ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.184 by elmex, Mon Jan 12 00:17:23 2009 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>
25 26
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))
401} 395}
402 396
403/**************************************************************************** 397/****************************************************************************
404 * Weapon improvement code follows 398 * Weapon improvement code follows
405 ****************************************************************************/ 399 ****************************************************************************/
400
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}
406 415
407/** 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
457 } 466 }
458 467
459 prev = op; 468 prev = op;
460 op = op->below; 469 op = op->below;
461 } 470 }
462}
463
464/**
465 * This checks to see of the player (who) is sufficient level to use a weapon
466 * with improvs improvements (typically last_eat). We take an int here
467 * instead of the object so that the improvement code can pass along the
468 * increased value to see if the object is usuable.
469 * we return 1 (true) if the player can use the weapon.
470 */
471static int
472check_weapon_power (const object *who, int improvs)
473{
474/* Old code is below (commented out). Basically, since weapons are the only
475 * object players really have any control to improve, it's a bit harsh to
476 * require high level in some combat skill, so we just use overall level.
477 */
478#if 1
479 if (((who->level / 5) + 5) >= improvs)
480 return 1;
481 else
482 return 0;
483
484#else
485 int level = 0;
486
487 /* The skill system hands out wc and dam bonuses to fighters
488 * more generously than the old system (see fix_player). Thus
489 * we need to curtail the power of player enchanted weapons.
490 * I changed this to 1 improvement per "fighter" level/5 -b.t.
491 * Note: Nothing should break by allowing this ratio to be different or
492 * using normal level - it is just a matter of play balance.
493 */
494 if (who->type == PLAYER)
495 {
496 object *wc_obj = NULL;
497
498 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
499 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
500 level = wc_obj->level;
501
502 if (!level)
503 {
504 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
505 level = who->level;
506 }
507 }
508 else
509 level = who->level;
510
511 return (improvs <= ((level / 5) + 5));
512#endif
513} 471}
514 472
515/** 473/**
516 * 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.
517 * 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.
573 531
574/** 532/**
575 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
576 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
577 */ 535 */
578int 536static int
579prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
580{ 538{
581 int sacrifice_count, i; 539 int sacrifice_count, i;
582 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
583 541
636 * 594 *
637 * 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
638 * 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 ??
639 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
640 */ 598 */
641int 599static int
642improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
643{ 601{
644 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
645 603
646 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
647 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
648 606
649 if (weapon->level == 0) 607 if (weapon->level == 0)
650 { 608 {
651 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.>");
652 return 0; 612 return 0;
653 } 613 }
654 614
655 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
656 { 617 {
657 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
658 return 0; 619 return 0;
659 } 620 }
660 621
661 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))
662 { 624 {
663 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
664 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
665 "really want to improve it."); 627 "really want to improve it.");
666 return 0; 628 return 0;
744/** 706/**
745 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
746 * 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, ...),
747 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
748 */ 710 */
749int 711static int
750check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
751{ 713{
752 object *otmp; 714 object *otmp;
753 715
754 if (op->type != PLAYER) 716 if (op->type != PLAYER)
801 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
802 * the users level or 90) 764 * the users level or 90)
803 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
804 * changing of physical area right now. 766 * changing of physical area right now.
805 */ 767 */
806int 768static int
807improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
808{ 770{
809 object *tmp; 771 object *tmp;
810 772
811 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
895 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
896 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
897 * 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
898 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
899 */ 861 */
900static int 862int
901convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
902{ 864{
903 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
904 866
905 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
906 return 0; 868 return 0;
907 869
908 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
909 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
910 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
911 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
912 874
1022 * Handle apply on containers. 984 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1025 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1026 */ 988 */
1027int 989static int
