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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.181 by root, Wed Dec 31 18:07:41 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>
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.\r", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
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
1031 * Handle apply on containers. 984 * Handle apply on containers.
1032 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1033 * 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]
1034 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1035 */ 988 */
1036int 989static int
1037apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1038{ 991{
1039 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1040 return 0; /* This might change */ 993 return 0; /* This might change */
1041 994
1054 } 1007 }
1055 1008
1056 // 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
1057 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1058 { 1011 {
1059 if (op->container == sack) 1012 if (op->container_ () == sack)
1060 { 1013 {
1061 // open on ground or inv, so close 1014 // open on ground or inv, so close
1062 op->close_container (); 1015 op->close_container ();
1063 return 1; 1016 return 1;
1064 } 1017 }
1107{ 1060{
1108 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1109 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1110 return 0; 1063 return 0;
1111 1064
1112 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1113 { 1066 {
1114 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1115 * 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
1116 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1117 */ 1070 */
1126/* push_button (altar);*/ 1079/* push_button (altar);*/
1127 } 1080 }
1128 else 1081 else
1129 { 1082 {
1130 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1131 push_button (altar); 1084 push_button (altar, originator);
1132 } 1085 }
1133 1086
1134 return !sacrifice; 1087 return !sacrifice;
1135 } 1088 }
1136 else 1089 else
1153 1106
1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1155 1108
1156 bool has_unpaid = false; 1109 bool has_unpaid = false;
1157 1110
1158 // 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
1159 // a quick and small change :( 1112 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1162 { 1115 {
1163 has_unpaid = true; 1116 has_unpaid = true;
1371 return; 1324 return;
1372 1325
1373 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1374 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1375 */ 1328 */
1376 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1377 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1378 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1379 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1380 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1381 */ 1334 */
1388 1341
1389 recursion_depth++; 1342 recursion_depth++;
1390 if (trap->head) 1343 if (trap->head)
1391 trap = trap->head; 1344 trap = trap->head;
1392 1345
1393 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)))
1394 goto leave;
1395
1396 switch (trap->type) 1347 switch (trap->type)
1397 { 1348 {
1398 case PLAYERMOVER: 1349 case PLAYERMOVER:
1399 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:
1400 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1401 if (!trap->stats.maxsp) 1423 if (!trap->value)
1402 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1403 1426
1404 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1405 * 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
1406 */ 1442 */
1407 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1408 1444
1409 /* 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)
1410 * above with some objects have zero speed, and thus the player 1446 {
1411 * 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 }
1412 */ 1456 }
1413 if (victim->speed_left < -50.f) 1457 break;
1414 victim->speed_left = -50.f;
1415 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1416 } 1458 }
1417 goto leave;
1418 1459
1419 case SPINNER: 1460 case CONVERTER:
1420 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1421 {
1422 victim->direction = absdir (victim->direction - trap->stats.sp);
1423 update_turn_face (victim);
1424 }
1425 goto leave;
1426
1427 case DIRECTOR:
1428 if (victim->direction && !should_director_abort (trap, victim))
1429 {
1430 victim->direction = trap->stats.sp;
1431 update_turn_face (victim);
1432 }
1433 goto leave;
1434
1435 case BUTTON:
1436 case PEDESTAL:
1437 update_button (trap);
1438 goto leave;
1439
1440 case ALTAR:
1441 /* sacrifice victim on trap */
1442 apply_altar (trap, victim, originator);
1443 goto leave;
1444
1445 case THROWN_OBJ:
1446 if (trap->inv == NULL)
1447 goto leave;
1448 /* fallthrough */
1449
1450 case ARROW:
1451 /* bad bug: monster throw a object, make a step forwards, step on object ,
1452 * trigger this here and get hit by own missile - and will be own enemy.
1453 * Victim then is his own enemy and will start to kill herself (this is
1454 * removed) but we have not synced victim and his missile. To avoid senseless
1455 * action, we avoid hits here
1456 */
1457 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1458 hit_with_arrow (trap, victim);
1459 goto leave;
1460
1461 case SPELL_EFFECT:
1462 apply_spell_effect (trap, victim);
1463 goto leave;
1464
1465 case TRAPDOOR:
1466 {
1467 int max, sound_was_played;
1468 object *ab, *ab_next;
1469
1470 if (!trap->value)
1471 { 1462 {
1472 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1473 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1474 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1475 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1476 tot += ab->head_ ()->total_weight ();
1477
1478 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1479 goto leave;
1480
1481 SET_ANIMATION (trap, trap->value);
1482 update_object (trap, UP_OBJ_FACE);
1483 } 1465 }
1484 1466
1485 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))
1486 { 1489 {
1487 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1488 * ab->above would be bogus 1491 * players output.
1489 */ 1492 */
1490 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1491 1495
1492 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1493 { 1497 victim->enter_exit (trap);
1494 if (!sound_was_played)
1495 {
1496 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1497 sound_was_played = 1;
1498 }
1499
1500 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1501 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1502 }
1503 } 1498 }
1504 goto leave; 1499 break;
1505 }
1506 1500
1507 case CONVERTER:
1508 if (convert_item (victim, trap) < 0)
1509 {
1510 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1511 archetype::get (shstr_burnout)->insert_at (trap, trap);
1512 }
1513
1514 goto leave;
1515
1516 case TRIGGER_BUTTON:
1517 case TRIGGER_PEDESTAL:
1518 case TRIGGER_ALTAR:
1519 check_trigger (trap, victim);
1520 goto leave;
1521
1522 case DEEP_SWAMP:
1523 walk_on_deep_swamp (trap, victim);
1524 goto leave;
1525
1526 case CHECK_INV:
1527 check_inv (victim, trap);
1528 goto leave;
1529
1530 case HOLE:
1531 move_apply_hole (trap, victim);
1532 goto leave;
1533
1534 case EXIT:
1535 if (victim->type == PLAYER && EXIT_PATH (trap))
1536 {
1537 /* Basically, don't show exits leading to random maps the
1538 * players output.
