 else if (lighter->last_eat)
3771 {
3772 /* no charges left in lighter */
3773 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3774 return;
3775 }
3776
3777 /* Perhaps we should split what we are trying to light on fire?
3778 * I can't see many times when you would want to light multiple
3779 * objects at once.
3780 */
3781
3782 if (who == item->in_player ())
3783 is_player_env = 1;
3784
3785 save_throw_object (item, AT_FIRE, who);
3786
3787 if (item->destroyed ())
3788 {
3789 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3790 /* Need to update the player so that the players glow radius
3791 * gets changed.
3792 */
3793 if (is_player_env)
3794 who->update_stats ();
3795 }
3796 else
3797 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3798 }
3799 else
3800 who->failmsg ("You need to mark a lightable object.");
3801}
3802
3803/**
3804 * op made some mistake with a scroll, this takes care of punishment.
3805 * scroll_failure()- hacked directly from spell_failure
3806 */
3807void
3808scroll_failure (object *op, int failure, int power)
3809{
3810 if (abs (failure / 4) > power)
3811 power = abs (failure / 4); /* set minimum effect */
3812
3813 if (failure <= -1 && failure > -15)
3814 { /* wonder */
3815 object *tmp;
3816
3817 op->failmsg ("Your spell warps!");
3818 tmp = get_archetype (SPELL_WONDER);
3819 cast_wonder (op, op, 0, tmp);
3820 tmp->destroy ();
3821 }
3822 else if (failure <= -15 && failure > -35)
3823 { /* drain mana */
3824 op->failmsg ("Your mana is drained!");
3825 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3826 if (op->stats.sp < 0)
3827 op->stats.sp = 0;
3828 }
3829 else if (settings.spell_failure_effects == TRUE)
3830 {
3831 if (failure <= -35 && failure > -60)
3832 { /* confusion */
3833 op->failmsg ("The magic recoils on you!");
3834 confuse_player (op, op, power);
3835 }
3836 else if (failure <= -60 && failure > -70)
3837 { /* paralysis */
3838 op->failmsg ("The magic recoils and paralyzes you!");
3839 paralyze_player (op, op, power);
3840 }
3841 else if (failure <= -70 && failure > -80)
3842 { /* blind */
3843 op->failmsg ("The magic recoils on you!");
3844 blind_player (op, op, power);
3845 }
3846 else if (failure <= -80)
3847 { /* blast the immediate area */
3848 object *tmp = get_archetype (LOOSE_MANA);
3849 cast_magic_storm (op, tmp, power);
3850 op->failmsg ("You unleash uncontrolled mana!");
3851 tmp->destroy ();
3852 }
3853 }
3854} 3959}
3855 3960
3856void 3961void
3857apply_changes_to_player (object *pl, object *change) 3962apply_changes_to_player (object *pl, object *change)
3858{ 3963{
3906 } 4011 }
3907 4012
3908 /* insert the randomitems from the change's treasurelist into 4013 /* insert the randomitems from the change's treasurelist into
3909 * the player ref: player.c 4014 * the player ref: player.c
3910 */ 4015 */
3911 if (change->randomitems != NULL) 4016 if (change->randomitems)
3912 give_initial_items (pl, change->randomitems); 4017 give_initial_items (pl, change->randomitems);
3913 4018
3914 /* set up the face, for some races. */ 4019 /* set up the face, for some races. */
3915 4020
3916 /* first, look for the force object banning 4021 /* first, look for the force object banning
3917 * changing the face. Certain races never change face with class. 4022 * changing the face. Certain races never change face with class.
3918 */ 4023 */
3919 for (walk = pl->inv; walk != NULL; walk = walk->below) 4024 for (walk = pl->inv; walk; walk = walk->below)
3920 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4025 if (walk->name == shstr_NOCLASSFACECHANGE)
3921 flag_change_face = 0; 4026 flag_change_face = 0;
3922 4027
3923 if (flag_change_face) 4028 if (flag_change_face)
3924 { 4029 {
3925 pl->face = change->face; 4030 pl->face = change->face;
3927 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3928 } 4033 }
3929 4034
3930 /* check the special case of can't use weapons */ 4035 /* check the special case of can't use weapons */
3931 /*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); */
3932 if (!strcmp (change->name, "monk")) 4037 if (change->name == shstr_monk)
3933 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3934 4039
3935 break; 4040 break;
3936 } 4041 }
3937 } 4042 }
3938} 4043}
3939 4044
3940/**
3941 * This handles items of type 'transformer'.
3942 * Basically those items, used with a marked item, transform both items into something
3943 * else.
3944 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3945 * Change information is contained in the 'slaying' field of the marked item.
3946 * The format is as follow: transformer:[number ]yield[;transformer:...].
3947 * This way an item can be transformed in many things, and/or many objects.
3948 * The 'slaying' field for transformer is used as verb for the action.
3949 */
3950void
3951apply_item_transformer (object *pl, object *transformer)
3952{
3953 object *marked;
3954 object *new_item;
3955 char *find;
3956 char *separator;
3957 int yield;
3958 char got[MAX_BUF];
3959 int len;
3960
3961 if (!pl || !transformer)
3962 return;
3963
3964 marked = find_marked_object (pl);
3965
3966 if (!marked)
3967 {
3968 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3969 return;
3970 }
3971
3972 if (!marked->slaying)
3973 {
3974 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3975 return;
3976 }
3977
3978 /* check whether they are compatible or not */
3979 find = strstr (marked->slaying, transformer->arch->archname);
3980 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3981 {
3982 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3983 return;
3984 }
3985
3986 find += strlen (transformer->arch->archname) + 1;
3987 /* Item can be used, now find how many and what it yields */
3988 if (isdigit (*(find)))
3989 {
3990 yield = atoi (find);
3991 if (yield < 1)
3992 {
3993 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3994 yield = 1;
3995 }
3996 }
3997 else
3998 yield = 1;
3999
4000 while (isdigit (*find))
4001 find++;
4002
4003 while (*find == ' ')
4004 find++;
4005
4006 memset (got, 0, MAX_BUF);
4007
4008 if ((separator = strchr (find, ';')) != NULL)
4009 len = separator - find;
4010 else
4011 len = strlen (find);
4012
4013 if (len > MAX_BUF - 1)
4014 len = MAX_BUF - 1;
4015
4016 strcpy (got, find);
4017 got[len] = '\0';
4018
4019 /* Now create new item, remove used ones when required. */
4020 new_item = get_archetype (got);
4021 if (!new_item)
4022 {
4023 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4024 return;
4025 }
4026
4027 new_item->nrof = yield;
4028
4029 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4030
4031 pl->insert (new_item);
4032 /* Eat up one item */
4033 marked->decrease ();
4034
4035 /* Eat one transformer if needed */
4036 if (transformer->stats.food)
4037 if (--transformer->stats.food == 0)
4038 transformer->decrease ();
4039}
4040

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