1028apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1029{ 991{
1030 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 993 return 0; /* This might change */
1032 994
1045 } 1007 }
1046 1008
1047 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1049 { 1011 {
1050 if (op->container == sack) 1012 if (op->container_ () == sack)
1051 { 1013 {
1052 // open on ground or inv, so close 1014 // open on ground or inv, so close
1053 op->close_container (); 1015 op->close_container ();
1054 return 1; 1016 return 1;
1055 } 1017 }
1098{ 1060{
1099 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 1063 return 0;
1102 1064
1103 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1104 { 1066 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1107 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1108 */ 1070 */
1144 1106
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 1108
1147 bool has_unpaid = false; 1109 bool has_unpaid = false;
1148 1110
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1150 // a quick and small change :( 1112 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1153 { 1115 {
1154 has_unpaid = true; 1116 has_unpaid = true;
1362 return; 1324 return;
1363 1325
1364 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1365 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1366 */ 1328 */
1367 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1368 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1369 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1370 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1371 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1372 */ 1334 */
1379 1341
1380 recursion_depth++; 1342 recursion_depth++;
1381 if (trap->head) 1343 if (trap->head)
1382 trap = trap->head; 1344 trap = trap->head;
1383 1345
1384 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)))
1385 goto leave;
1386
1387 switch (trap->type) 1347 switch (trap->type)
1388 { 1348 {
1389 case PLAYERMOVER: 1349 case PLAYERMOVER:
1390 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:
1391 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1392 if (!trap->stats.maxsp) 1423 if (!trap->value)
1393 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1394 1426
1395 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1396 * 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
1397 */ 1442 */
1398 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1399 1444
1400 /* 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)
1401 * above with some objects have zero speed, and thus the player 1446 {
1402 * 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 }
1403 */ 1456 }
1404 if (victim->speed_left < -50.f) 1457 break;
1405 victim->speed_left = -50.f;
1406 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1407 } 1458 }
1408 goto leave;
1409 1459
1410 case SPINNER: 1460 case CONVERTER:
1411 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1412 {
1413 victim->direction = absdir (victim->direction - trap->stats.sp);
1414 update_turn_face (victim);
1415 }
1416 goto leave;
1417
1418 case DIRECTOR:
1419 if (victim->direction && !should_director_abort (trap, victim))
1420 {
1421 victim->direction = trap->stats.sp;
1422 update_turn_face (victim);
1423 }
1424 goto leave;
1425
1426 case BUTTON:
1427 case PEDESTAL:
1428 update_button (trap, originator);
1429 goto leave;
1430
1431 case ALTAR:
1432 /* sacrifice victim on trap */
1433 apply_altar (trap, victim, originator);
1434 goto leave;
1435
1436 case THROWN_OBJ:
1437 if (trap->inv == NULL)
1438 goto leave;
1439 /* fallthrough */
1440
1441 case ARROW:
1442 /* bad bug: monster throw a object, make a step forwards, step on object ,
1443 * trigger this here and get hit by own missile - and will be own enemy.
1444 * Victim then is his own enemy and will start to kill herself (this is
1445 * removed) but we have not synced victim and his missile. To avoid senseless
1446 * action, we avoid hits here
1447 */
1448 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1449 hit_with_arrow (trap, victim);
1450 goto leave;
1451
1452 case SPELL_EFFECT:
1453 apply_spell_effect (trap, victim);
1454 goto leave;
1455
1456 case TRAPDOOR:
1457 {
1458 int max, sound_was_played;
1459 object *ab, *ab_next;
1460
1461 if (!trap->value)
1462 { 1462 {
1463 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 tot += ab->head_ ()->total_weight ();
1468
1469 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1470 goto leave;
1471
1472 SET_ANIMATION (trap, trap->value);
1473 update_object (trap, UP_OBJ_FACE);
1474 } 1465 }
1475 1466
1476 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))
1477 { 1489 {
1478 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1479 * ab->above would be bogus 1491 * players output.
1480 */ 1492 */
1481 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1482 1495
1483 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1484 { 1497 victim->enter_exit (trap);
1485 if (!sound_was_played)
1486 {
1487 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1488 sound_was_played = 1;
1489 }
1490
1491 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1492 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1493 }
1494 } 1498 }
1495 goto leave; 1499 break;
1496 }
1497 1500
1498 case CONVERTER:
1499 if (convert_item (victim, trap) < 0)
1500 {
1501 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1502 archetype::get (shstr_burnout)->insert_at (trap, trap);
1503 }
1504
1505 goto leave;
1506
1507 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR:
1510 check_trigger (trap, victim);
1511 goto leave;
1512
1513 case DEEP_SWAMP:
1514 walk_on_deep_swamp (trap, victim);
1515 goto leave;
1516
1517 case CHECK_INV:
1518 check_inv (victim, trap);
1519 goto leave;
1520
1521 case HOLE:
1522 move_apply_hole (trap, victim);
1523 goto leave;
1524
1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1528 /* Basically, don't show exits leading to random maps the
1529 * players output.