1539 */
1540 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1541 victim->statusmsg (trap->msg, NDI_NAVY);
1542
1543 trap->play_sound (trap->sound);
1544 victim->enter_exit (trap);
1545 }
1546 goto leave;
1547
1548 case ENCOUNTER: 1501 case ENCOUNTER:
1549 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1550 goto leave; 1503 break;
1551 1504
1552 case SHOP_MAT: 1505 case SHOP_MAT:
1553 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1554 goto leave; 1507 break;
1555 1508
1556 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1557 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1558 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1559 goto leave; 1512 break;
1560 1513
1561 case SIGN: 1514 case SIGN:
1562 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1563 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1564 1517
1565 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1566 goto leave; 1519 break;
1567 1520
1568 case CONTAINER: 1521 case CONTAINER:
1569 apply_container (victim, trap); 1522 apply_container (victim, trap);
1570 goto leave; 1523 break;
1571 1524
1572 case RUNE: 1525 case RUNE:
1573 case TRAP: 1526 case TRAP:
1574 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1575 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1576 goto leave; 1529 break;
1577 1530
1578 default: 1531 default:
1579 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 "
1580 "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);
1581 goto leave; 1534 break;
1582 } 1535 }
1583 1536
1584leave:
1585 recursion_depth--; 1537 recursion_depth--;
1586} 1538}
1587 1539
1588/** 1540/**
1589 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1600 return; 1552 return;
1601 } 1553 }
1602 1554
1603 if (!tmp->msg) 1555 if (!tmp->msg)
1604 { 1556 {
1605 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));
1606 return; 1558 return;
1607 } 1559 }
1608 1560
1609 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1610 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1624 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1625 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1626 return; 1578 return;
1627 } 1579 }
1628 1580
1581 // we currently don't use the message types for anything.
1629 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"));
1630 1585
1631 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1632 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1633 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\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));
1634 1589
1646 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1647 } 1602 }
1648 1603
1649 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 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 }
1651 } 1659 }
1652} 1660}
1653 1661
1654/** 1662/**
1655 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1761 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1762 * legacy spellbooks 1770 * legacy spellbooks
1763 */ 1771 */
1764 if (tmp->slaying) 1772 if (tmp->slaying)
1765 { 1773 {
1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1767 if (!spell) 1776 if (!spell)
1768 { 1777 {
1769 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));
1770 return; 1779 return;
1771 } 1780 }
1792 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);
1793 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!");
1794 return; 1803 return;
1795 } 1804 }
1796 1805
1797 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1798 { 1808 {
1799 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));
1800 return; 1811 return;
1801 } 1812 }
1802 1813
1803 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));
1804 1815
1846 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1847 */ 1858 */
1848 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1849 { 1860 {
1850 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!");
1851 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));
1852 } 1863 }
1853 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1854 (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])
1855 { 1866 {
1856 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1962 break; 1973 break;
1963 } 1974 }
1964 1975
1965 if (!tmp->destroyed () && !tmp->inv) 1976 if (!tmp->destroyed () && !tmp->inv)
1966 tmp->decrease (true); 1977 tmp->decrease (true);
1967}
1968
1969/**
1970 * op eats food.
1971 * If player, takes care of messages and dragon special food.
1972 */
1973static void
1974apply_food (object *op, object *tmp)
1975{
1976 int capacity_remaining;
1977
1978 if (op->type != PLAYER)
1979 op->stats.hp = op->stats.maxhp;
1980 else
1981 {
1982 /* check if this is a dragon (player), eating some flesh */
1983 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1984 ;
1985 else
1986 {
1987 /* usual case - no dragon meal: */
1988 if (op->stats.food + tmp->stats.food > 999)
1989 {
1990 if (tmp->type == FOOD || tmp->type == FLESH)
1991 op->failmsg ("You feel full, but what a waste of food!");
1992 else
1993 op->statusmsg ("Most of the drink goes down your face not your throat!");
1994 }
1995
1996 tmp->play_sound (
1997 tmp->sound
1998 ? tmp->sound
1999 : tmp->type == DRINK
2000 ? sound_find ("eat_drink")
2001 : sound_find ("eat_food")
2002 );
2003
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 {
2006 const char *buf;
2007
2008 if (!is_dragon_pl (op))
2009 {
2010 /* eating message for normal players */
2011 if (tmp->type == DRINK)
2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2013 else
2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2015 }
2016 else
2017 /* eating message for dragon players */
2018 buf = format ("The %s tasted terrible!", &tmp->name);
2019
2020 op->statusmsg (buf);
2021
2022 capacity_remaining = 999 - op->stats.food;
2023 op->stats.food += tmp->stats.food;
2024 if (capacity_remaining < tmp->stats.food)
2025 op->stats.hp += capacity_remaining / 50;
2026 else
2027 op->stats.hp += tmp->stats.food / 50;
2028
2029 if (op->stats.hp > op->stats.maxhp)
2030 op->stats.hp = op->stats.maxhp;
2031 if (op->stats.food > 999)
2032 op->stats.food = 999;
2033 }
2034
2035 /* special food hack -b.t. */
2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2037 eat_special_food (op, tmp);
2038 }
2039 }
2040
2041 handle_apply_yield (tmp);
2042 tmp->decrease ();
2043} 1978}
2044 1979
2045/** 1980/**
2046 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * 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.