1530 */
1531 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1537 goto leave;
1538
1539 case ENCOUNTER: 1501 case ENCOUNTER:
1540 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1541 goto leave; 1503 break;
1542 1504
1543 case SHOP_MAT: 1505 case SHOP_MAT:
1544 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1545 goto leave; 1507 break;
1546 1508
1547 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1548 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1549 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1550 goto leave; 1512 break;
1551 1513
1552 case SIGN: 1514 case SIGN:
1553 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1554 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1555 1517
1556 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1557 goto leave; 1519 break;
1558 1520
1559 case CONTAINER: 1521 case CONTAINER:
1560 apply_container (victim, trap); 1522 apply_container (victim, trap);
1561 goto leave; 1523 break;
1562 1524
1563 case RUNE: 1525 case RUNE:
1564 case TRAP: 1526 case TRAP:
1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1567 goto leave; 1529 break;
1568 1530
1569 default: 1531 default:
1570 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 "
1571 "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);
1572 goto leave; 1534 break;
1573 } 1535 }
1574 1536
1575leave:
1576 recursion_depth--; 1537 recursion_depth--;
1577} 1538}
1578 1539
1579/** 1540/**
1580 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1591 return; 1552 return;
1592 } 1553 }
1593 1554
1594 if (!tmp->msg) 1555 if (!tmp->msg)
1595 { 1556 {
1596 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));
1597 return; 1558 return;
1598 } 1559 }
1599 1560
1600 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1615 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1616 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1617 return; 1578 return;
1618 } 1579 }
1619 1580
1581 // we currently don't use the message types for anything.
1620 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"));
1621 1585
1622 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1623 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1624 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));
1625 1589
1637 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1638 } 1602 }
1639 1603
1640 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1641 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 }
1642 } 1659 }
1643} 1660}
1644 1661
1645/** 1662/**
1646 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1752 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1753 * legacy spellbooks 1770 * legacy spellbooks
1754 */ 1771 */
1755 if (tmp->slaying) 1772 if (tmp->slaying)
1756 { 1773 {
1757 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1758 if (!spell) 1776 if (!spell)
1759 { 1777 {
1760 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));
1761 return; 1779 return;
1762 } 1780 }
1783 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);
1784 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!");
1785 return; 1803 return;
1786 } 1804 }
1787 1805
1788 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1789 { 1808 {
1790 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));
1791 return; 1811 return;
1792 } 1812 }
1793 1813
1794 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));
1795 1815
1837 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1838 */ 1858 */
1839 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1840 { 1860 {
1841 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!");
1842 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));
1843 } 1863 }
1844 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1845 (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])
1846 { 1866 {
1847 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1953 break; 1973 break;
1954 } 1974 }
1955 1975
1956 if (!tmp->destroyed () && !tmp->inv) 1976 if (!tmp->destroyed () && !tmp->inv)
1957 tmp->decrease (true); 1977 tmp->decrease (true);
1958}
1959
1960/**
1961 * op eats food.
1962 * If player, takes care of messages and dragon special food.
1963 */
1964static void
1965apply_food (object *op, object *tmp)
1966{
1967 int capacity_remaining;
1968
1969 if (op->type != PLAYER)
1970 op->stats.hp = op->stats.maxhp;
1971 else
1972 {
1973 /* check if this is a dragon (player), eating some flesh */
1974 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1975 ;
1976 else
1977 {
1978 /* usual case - no dragon meal: */
1979 if (op->stats.food + tmp->stats.food > 999)
1980 {
1981 if (tmp->type == FOOD || tmp->type == FLESH)
1982 op->failmsg ("You feel full, but what a waste of food!");
1983 else
1984 op->statusmsg ("Most of the drink goes down your face not your throat!");
1985 }
1986
1987 tmp->play_sound (
1988 tmp->sound
1989 ? tmp->sound
1990 : tmp->type == DRINK
1991 ? sound_find ("eat_drink")
1992 : sound_find ("eat_food")
1993 );
1994
1995 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1996 {
1997 const char *buf;
1998
1999 if (!is_dragon_pl (op))
2000 {
2001 /* eating message for normal players */
2002 if (tmp->type == DRINK)
2003 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2004 else
2005 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2006 }
2007 else
2008 /* eating message for dragon players */
2009 buf = format ("The %s tasted terrible!", &tmp->name);
2010
2011 op->statusmsg (buf);
2012
2013 capacity_remaining = 999 - op->stats.food;
2014 op->stats.food += tmp->stats.food;
2015 if (capacity_remaining < tmp->stats.food)
2016 op->stats.hp += capacity_remaining / 50;
2017 else
2018 op->stats.hp += tmp->stats.food / 50;
2019
2020 if (op->stats.hp > op->stats.maxhp)
2021 op->stats.hp = op->stats.maxhp;
2022 if (op->stats.food > 999)
2023 op->stats.food = 999;
2024 }
2025
2026 /* special food hack -b.t. */
2027 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2028 eat_special_food (op, tmp);
2029 }
2030 }
2031
2032 handle_apply_yield (tmp);
2033 tmp->decrease ();
2034} 1978}
2035 1979
2036/** 1980/**
2037 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2038 * 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.
2041 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2042 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2043 * return: 1987 * return:
2044 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2045 */ 1989 */
2046int 1990static int
2047dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2048{ 1992{
2049 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2050 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2051 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2057 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2058 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2059 int i; /* index */ 2003 int i; /* index */
2060 2004
2061 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2062 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2063 return 0; 2007 return 0;
2064 2008
2065 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2066 from the player's inventory */ 2010 from the player's inventory */
2067 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2083 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2084 2028
2085 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2086 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2087 2031
2088 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2089 2033
2090 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2091 2035
2092 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2093 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2103 2047
2104 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2105 flesh is too rare */ 2049 flesh is too rare */
2106 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2107 2051
2108 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2109 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2110 2054
2111 if (chance >= 0.) 2055 if (chance >= 0.)
2112 chance += 1.; 2056 chance += 1.;
2113 else 2057 else
2114 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2115 2059
2116 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2117 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2118 2062
2119 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2120 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2121 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2122 2066
2123 /* 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!) */
2124 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2125 { 2069 {
2126 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2127 winners++; 2071 winners++;
2128 } 2072 }
2129 2073
2192 2136
2193 return 1; 2137 return 1;
2194} 2138}
2195 2139
2196/** 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/**
2197 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2198 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2199 */ 2219 */
2200static void 2220static void
2201apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2249 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2250 } 2270 }
2251 2271
2252 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2253 poison->destroy (); 2273 poison->destroy ();
2254}
2255
2256/**
2257 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2258 * A valid 2 way exit means:
2259 * -You can come back (there is another exit at the other side)
2260 * -You are
2261 * ° the owner of the exit
2262 * ° or in the same party as the owner
2263 *
2264 * Note: a owner in a 2 way exit is saved as the owner's name
2265 * in the field exit->name cause the field exit->owner doesn't
2266 * survive in the swapping (in fact the whole exit doesn't survive).
2267 */
2268int
2269is_legal_2ways_exit (object *op, object *exit)
2270{
2271 if (exit->stats.exp != 1)
2272 return 1; /*This is not a 2 way, so it is legal */
2273
2274#if 0 //TODO
2275 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2276 return 0; /* This is a reset town portal */
2277#endif
2278
2279 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2280
2281 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2282
2283 if (exitmap)
2284 {
2285 exitmap->load_sync ();
2286
2287 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2288
2289 if (!tmp)
2290 return 0;
2291
2292 for (; tmp; tmp = tmp->above)
2293 {
2294 if (tmp->type != EXIT)
2295 continue; /*Not an exit */
2296
2297 if (!EXIT_PATH (tmp))
2298 continue; /*Not a valid exit */
2299
2300 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2301 continue; /*Not in the same place */
2302
2303 if (exit->map->path != EXIT_PATH (tmp))
2304 continue; /*Not in the same map */
2305
2306 /* From here we have found the exit is valid. However we do
2307 * here the check of the exit owner. It is important for the
2308 * town portals to prevent strangers from visiting your appartments
2309 */
2310 if (!exit->race)
2311 return 1; /*No owner, free for all! */
2312
2313 object *exit_owner = 0;
2314
2315 for_all_players (pp)
2316 {
2317 if (!pp->ob)
2318 continue;
2319
2320 if (pp->ob->name != exit->race)
2321 continue;
2322
2323 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2324 break;
2325 }
2326
2327 if (!exit_owner)
2328 return 0; /* No more owner */
2329
2330 if (exit_owner->contr == op->contr)
2331 return 1; /*It is your exit */
2332
2333 if (exit_owner && /*There is a owner */
2334 (op->contr) && /*A player tries to pass */
2335 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2336 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2337 return 0;
2338
2339 return 1;
2340 }
2341 }
2342
2343 return 0;
2344} 2274}
2345 2275
2346/** 2276/**
2347 * This function will try to apply a lighter and in case no lighter 2277 * This function will try to apply a lighter and in case no lighter
2348 * is specified it will try to find a lighter in the players inventory, 2278 * is specified it will try to find a lighter in the players inventory,
2349 * and inform him about this requirement. 2279 * and inform him about this requirement.
2350 * 2280 *
2351 * who - the player 2281 * who - the player
2352 * op - the item we want to light 2282 * op - the item we want to light
2353 * ligher - the lighter or 0 if a lighter has yet to be found 2283 * lighter - the lighter or 0 if a lighter has yet to be found
2354 */ 2284 */
2285static object *
2355object *auto_apply_lighter (object *who, object *op, object *lighter) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2356{ 2287{
2357 if (lighter == 0) 2288 if (lighter == 0)
2358 { 2289 {
2359 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2360 { 2291 {
2398/** 2329/**
2399 * Designed primarily to light torches/lanterns/etc. 2330 * Designed primarily to light torches/lanterns/etc.