2050 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2051 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2052 * return: 1987 * return:
2053 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2054 */ 1989 */
2055int 1990static int
2056dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2057{ 1992{
2058 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2059 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2060 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2067 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2068 int i; /* index */ 2003 int i; /* index */
2069 2004
2070 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2071 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2072 return 0; 2007 return 0;
2073 2008
2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2075 from the player's inventory */ 2010 from the player's inventory */
2076 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2092 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2093 2028
2094 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2095 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2096 2031
2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2098 2033
2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2100 2035
2101 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2102 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2112 2047
2113 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2114 flesh is too rare */ 2049 flesh is too rare */
2115 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2116 2051
2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2118 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2119 2054
2120 if (chance >= 0.) 2055 if (chance >= 0.)
2121 chance += 1.; 2056 chance += 1.;
2122 else 2057 else
2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2124 2059
2125 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2127 2062
2128 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2129 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2130 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2131 2066
2132 /* 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!) */
2133 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2134 { 2069 {
2135 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2136 winners++; 2071 winners++;
2137 } 2072 }
2138 2073
2201 2136
2202 return 1; 2137 return 1;
2203} 2138}
2204 2139
2205/** 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/**
2206 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2207 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2208 */ 2219 */
2209static void 2220static void
2210apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2261 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2262 poison->destroy (); 2273 poison->destroy ();
2263} 2274}
2264 2275
2265/** 2276/**
2266 * 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
2267 * A valid 2 way exit means: 2278 * is specified it will try to find a lighter in the players inventory,
2268 * -You can come back (there is another exit at the other side) 2279 * and inform him about this requirement.
2269 * -You are
2270 * ° the owner of the exit
2271 * ° or in the same party as the owner
2272 * 2280 *
2273 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * who - the player
2274 * in the field exit->name cause the field exit->owner doesn't 2282 * op - the item we want to light
2275 * 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
2276 */ 2284 */
2277int 2285static object *
2278is_legal_2ways_exit (object *op, object *exit) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2279{ 2287{
2280 if (exit->stats.exp != 1) 2288 if (lighter == 0)
2281 return 1; /*This is not a 2 way, so it is legal */
2282
2283#if 0 //TODO
2284 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2285 return 0; /* This is a reset town portal */
2286#endif
2287
2288 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2289
2290 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2291
2292 if (exitmap)
2293 { 2289 {
2294 exitmap->load_sync (); 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2295
2296 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2297
2298 if (!tmp)
2299 return 0;
2300
2301 for (; tmp; tmp = tmp->above)
2302 { 2291 {
2303 if (tmp->type != EXIT) 2292 if (tmp->type == LIGHTER)
2304 continue; /*Not an exit */
2305
2306 if (!EXIT_PATH (tmp))
2307 continue; /*Not a valid exit */
2308
2309 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2310 continue; /*Not in the same place */
2311
2312 if (exit->map->path != EXIT_PATH (tmp))
2313 continue; /*Not in the same map */
2314
2315 /* From here we have found the exit is valid. However we do
2316 * here the check of the exit owner. It is important for the
2317 * town portals to prevent strangers from visiting your appartments
2318 */
2319 if (!exit->race)
2320 return 1; /*No owner, free for all! */
2321
2322 object *exit_owner = 0;
2323
2324 for_all_players (pp)
2325 { 2293 {
2326 if (!pp->ob) 2294 lighter = tmp;
2327 continue;
2328
2329 if (pp->ob->name != exit->race)
2330 continue;
2331
2332 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2333 break; 2295 break;
2334 } 2296 }
2297 }
2335 2298
2336 if (!exit_owner) 2299 if (!lighter)
2337 return 0; /* No more owner */ 2300 {
2338 2301 who->failmsg (format (
2339 if (exit_owner->contr == op->contr) 2302 "You can't light up the %s with your bare hands! "
2340 return 1; /*It is your exit */ 2303 "H<You need a lighter in your inventory, for example a flint and steel.>",
2341 2304 &op->name));
2342 if (exit_owner && /*There is a owner */
2343 (op->contr) && /*A player tries to pass */
2344 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2345 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2346 return 0; 2305 return 0;
2306 }
2307 }
2347 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));
2348 return 1; 2422 return;
2423 }
2424
2425 if (op->flag [FLAG_CURSED])
2349 } 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
2350 } 2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2351 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)
2352 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 ();
2353} 2621}
2354 2622
2355/** 2623/**
2356 * Main apply handler. 2624 * Main apply handler.
2357 * 2625 *
2360 * Return value: 2628 * Return value:
2361 * 0: player or monster can't apply objects of that type 2629 * 0: player or monster can't apply objects of that type
2362 * 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
2363 * 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
2364 * 2632 *
2365 * 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
2366 * being applied. 2634 * being applied.