2400 * Also burns up burnable material too. First object in the inventory is 2331 * Also burns up burnable material too. First object in the inventory is
2401 * the selected object to "burn". -b.t. 2332 * the selected object to "burn". -b.t.
2402 */ 2333 */
2403void 2334static void
2404apply_lighter (object *who, object *lighter) 2335apply_lighter (object *who, object *lighter)
2405{ 2336{
2406 object *item; 2337 object *item;
2407 int is_player_env = 0; 2338 int is_player_env = 0;
2408 2339
2409 item = find_marked_object (who); 2340 item = find_marked_object (who);
2410 if (item) 2341 if (item)
2411 { 2342 {
2412 if (!auto_apply_lighter (who, 0, lighter)) 2343 if (!auto_apply_lighter (who, item, lighter))
2413 return; 2344 return;
2414 2345
2415 /* Perhaps we should split what we are trying to light on fire? 2346 /* Perhaps we should split what we are trying to light on fire?
2416 * I can't see many times when you would want to light multiple 2347 * I can't see many times when you would want to light multiple
2417 * objects at once. 2348 * objects at once.
2433 else 2364 else
2434 who->failmsg ("You need to mark a lightable object."); 2365 who->failmsg ("You need to mark a lightable object.");
2435} 2366}
2436 2367
2437/** 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/**
2438 * Apply for players and lamps 2392 * Apply for players and lamps
2439 * 2393 *
2440 * who - the player 2394 * who - the player
2441 * op - the lamp 2395 * op - the lamp
2442 */ 2396 */
2397static void
2443void player_apply_lamp (object *who, object *op) 2398player_apply_lamp (object *who, object *op)
2444{ 2399{
2445 bool switch_on = op->glow_radius ? false : true; 2400 bool switch_on = op->glow_radius ? false : true;
2446 2401
2447 if (switch_on) 2402 if (switch_on)
2448 { 2403 {
2465 "H<Torches and similar items burn out and become worthless.>", 2420 "H<Torches and similar items burn out and become worthless.>",
2466 &op->name)); 2421 &op->name));
2467 return; 2422 return;
2468 } 2423 }
2469 2424
2425 if (op->flag [FLAG_CURSED])
2426 {
2427 player_apply_lamp_cursed_effect (who, op);
2428 return;
2429 }
2430
2470 if (lighter) 2431 if (lighter)
2471 who->statusmsg (format ( 2432 who->statusmsg (format (
2472 "You light up the %s with the %s.", &op->name, &lighter->name)); 2433 "You light up the %s with the %s.", &op->name, &lighter->name));
2473 else 2434 else
2474 who->statusmsg (format ("You light up the %s.", &op->name)); 2435 who->statusmsg (format ("You light up the %s.", &op->name));
2475 } 2436 }
2476 else 2437 else
2477 { 2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2444
2478 if (op->type == TORCH) 2445 if (op->type == TORCH)
2479 { 2446 {
2480 if (!op->flag [FLAG_IS_LIGHTABLE]) 2447 if (!op->flag [FLAG_IS_LIGHTABLE])
2481 { 2448 {
2482 who->statusmsg (format ( 2449 who->statusmsg (format (
2495 } 2462 }
2496 2463
2497 apply_lamp (op, switch_on); 2464 apply_lamp (op, switch_on);
2498} 2465}
2499 2466
2500void lamp_get_animation_from_arch (object *op, arch_ptr a) 2467void get_animation_from_arch (object *op, arch_ptr a)
2501{ 2468{
2502 op->animation_id = a->animation_id; 2469 op->animation_id = a->animation_id;
2503 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; 2470 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2504 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; 2471 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2505 op->anim_speed = a->anim_speed; 2472 op->anim_speed = a->anim_speed;
2545 op->value = 0; 2512 op->value = 0;
2546 2513
2547 // FIXME: This is a hack to make the more sane torches and lamps 2514 // FIXME: This is a hack to make the more sane torches and lamps
2548 // still animated ;-/ 2515 // still animated ;-/
2549 if (op->other_arch) 2516 if (op->other_arch)
2550 lamp_get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); 2517 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2551 2518
2552 if (object *pl = op->visible_to ()) 2519 if (object *pl = op->visible_to ())
2553 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); 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)
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 ();
2554} 2621}
2555 2622
2556/** 2623/**
2557 * Main apply handler. 2624 * Main apply handler.