2367 * 2635 *
2368 * aflag is special (always apply/unapply) flags. Nothing is done with 2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2369 * them in this function - they are passed to apply_special 2637 * them in this function - they are passed to apply_special
2370 */ 2638 */
2371int 2639int
2372manual_apply (object *op, object *tmp, int aflag) 2640manual_apply (object *who, object *op, int aflag)
2373{ 2641{
2374 tmp = tmp->head_ (); 2642 op = op->head_ ();
2375 2643
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2377 { 2645 {
2378 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2379 { 2647 {
2648 examine (who, op);
2380 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
2381 return 1; 2650 return 1;
2382 } 2651 }
2383 else 2652 else
2384 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2385 } 2654 }
2386 2655
2387 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2388 return RESULT_INT (0); 2657 return RESULT_INT (0);
2389 2658
2390 switch (tmp->type) 2659 switch (op->type)
2391 { 2660 {
2392 case CF_HANDLE: 2661 case T_HANDLE:
2393 op->play_sound (sound_find ("turn_handle")); 2662 who->play_sound (sound_find ("turn_handle"));
2394 op->statusmsg ("You turn the handle."); 2663 who->statusmsg ("You turn the handle.");
2395 tmp->value = tmp->value ? 0 : 1; 2664 op->value = op->value ? 0 : 1;
2396 SET_ANIMATION (tmp, tmp->value); 2665 SET_ANIMATION (op, op->value);
2397 update_object (tmp, UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2398 push_button (tmp); 2667 push_button (op, who);
2399 return 1; 2668 return 1;
2400 2669
2401 case TRIGGER: 2670 case TRIGGER:
2402 if (check_trigger (tmp, op)) 2671 if (check_trigger (op, who, who))
2403 { 2672 {
2404 op->statusmsg ("You turn the handle."); 2673 who->statusmsg ("You turn the handle.");
2405 op->play_sound (sound_find ("turn_handle")); 2674 who->play_sound (sound_find ("turn_handle"));
2406 } 2675 }
2407 else 2676 else
2408 op->failmsg ("The handle doesn't move."); 2677 who->failmsg ("The handle doesn't move.");
2409 2678
2410 return 1; 2679 return 1;
2411 2680
2412 case EXIT: 2681 case EXIT:
2413 if (op->type != PLAYER) 2682 if (who->type != PLAYER)
2414 return 0; 2683 return 0;
2415 2684
2416 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2685 if (!EXIT_PATH (op))
2417 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)));
2418 else 2687 else
2419 { 2688 {
2420 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2421 if (tmp->msg && !EXIT_PATH (tmp).starts_with ("/!")) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2422 op->statusmsg (tmp->msg, NDI_NAVY); 2691 who->statusmsg (op->msg, NDI_NAVY);
2423 2692
2424 op->enter_exit (tmp); 2693 who->enter_exit (op);
2425 } 2694 }
2426 2695
2427 return 1; 2696 return 1;
2428 2697
2429 case INSCRIBABLE: 2698 case INSCRIBABLE:
2430 op->statusmsg (tmp->msg); 2699 who->statusmsg (op->msg);
2431 // 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
2432 return 1; 2701 return 1;
2433 2702
2434 case SIGN: 2703 case SIGN:
2435 apply_sign (op, tmp, 0); 2704 apply_sign (who, op, 0);
2436 return 1; 2705 return 1;
2437 2706
2438 case BOOK: 2707 case BOOK:
2439 if (op->type == PLAYER) 2708 if (who->type == PLAYER)
2440 { 2709 {
2441 apply_book (op, tmp); 2710 apply_book (who, op);
2442 return 1; 2711 return 1;
2443 } 2712 }
2444 else 2713 else
2445 return 0; 2714 return 0;
2446 2715
2447 case SKILLSCROLL: 2716 case SKILLSCROLL:
2448 if (op->type == PLAYER) 2717 if (who->type == PLAYER)
2449 { 2718 {
2450 apply_skillscroll (op, tmp); 2719 apply_skillscroll (who, op);
2451 return 1; 2720 return 1;
2452 } 2721 }
2453 else 2722 else
2454 return 0; 2723 return 0;
2455 2724
2456 case SPELLBOOK: 2725 case SPELLBOOK:
2457 if (op->type == PLAYER) 2726 if (who->type == PLAYER)
2458 { 2727 {
2459 apply_spellbook (op, tmp); 2728 apply_spellbook (who, op);
2460 return 1; 2729 return 1;
2461 } 2730 }
2462 else 2731 else
2463 return 0; 2732 return 0;
2464 2733
2465 case SCROLL: 2734 case SCROLL:
2466 apply_scroll (op, tmp, 0); 2735 apply_scroll (who, op, 0);
2467 return 1; 2736 return 1;
2468 2737
2469 case POTION: 2738 case POTION:
2470 apply_potion (op, tmp); 2739 apply_potion (who, op);
2471 return 1; 2740 return 1;
2472 2741
2473 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2742 /* Eneq(@csd.uu.se): Handle apply on containers. */
2474 //TODO: remove, as it is unsed? 2743 //TODO: remove, as it is unsed?