2558 * 2625 *
2576 2643
2577 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2578 { 2645 {
2579 if (who->type == PLAYER) 2646 if (who->type == PLAYER)
2580 { 2647 {
2648 examine (who, op);
2581 who->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
2582 return 1; 2650 return 1;
2583 } 2651 }
2584 else 2652 else
2585 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2586 } 2654 }
2588 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2589 return RESULT_INT (0); 2657 return RESULT_INT (0);
2590 2658
2591 switch (op->type) 2659 switch (op->type)
2592 { 2660 {
2593 case CF_HANDLE: 2661 case T_HANDLE:
2594 who->play_sound (sound_find ("turn_handle")); 2662 who->play_sound (sound_find ("turn_handle"));
2595 who->statusmsg ("You turn the handle."); 2663 who->statusmsg ("You turn the handle.");
2596 op->value = op->value ? 0 : 1; 2664 op->value = op->value ? 0 : 1;
2597 SET_ANIMATION (op, op->value); 2665 SET_ANIMATION (op, op->value);
2598 update_object (op, UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2599 push_button (op, who); 2667 push_button (op, who);
2600 return 1; 2668 return 1;
2601 2669
2602 case TRIGGER: 2670 case TRIGGER:
2603 if (check_trigger (op, who)) 2671 if (check_trigger (op, who, who))
2604 { 2672 {
2605 who->statusmsg ("You turn the handle."); 2673 who->statusmsg ("You turn the handle.");
2606 who->play_sound (sound_find ("turn_handle")); 2674 who->play_sound (sound_find ("turn_handle"));
2607 } 2675 }
2608 else 2676 else
2612 2680
2613 case EXIT: 2681 case EXIT:
2614 if (who->type != PLAYER) 2682 if (who->type != PLAYER)
2615 return 0; 2683 return 0;
2616 2684
2617 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2685 if (!EXIT_PATH (op))
2618 who->failmsg (format ("The %s is closed.", query_name (op))); 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)));
2619 else 2687 else
2620 { 2688 {
2621 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2622 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2623 who->statusmsg (op->msg, NDI_NAVY); 2691 who->statusmsg (op->msg, NDI_NAVY);
2624 2692
2625 who->enter_exit (op); 2693 who->enter_exit (op);
2626 } 2694 }
2627 2695
2846 * 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
2847 * 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
2848 * 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
2849 * not return a proper value. 2917 * not return a proper value.
2850 */ 2918 */
2851 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)
2852 { 2920 {
2853 next = tmp->below; 2921 next = tmp->below;
2854 2922
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++; 2924 floors++;
3034#define CANNOT_REMOVE_CURSED \ 3102#define CANNOT_REMOVE_CURSED \
3035 "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. " \
3036 "Praying over an altar, scrolls of remove curse/damnation, " \ 3104 "Praying over an altar, scrolls of remove curse/damnation, " \
3037 "priests or even other players might help.>" 3105 "priests or even other players might help.>"
3038 3106
3039int 3107static int
3040unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
3041{ 3109{
3042 if (op->is_range ()) 3110 if (op->is_range ())
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3362 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3363 */ 3431 */
3364 who->change_skill (skop); 3432 who->change_skill (skop);
3365 } 3433 }
3366 3434
3367 if (who->type == PLAYER 3435 if (!check_item_power (who, op->item_power))
3368 && op->item_power
3369 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3370 { 3436 {
3371 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);
3372 return 1; 3438 return 1;
3373 } 3439 }
3374 3440
3382 return RESULT_INT (0); 3448 return RESULT_INT (0);
3383 3449
3384 switch (op->type) 3450 switch (op->type)
3385 { 3451 {
3386 case WEAPON: 3452 case WEAPON:
3387 if (!check_weapon_power (who, op->last_eat))
3388 {
3389 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3390
3391 if (tmp)
3392 insert_ob_in_ob (tmp, who);
3393
3394 return 1;
3395 }
3396
3397 //TODO: this obviously fails for players using a shorter prefix 3453 //TODO: this obviously fails for players using a shorter prefix
3398 // i.e. "R" can use Ragnarok's sword. 3454 // i.e. "R" can use Ragnarok's sword.