2475 case CLOSE_CON: 2744 case CLOSE_CON:
2476 apply_container (op, tmp->env); 2745 apply_container (who, op->env);
2477 return 1; 2746 return 1;
2478 2747
2479 case CONTAINER: 2748 case CONTAINER:
2480 apply_container (op, tmp); 2749 apply_container (who, op);
2481 return 1; 2750 return 1;
2482 2751
2483 case TREASURE: 2752 case TREASURE:
2484 if (op->type == PLAYER) 2753 if (who->type == PLAYER)
2485 { 2754 {
2486 apply_treasure (op, tmp); 2755 apply_treasure (who, op);
2487 return 1; 2756 return 1;
2488 } 2757 }
2489 else 2758 else
2490 return 0; 2759 return 0;
2760
2761 case LAMP:
2762 case TORCH:
2763 player_apply_lamp (who, op);
2764 return 1;
2491 2765
2492 case WEAPON: 2766 case WEAPON:
2493 case ARMOUR: 2767 case ARMOUR:
2494 case BOOTS: 2768 case BOOTS:
2495 case GLOVES: 2769 case GLOVES:
2503 case WAND: 2777 case WAND:
2504 case ROD: 2778 case ROD:
2505 case HORN: 2779 case HORN:
2506 case SKILL: 2780 case SKILL:
2507 case BOW: 2781 case BOW:
2508 case LAMP:
2509 case BUILDER: 2782 case BUILDER:
2510 case SKILL_TOOL: 2783 case SKILL_TOOL:
2511 if (tmp->env != op) 2784 if (op->env != who)
2512 return 2; /* not in inventory */ 2785 return 2; /* not in inventory */
2513 2786
2514 apply_special (op, tmp, aflag); 2787 apply_special (who, op, aflag);
2515 return 1; 2788 return 1;
2516 2789
2517 case DRINK: 2790 case DRINK:
2518 case FOOD: 2791 case FOOD:
2519 case FLESH: 2792 case FLESH:
2520 apply_food (op, tmp); 2793 apply_food (who, op);
2521 return 1; 2794 return 1;
2522 2795
2523 case POISON: 2796 case POISON:
2524 apply_poison (op, tmp); 2797 apply_poison (who, op);
2525 return 1; 2798 return 1;
2526 2799
2527 case SAVEBED: 2800 case SAVEBED:
2528 return 1; 2801 return 1;
2529 2802
2530 case ARMOUR_IMPROVER: 2803 case ARMOUR_IMPROVER:
2531 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2532 { 2805 {
2533 apply_armour_improver (op, tmp); 2806 apply_armour_improver (who, op);
2534 return 1; 2807 return 1;
2535 } 2808 }
2536 else 2809 else
2537 return 0; 2810 return 0;
2538 2811
2539 case WEAPON_IMPROVER: 2812 case WEAPON_IMPROVER:
2540 check_improve_weapon (op, tmp); 2813 check_improve_weapon (who, op);
2541 return 1; 2814 return 1;
2542 2815
2543 case CLOCK: 2816 case CLOCK:
2544 if (op->type == PLAYER) 2817 if (who->type == PLAYER)
2545 { 2818 {
2546 char buf[MAX_BUF]; 2819 char buf[MAX_BUF];
2547 timeofday_t tod; 2820 timeofday_t tod;
2548 2821
2549 get_tod (&tod); 2822 get_tod (&tod);
2550 op->play_sound (sound_find ("sound_clock")); 2823 who->play_sound (sound_find ("sound_clock"));
2551 op->statusmsg (format ( 2824 who->statusmsg (format (
2552 "It is %d minute%s past %d o'clock %s", 2825 "It is %d minute%s past %d o'clock %s",
2553 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2826 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2554 ((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")
2555 )); 2828 ));
2556 return 1; 2829 return 1;
2557 } 2830 }
2558 else 2831 else
2559 return 0; 2832 return 0;
2560 2833
2561 case MENU: 2834 case MENU:
2562 if (op->type == PLAYER) 2835 if (who->type == PLAYER)
2563 { 2836 {
2564 shop_listing (tmp, op); 2837 shop_listing (op, who);
2565 return 1; 2838 return 1;
2566 } 2839 }
2567 else 2840 else
2568 return 0; 2841 return 0;
2569 2842
2570 case POWER_CRYSTAL: 2843 case POWER_CRYSTAL:
2571 apply_power_crystal (op, tmp); /* see egoitem.c */ 2844 apply_power_crystal (who, op); /* see egoitem.c */
2572 return 1; 2845 return 1;
2573 2846
2574 case LIGHTER: /* for lighting torches/lanterns/etc */ 2847 case LIGHTER: /* for lighting torches/lanterns/etc */
2575 if (op->type == PLAYER) 2848 if (who->type == PLAYER)
2576 { 2849 {
2577 apply_lighter (op, tmp); 2850 apply_lighter (who, op);
2578 return 1; 2851 return 1;
2579 } 2852 }
2580 else 2853 else
2581 return 0; 2854 return 0;
2582 2855
2583 case ITEM_TRANSFORMER: 2856 case ITEM_TRANSFORMER:
2584 apply_item_transformer (op, tmp); 2857 apply_item_transformer (who, op);
2585 return 1; 2858 return 1;
2586 2859
2587 default: 2860 default:
2588 return 0; 2861 return 0;
2589 } 2862 }
2641 * 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
2642 * 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
2643 * 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
2644 * not return a proper value. 2917 * not return a proper value.
2645 */ 2918 */
2646 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)
2647 { 2920 {
2648 next = tmp->below; 2921 next = tmp->below;
2649 2922
2650 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2651 floors++; 2924 floors++;
2741 case CLOAK: 3014 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op))); 3015 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op); 3016 change_abil (who, op);
2744 break; 3017 break;
2745 3018
2746 case LAMP:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 op->destroy ();
2763 who->insert (tmp2);
2764 who->update_stats ();
2765
2766 if (who->contr)
2767 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2768 {
2769 who->failmsg ("Oops, it feels deadly cold!");
2770 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2771 }
2772 }
2773
2774 return 1; /* otherwise, an attempt to drop causes problems */
2775
2776 case BOW: 3019 case BOW:
2777 case WAND: 3020 case WAND:
2778 case ROD: 3021 case ROD:
2779 case HORN: 3022 case HORN:
2780 if (player *pl = who->contr) 3023 if (player *pl = who->contr)
2859#define CANNOT_REMOVE_CURSED \ 3102#define CANNOT_REMOVE_CURSED \
2860 "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. " \
2861 "Praying over an altar, scrolls of remove curse/damnation, " \ 3104 "Praying over an altar, scrolls of remove curse/damnation, " \
2862 "priests or even other players might help.>" 3105 "priests or even other players might help.>"
2863 3106
2864int 3107static int
2865unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
2866{ 3109{
2867 if (op->is_range ()) 3110 if (op->is_range ())
2868 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2869 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3187 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3188 */ 3431 */
3189 who->change_skill (skop); 3432 who->change_skill (skop);
3190 } 3433 }
3191 3434
3192 if (who->type == PLAYER 3435 if (!check_item_power (who, op->item_power))
3193 && op->item_power
3194 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3195 { 3436 {
3196 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);
3197 return 1; 3438 return 1;
3198 } 3439 }
3199 3440
3207 return RESULT_INT (0); 3448 return RESULT_INT (0);
3208 3449
3209 switch (op->type) 3450 switch (op->type)
3210 { 3451 {
3211 case WEAPON: 3452 case WEAPON:
3212 if (!check_weapon_power (who, op->last_eat))
3213 {
3214 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3215
3216 if (tmp)
3217 insert_ob_in_ob (tmp, who);
3218
3219 return 1;
3220 }
3221
3222 //TODO: this obviously fails for players using a shorter prefix 3453 //TODO: this obviously fails for players using a shorter prefix
3223 // i.e. "R" can use Ragnarok's sword. 3454 // i.e. "R" can use Ragnarok's sword.
3224 if (op->level && !op->name.starts_with (who->name)) 3455 if (op->level && !op->name.starts_with (who->name))
3225 { 3456 {
3226 /* 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. */
3264 SET_FLAG (op, FLAG_APPLIED); 3495 SET_FLAG (op, FLAG_APPLIED);
3265 who->statusmsg (format ("You wear %s.", query_name (op))); 3496 who->statusmsg (format ("You wear %s.", query_name (op)));
3266 change_abil (who, op); 3497 change_abil (who, op);
3267 break; 3498 break;
3268 3499
3269 case LAMP:
3270 if (op->stats.food < 1)
3271 {
3272 who->failmsg (format (
3273 "Your %s is out of fuel! "
3274 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3275 &op->name
3276 ));
3277 return 1;
3278 }
3279
3280 who->statusmsg (format ("You turn on your %s.", &op->name));
3281
3282 tmp2 = arch_to_object (op->other_arch);
3283 tmp2->stats.food = op->stats.food;
3284 SET_FLAG (tmp2, FLAG_APPLIED);
3285
3286 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3287 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3288
3289 who->insert (tmp2);
3290
3291 /* Remove the old lantern */
3292 op->destroy ();
3293
3294 /* insert the portion that was split off */
3295 if (tmp)
3296 who->insert (tmp);
3297
3298 who->update_stats ();
3299
3300 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3301 if (who->type == PLAYER)
3302 {
3303 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3304 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3305 }
3306
3307 return 0;
3308
3309 case SKILL_TOOL: 3500 case SKILL_TOOL:
3310 // applying a skill tool also readies the skill 3501 // applying a skill tool also readies the skill
3311 SET_FLAG (op, FLAG_APPLIED); 3502 SET_FLAG (op, FLAG_APPLIED);
3312 3503
3313 if (!(aflags & AP_NO_READY)) 3504 if (!(aflags & AP_NO_READY))
3321 case SKILL: 3512 case SKILL:
3322 if (player *pl = who->contr) 3513 if (player *pl = who->contr)
3323 { 3514 {
3324 if (IS_COMBAT_SKILL (op->subtype)) 3515 if (IS_COMBAT_SKILL (op->subtype))
3325 { 3516 {
3326 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3327 { 3518 {
3328 for (object *item = who->inv; item; item = item->below) 3519 for (object *item = who->inv; item; item = item->below)
3329 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3330 { 3521 {
3331 if (item->skill == op->skill) 3522 if (item->skill == op->skill)
3332 { 3523 {
3333 who->change_weapon (pl->combat_ob = item); 3524 who->change_weapon (pl->combat_ob = item);
3334 goto found_weapon; 3525 goto found_weapon;
3347 else 3538 else
3348 who->change_weapon (pl->combat_ob = op); 3539 who->change_weapon (pl->combat_ob = op);
3349 } 3540 }
3350 else if (IS_RANGED_SKILL (op->subtype)) 3541 else if (IS_RANGED_SKILL (op->subtype))
3351 { 3542 {
3352 if (skill_flags [op->subtype] & SF_NEED_BOW) 3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3353 { 3544 {
3354 for (object *item = who->inv; item; item = item->below) 3545 for (object *item = who->inv; item; item = item->below)
3355 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3356 { 3547 {
3357 //TODO: bows should/must all have skill missile weapon right now 3548 //TODO: bows should/must all have skill missile weapon right now
3358 who->change_weapon (pl->ranged_ob = item); 3549 who->change_weapon (pl->ranged_ob = item);
3359 goto found_bow; 3550 goto found_bow;
3360 } 3551 }
3392 } 3583 }
3393 3584
3394 break; 3585 break;
3395 3586
3396 case BOW: 3587 case BOW:
3397 if (!check_weapon_power (who, op->last_eat))
3398 {
3399 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3400
3401 if (tmp)
3402 insert_ob_in_ob (tmp, who);
3403
3404 return 1;
3405 }
3406
3407 if (op->level && !op->name.starts_with (who->name)) 3588 if (op->level && !op->name.starts_with (who->name))
3408 { 3589 {
3409 who->failmsg ("The weapon does not recognize you as its owner. " 3590 who->failmsg ("The weapon does not recognize you as its owner. "
3410 "H<Its name indicates that it belongs to somebody else.>"); 3591 "H<Its name indicates that it belongs to somebody else.>");
3411 if (tmp) 3592 if (tmp)
3497 esrv_send_item (pl, op); 3678 esrv_send_item (pl, op);
3498 3679
3499 return 0; 3680 return 0;
3500} 3681}
3501 3682
3502int
3503monster_apply_special (object *who, object *op, int aflags)
3504{
3505 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3506 return 1;
3507
3508 return apply_special (who, op, aflags);
3509}
3510
3511/** 3683/**
3512 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3513 * 3685 *
3514 * Generates shop floor's item, and treasures. 3686 * Generates shop floor's item, and treasures.