3399 if (op->level && !op->name.starts_with (who->name)) 3455 if (op->level && !op->name.starts_with (who->name))
3400 { 3456 {
3401 /* 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. */
3456 case SKILL: 3512 case SKILL:
3457 if (player *pl = who->contr) 3513 if (player *pl = who->contr)
3458 { 3514 {
3459 if (IS_COMBAT_SKILL (op->subtype)) 3515 if (IS_COMBAT_SKILL (op->subtype))
3460 { 3516 {
3461 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3462 { 3518 {
3463 for (object *item = who->inv; item; item = item->below) 3519 for (object *item = who->inv; item; item = item->below)
3464 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3465 { 3521 {
3466 if (item->skill == op->skill) 3522 if (item->skill == op->skill)
3467 { 3523 {
3468 who->change_weapon (pl->combat_ob = item); 3524 who->change_weapon (pl->combat_ob = item);
3469 goto found_weapon; 3525 goto found_weapon;
3482 else 3538 else
3483 who->change_weapon (pl->combat_ob = op); 3539 who->change_weapon (pl->combat_ob = op);
3484 } 3540 }
3485 else if (IS_RANGED_SKILL (op->subtype)) 3541 else if (IS_RANGED_SKILL (op->subtype))
3486 { 3542 {
3487 if (skill_flags [op->subtype] & SF_NEED_BOW) 3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3488 { 3544 {
3489 for (object *item = who->inv; item; item = item->below) 3545 for (object *item = who->inv; item; item = item->below)
3490 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3491 { 3547 {
3492 //TODO: bows should/must all have skill missile weapon right now 3548 //TODO: bows should/must all have skill missile weapon right now
3493 who->change_weapon (pl->ranged_ob = item); 3549 who->change_weapon (pl->ranged_ob = item);
3494 goto found_bow; 3550 goto found_bow;
3495 } 3551 }
3527 } 3583 }
3528 3584
3529 break; 3585 break;
3530 3586
3531 case BOW: 3587 case BOW:
3532 if (!check_weapon_power (who, op->last_eat))
3533 {
3534 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3535
3536 if (tmp)
3537 insert_ob_in_ob (tmp, who);
3538
3539 return 1;
3540 }
3541
3542 if (op->level && !op->name.starts_with (who->name)) 3588 if (op->level && !op->name.starts_with (who->name))
3543 { 3589 {
3544 who->failmsg ("The weapon does not recognize you as its owner. " 3590 who->failmsg ("The weapon does not recognize you as its owner. "
3545 "H<Its name indicates that it belongs to somebody else.>"); 3591 "H<Its name indicates that it belongs to somebody else.>");
3546 if (tmp) 3592 if (tmp)
3632 esrv_send_item (pl, op); 3678 esrv_send_item (pl, op);
3633 3679
3634 return 0; 3680 return 0;
3635} 3681}
3636 3682
3637int
3638monster_apply_special (object *who, object *op, int aflags)
3639{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3641 return 1;
3642
3643 return apply_special (who, op, aflags);
3644}
3645
3646/** 3683/**
3647 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3648 * 3685 *
3649 * Generates shop floor's item, and treasures. 3686 * Generates shop floor's item, and treasures.
3650 */ 3687 */
3755 * treasure again for this object 3792 * treasure again for this object
3756 */ 3793 */
3757 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3758 } 3795 }
3759 } 3796 }
3797
3760 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3802 * MSW 2004-05-13
3768 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3769 */ 3807 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || 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)
3772 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3773
3774 } 3811 }
3775 3812
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp); 3814 auto_apply (tmp);
3778 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 ())
3811 } 3848 }
3812 3849
3813 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3816 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3817} 3854}
3818 3855
3819/** 3856/**
3820 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3821 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3826eat_special_food (object *who, object *food) 3863eat_special_food (object *who, object *food)
3827{ 3864{
3828 object *force; 3865 object *force;
3829 int i, did_one = 0; 3866 int i, did_one = 0;
3830 3867
3831 force = get_archetype (FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3832 3871
3833 for (i = 0; i < NUM_STATS; i++)
3834 if (sint8 k = food->stats.stat (i))
3835 {
3836 force->stats.stat (i) = k;
3837 did_one = 1;
3838 }
3839
3840 /* check if we can protect the eater */
3841 for (i = 0; i < NROFATTACKS; i++)
3842 {
3843 if (food->resist[i] > 0)
3844 {
3845 force->resist[i] = food->resist[i] / 2;
3846 did_one = 1;
3847 }
3848 }
3849
3850 if (did_one)
3851 {
3852 force->set_speed (0.1);
3853 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3854 force->duration = food->stats.food / 5; 3873 int duration = TIME2TICK (food->stats.food);
3855 SET_FLAG (force, FLAG_APPLIED); 3874
3856 change_abil (who, force); 3875 if (force = who->force_find (key))
3857 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;
3858 } 3886 }
3859 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
3860 force->destroy (); 3918 force->destroy ();
3919 }
3861 3920
3862 /* check for hp, sp change */ 3921 /* check for hp, sp change */
3863 if (food->stats.hp != 0) 3922 if (food->stats.hp != 0)
3864 { 3923 {
3865 if (QUERY_FLAG (food, FLAG_CURSED)) 3924 if (QUERY_FLAG (food, FLAG_CURSED))
3895 /* place limit on max sp from food? */ 3954 /* place limit on max sp from food? */
3896 } 3955 }
3897 } 3956 }
3898 3957
3899 who->update_stats (); 3958 who->update_stats ();
3900}
3901
3902
3903/**
3904 * op made some mistake with a scroll, this takes care of punishment.