3515 */ 3687 */
3620 * treasure again for this object 3792 * treasure again for this object
3621 */ 3793 */
3622 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3623 } 3795 }
3624 } 3796 }
3797
3625 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3626 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3627 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3628 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3629 * MSW 2004-05-13 3802 * MSW 2004-05-13
3633 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3634 */ 3807 */
3635 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3636 || 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)
3637 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3638
3639 } 3811 }
3640 3812
3641 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3642 auto_apply (tmp); 3814 auto_apply (tmp);
3643 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 ())
3676 } 3848 }
3677 3849
3678 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3679 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3680 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3681 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3682} 3854}
3683 3855
3684/** 3856/**
3685 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3686 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3691eat_special_food (object *who, object *food) 3863eat_special_food (object *who, object *food)
3692{ 3864{
3693 object *force; 3865 object *force;
3694 int i, did_one = 0; 3866 int i, did_one = 0;
3695 3867
3696 force = get_archetype (FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3697 3871
3698 for (i = 0; i < NUM_STATS; i++)
3699 if (sint8 k = food->stats.stat (i))
3700 {
3701 force->stats.stat (i) = k;
3702 did_one = 1;
3703 }
3704
3705 /* check if we can protect the eater */
3706 for (i = 0; i < NROFATTACKS; i++)
3707 {
3708 if (food->resist[i] > 0)
3709 {
3710 force->resist[i] = food->resist[i] / 2;
3711 did_one = 1;
3712 }
3713 }
3714
3715 if (did_one)
3716 {
3717 force->set_speed (0.1);
3718 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3719 force->duration = food->stats.food / 5; 3873 int duration = TIME2TICK (food->stats.food);
3720 SET_FLAG (force, FLAG_APPLIED); 3874
3721 change_abil (who, force); 3875 if (force = who->force_find (key))
3722 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;
3723 } 3886 }
3724 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
3725 force->destroy (); 3918 force->destroy ();
3919 }
3726 3920
3727 /* check for hp, sp change */ 3921 /* check for hp, sp change */
3728 if (food->stats.hp != 0) 3922 if (food->stats.hp != 0)
3729 { 3923 {
3730 if (QUERY_FLAG (food, FLAG_CURSED)) 3924 if (QUERY_FLAG (food, FLAG_CURSED))
3760 /* place limit on max sp from food? */ 3954 /* place limit on max sp from food? */
3761 } 3955 }
3762 } 3956 }
3763 3957
3764 who->update_stats (); 3958 who->update_stats ();
3765}
3766
3767/**
3768 * Designed primarily to light torches/lanterns/etc.
3769 * Also burns up burnable material too. First object in the inventory is
3770 * the selected object to "burn". -b.t.
3771 */
3772void
3773apply_lighter (object *who, object *lighter)
3774{
3775 object *item;
3776 int is_player_env = 0;
3777
3778 item = find_marked_object (who);
3779 if (item)
3780 {
3781 if (lighter->last_eat && lighter->stats.food)
3782 { /* lighter gets used up */
3783 object *oneLighter = lighter->split ();
3784 oneLighter->stats.food--;
3785 who->insert (oneLighter);
3786 }
3787 else if (lighter->last_eat)
3788 {
3789 /* no charges left in lighter */
3790 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3791 return;
3792 }
3793
3794 /* Perhaps we should split what we are trying to light on fire?
3795 * I can't see many times when you would want to light multiple
3796 * objects at once.
3797 */
3798
3799 if (who == item->in_player ())
3800 is_player_env = 1;
3801
3802 save_throw_object (item, AT_FIRE, who);
3803
3804 if (item->destroyed ())
3805 {
3806 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3807 /* Need to update the player so that the players glow radius
3808 * gets changed.
3809 */
3810 if (is_player_env)
3811 who->update_stats ();
3812 }
3813 else
3814 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3815 }
3816 else
3817 who->failmsg ("You need to mark a lightable object.");
3818}
3819
3820/**
3821 * op made some mistake with a scroll, this takes care of punishment.
3822 * scroll_failure()- hacked directly from spell_failure
3823 */
3824void
3825scroll_failure (object *op, int failure, int power)
3826{
3827 if (abs (failure / 4) > power)
3828 power = abs (failure / 4); /* set minimum effect */
3829
3830 if (failure <= -1 && failure > -15)
3831 { /* wonder */
3832 object *tmp;
3833
3834 op->failmsg ("Your spell warps!");
3835 tmp = get_archetype (SPELL_WONDER);
3836 cast_wonder (op, op, 0, tmp);
3837 tmp->destroy ();
3838 }
3839 else if (failure <= -15 && failure > -35)
3840 { /* drain mana */
3841 op->failmsg ("Your mana is drained!");
3842 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3843 if (op->stats.sp < 0)
3844 op->stats.sp = 0;
3845 }
3846 else if (settings.spell_failure_effects == TRUE)
3847 {
3848 if (failure <= -35 && failure > -60)
3849 { /* confusion */
3850 op->failmsg ("The magic recoils on you!");
3851 confuse_player (op, op, power);
3852 }
3853 else if (failure <= -60 && failure > -70)
3854 { /* paralysis */
3855 op->failmsg ("The magic recoils and paralyzes you!");
3856 paralyze_player (op, op, power);
3857 }
3858 else if (failure <= -70 && failure > -80)
3859 { /* blind */
3860 op->failmsg ("The magic recoils on you!");
3861 blind_player (op, op, power);
3862 }
3863 else if (failure <= -80)
3864 { /* blast the immediate area */
3865 object *tmp = get_archetype (LOOSE_MANA);
3866 cast_magic_storm (op, tmp, power);
3867 op->failmsg ("You unleash uncontrolled mana!");
3868 tmp->destroy ();
3869 }
3870 }
3871} 3959}
3872 3960
3873void 3961void
3874apply_changes_to_player (object *pl, object *change) 3962apply_changes_to_player (object *pl, object *change)
3875{ 3963{
3923 } 4011 }
3924 4012
3925 /* insert the randomitems from the change's treasurelist into 4013 /* insert the randomitems from the change's treasurelist into
3926 * the player ref: player.c 4014 * the player ref: player.c
3927 */ 4015 */
3928 if (change->randomitems != NULL) 4016 if (change->randomitems)
3929 give_initial_items (pl, change->randomitems); 4017 give_initial_items (pl, change->randomitems);
3930 4018
3931 /* set up the face, for some races. */ 4019 /* set up the face, for some races. */
3932 4020
3933 /* first, look for the force object banning 4021 /* first, look for the force object banning
3934 * changing the face. Certain races never change face with class. 4022 * changing the face. Certain races never change face with class.
3935 */ 4023 */
3936 for (walk = pl->inv; walk != NULL; walk = walk->below) 4024 for (walk = pl->inv; walk; walk = walk->below)
3937 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4025 if (walk->name == shstr_NOCLASSFACECHANGE)
3938 flag_change_face = 0; 4026 flag_change_face = 0;
3939 4027
3940 if (flag_change_face) 4028 if (flag_change_face)
3941 { 4029 {
3942 pl->face = change->face; 4030 pl->face = change->face;
3944 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3945 } 4033 }
3946 4034
3947 /* check the special case of can't use weapons */ 4035 /* check the special case of can't use weapons */
3948 /*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); */
3949 if (!strcmp (change->name, "monk")) 4037 if (change->name == shstr_monk)
3950 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3951 4039
3952 break; 4040 break;
3953 } 4041 }
3954 } 4042 }
3955} 4043}
3956 4044
3957/**
3958 * This handles items of type 'transformer'.
3959 * Basically those items, used with a marked item, transform both items into something
3960 * else.
3961 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3962 * Change information is contained in the 'slaying' field of the marked item.
3963 * The format is as follow: transformer:[number ]yield[;transformer:...].
3964 * This way an item can be transformed in many things, and/or many objects.
3965 * The 'slaying' field for transformer is used as verb for the action.
3966 */
3967void
3968apply_item_transformer (object *pl, object *transformer)
3969{
3970 object *marked;
3971 object *new_item;
3972 char *find;
3973 char *separator;
3974 int yield;
3975 char got[MAX_BUF];
3976 int len;
3977
3978 if (!pl || !transformer)
3979 return;
3980
3981 marked = find_marked_object (pl);
3982
3983 if (!marked)
3984 {
3985 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3986 return;
3987 }
3988
3989 if (!marked->slaying)
3990 {
3991 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3992 return;
3993 }
3994
3995 /* check whether they are compatible or not */
3996 find = strstr (marked->slaying, transformer->arch->archname);
3997 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3998 {
3999 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4000 return;
4001 }
4002
4003 find += strlen (transformer->arch->archname) + 1;
4004 /* Item can be used, now find how many and what it yields */
4005 if (isdigit (*(find)))
4006 {
4007 yield = atoi (find);
4008 if (yield < 1)
4009 {
4010 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4011 yield = 1;
4012 }
4013 }
4014 else
4015 yield = 1;
4016
4017 while (isdigit (*find))
4018 find++;
4019
4020 while (*find == ' ')
4021 find++;
4022
4023 memset (got, 0, MAX_BUF);
4024
4025 if ((separator = strchr (find, ';')) != NULL)
4026 len = separator - find;
4027 else
4028 len = strlen (find);
4029
4030 if (len > MAX_BUF - 1)
4031 len = MAX_BUF - 1;
4032
4033 strcpy (got, find);
4034 got[len] = '\0';
4035
4036 /* Now create new item, remove used ones when required. */
4037 new_item = get_archetype (got);
4038 if (!new_item)
4039 {
4040 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4041 return;
4042 }
4043
4044 new_item->nrof = yield;
4045
4046 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4047
4048 pl->insert (new_item);
4049 /* Eat up one item */
4050 marked->decrease ();
4051
4052 /* Eat one transformer if needed */
4053 if (transformer->stats.food)
4054 if (--transformer->stats.food == 0)
4055 transformer->decrease ();
4056}
4057

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