3905 * scroll_failure()- hacked directly from spell_failure
3906 */
3907void
3908scroll_failure (object *op, int failure, int power)
3909{
3910 if (abs (failure / 4) > power)
3911 power = abs (failure / 4); /* set minimum effect */
3912
3913 if (failure <= -1 && failure > -15)
3914 { /* wonder */
3915 object *tmp;
3916
3917 op->failmsg ("Your spell warps!");
3918 tmp = get_archetype (SPELL_WONDER);
3919 cast_wonder (op, op, 0, tmp);
3920 tmp->destroy ();
3921 }
3922 else if (failure <= -15 && failure > -35)
3923 { /* drain mana */
3924 op->failmsg ("Your mana is drained!");
3925 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3926 if (op->stats.sp < 0)
3927 op->stats.sp = 0;
3928 }
3929 else if (settings.spell_failure_effects == TRUE)
3930 {
3931 if (failure <= -35 && failure > -60)
3932 { /* confusion */
3933 op->failmsg ("The magic recoils on you!");
3934 confuse_player (op, op, power);
3935 }
3936 else if (failure <= -60 && failure > -70)
3937 { /* paralysis */
3938 op->failmsg ("The magic recoils and paralyzes you!");
3939 paralyze_player (op, op, power);
3940 }
3941 else if (failure <= -70 && failure > -80)
3942 { /* blind */
3943 op->failmsg ("The magic recoils on you!");
3944 blind_player (op, op, power);
3945 }
3946 else if (failure <= -80)
3947 { /* blast the immediate area */
3948 object *tmp = get_archetype (LOOSE_MANA);
3949 cast_magic_storm (op, tmp, power);
3950 op->failmsg ("You unleash uncontrolled mana!");
3951 tmp->destroy ();
3952 }
3953 }
3954} 3959}
3955 3960
3956void 3961void
3957apply_changes_to_player (object *pl, object *change) 3962apply_changes_to_player (object *pl, object *change)
3958{ 3963{
4035 break; 4040 break;
4036 } 4041 }
4037 } 4042 }
4038} 4043}
4039 4044
4040/**
4041 * This handles items of type 'transformer'.
4042 * Basically those items, used with a marked item, transform both items into something
4043 * else.
4044 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4045 * Change information is contained in the 'slaying' field of the marked item.
4046 * The format is as follow: transformer:[number ]yield[;transformer:...].
4047 * This way an item can be transformed in many things, and/or many objects.
4048 * The 'slaying' field for transformer is used as verb for the action.
4049 */
4050void
4051apply_item_transformer (object *pl, object *transformer)
4052{
4053 object *marked;
4054 object *new_item;
4055 char *find;
4056 char *separator;
4057 int yield;
4058 char got[MAX_BUF];
4059 int len;
4060
4061 if (!pl || !transformer)
4062 return;
4063
4064 marked = find_marked_object (pl);
4065
4066 if (!marked)
4067 {
4068 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4069 return;
4070 }
4071
4072 if (!marked->slaying)
4073 {
4074 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4075 return;
4076 }
4077
4078 /* check whether they are compatible or not */
4079 find = strstr (&marked->slaying, transformer->arch->archname);
4080 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4081 {
4082 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4083 return;
4084 }
4085
4086 find += strlen (transformer->arch->archname) + 1;
4087 /* Item can be used, now find how many and what it yields */
4088 if (isdigit (*(find)))
4089 {
4090 yield = atoi (find);
4091 if (yield < 1)
4092 {
4093 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4094 yield = 1;
4095 }
4096 }
4097 else
4098 yield = 1;
4099
4100 while (isdigit (*find))
4101 find++;
4102
4103 while (*find == ' ')
4104 find++;
4105
4106 memset (got, 0, MAX_BUF);
4107
4108 if ((separator = strchr (find, ';')) != NULL)
4109 len = separator - find;
4110 else
4111 len = strlen (find);
4112
4113 if (len > MAX_BUF - 1)
4114 len = MAX_BUF - 1;
4115
4116 strcpy (got, find);
4117 got[len] = '\0';
4118
4119 /* Now create new item, remove used ones when required. */
4120 new_item = get_archetype (got);
4121 if (!new_item)
4122 {
4123 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4124 return;
4125 }
4126
4127 new_item->nrof = yield;
4128
4129 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4130
4131 pl->insert (new_item);
4132 /* Eat up one item */
4133 marked->decrease ();
4134
4135 /* Eat one transformer if needed */
4136 if (transformer->stats.food)
4137 if (--transformer->stats.food == 0)
4138 transformer->decrease ();
4139}
4140

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines