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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.192 by root, Thu Apr 30 02:16:50 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
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)
399 400
400/** 401/**
401 * This function just checks whether who can handle equipping an item 402 * This function just checks whether who can handle equipping an item
402 * with item_power. 403 * with item_power.
403 */ 404 */
404 405static bool
405bool
406check_item_power (object *who, int item_power) 406check_item_power (object *who, int item_power)
407{ 407{
408 if (who->type == PLAYER 408 if (who->type == PLAYER
409 && item_power 409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level) 410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
531 531
532/** 532/**
533 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
534 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
535 */ 535 */
536int 536static int
537prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
538{ 538{
539 int sacrifice_count, i; 539 int sacrifice_count, i;
540 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
541 541
594 * 594 *
595 * 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
596 * 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 ??
597 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
598 */ 598 */
599int 599static int
600improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
601{ 601{
602 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
603 603
604 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
706/** 706/**
707 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
708 * 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, ...),
709 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
710 */ 710 */
711int 711static int
712check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
713{ 713{
714 object *otmp; 714 object *otmp;
715 715
716 if (op->type != PLAYER) 716 if (op->type != PLAYER)
763 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
764 * the users level or 90) 764 * the users level or 90)
765 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
766 * changing of physical area right now. 766 * changing of physical area right now.
767 */ 767 */
768int 768static int
769improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
770{ 770{
771 object *tmp; 771 object *tmp;
772 772
773 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
857 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
858 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
859 * 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
860 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
861 */ 861 */
862static int 862int
863convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
864{ 864{
865 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
866 866
867 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
868 return 0; 868 return 0;
869 869
870 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
874 874
984 * Handle apply on containers. 984 * Handle apply on containers.
985 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
986 * 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]
987 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
988 */ 988 */
989int 989static int
990apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
991{ 991{
992 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
993 return 0; /* This might change */ 993 return 0; /* This might change */
994 994
1007 } 1007 }
1008 1008
1009 // 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
1010 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1011 { 1011 {
1012 if (op->container == sack) 1012 if (op->container_ () == sack)
1013 { 1013 {
1014 // open on ground or inv, so close 1014 // open on ground or inv, so close
1015 op->close_container (); 1015 op->close_container ();
1016 return 1; 1016 return 1;
1017 } 1017 }
1060{ 1060{
1061 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1062 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1063 return 0; 1063 return 0;
1064 1064
1065 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1066 { 1066 {
1067 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1068 * 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
1069 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1070 */ 1070 */
1106 1106
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1108 1108
1109 bool has_unpaid = false; 1109 bool has_unpaid = false;
1110 1110
1111 // 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
1112 // a quick and small change :( 1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1115 { 1115 {
1116 has_unpaid = true; 1116 has_unpaid = true;
1324 return; 1324 return;
1325 1325
1326 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1327 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1328 */ 1328 */
1329 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1330 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1331 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1332 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1333 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1334 */ 1334 */
1341 1341
1342 recursion_depth++; 1342 recursion_depth++;
1343 if (trap->head) 1343 if (trap->head)
1344 trap = trap->head; 1344 trap = trap->head;
1345 1345
1346 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)))
1347 goto leave;
1348
1349 switch (trap->type) 1347 switch (trap->type)
1350 { 1348 {
1351 case PLAYERMOVER: 1349 case PLAYERMOVER:
1352 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:
1353 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1354 if (!trap->stats.maxsp) 1423 if (!trap->value)
1355 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1356 1426
1357 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1358 * 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
1359 */ 1442 */
1360 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1361 1444
1362 /* 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)
1363 * above with some objects have zero speed, and thus the player 1446 {
1364 * 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 }
1365 */ 1456 }
1366 if (victim->speed_left < -50.f) 1457 break;
1367 victim->speed_left = -50.f;
1368 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1369 } 1458 }
1370 goto leave;
1371 1459
1372 case SPINNER: 1460 case CONVERTER:
1373 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1374 {
1375 victim->direction = absdir (victim->direction - trap->stats.sp);
1376 update_turn_face (victim);
1377 }
1378 goto leave;
1379
1380 case DIRECTOR:
1381 if (victim->direction && !should_director_abort (trap, victim))
1382 {
1383 victim->direction = trap->stats.sp;
1384 update_turn_face (victim);
1385 }
1386 goto leave;
1387
1388 case BUTTON:
1389 case PEDESTAL:
1390 update_button (trap, originator);
1391 goto leave;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 goto leave;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 goto leave;
1401 /* fallthrough */
1402
1403 case ARROW:
1404 /* bad bug: monster throw a object, make a step forwards, step on object ,
1405 * trigger this here and get hit by own missile - and will be own enemy.
1406 * Victim then is his own enemy and will start to kill herself (this is
1407 * removed) but we have not synced victim and his missile. To avoid senseless
1408 * action, we avoid hits here
1409 */
1410 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 goto leave;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 goto leave;
1417
1418 case TRAPDOOR:
1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1423 if (!trap->value)
1424 { 1462 {
1425 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1426 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
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 goto leave;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 } 1465 }
1437 1466
1438 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))
1439 { 1489 {
1440 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1441 * ab->above would be bogus 1491 * players output.
1442 */ 1492 */
1443 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1444 1495
1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1446 { 1497 victim->enter_exit (trap);
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 }
1456 } 1498 }
1457 goto leave; 1499 break;
1458 }
1459 1500
1460 case CONVERTER:
1461 if (convert_item (victim, trap) < 0)
1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 }
1466
1467 goto leave;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim);
1473 goto leave;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 goto leave;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 goto leave;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 goto leave;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 goto leave;
1500
1501 case ENCOUNTER: 1501 case ENCOUNTER:
1502 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1503 goto leave; 1503 break;
1504 1504
1505 case SHOP_MAT: 1505 case SHOP_MAT:
1506 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1507 goto leave; 1507 break;
1508 1508
1509 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1510 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1511 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1512 goto leave; 1512 break;
1513 1513
1514 case SIGN: 1514 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1516 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1517 1517
1518 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1519 goto leave; 1519 break;
1520 1520
1521 case CONTAINER: 1521 case CONTAINER:
1522 apply_container (victim, trap); 1522 apply_container (victim, trap);
1523 goto leave; 1523 break;
1524 1524
1525 case RUNE: 1525 case RUNE:
1526 case TRAP: 1526 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1529 goto leave; 1529 break;
1530 1530
1531 default: 1531 default:
1532 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 "
1533 "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);
1534 goto leave; 1534 break;
1535 } 1535 }
1536 1536
1537leave:
1538 recursion_depth--; 1537 recursion_depth--;
1539} 1538}
1540 1539
1541/** 1540/**
1542 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1553 return; 1552 return;
1554 } 1553 }
1555 1554
1556 if (!tmp->msg) 1555 if (!tmp->msg)
1557 { 1556 {
1558 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));
1559 return; 1558 return;
1560 } 1559 }
1561 1560
1562 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1563 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1577 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1578 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1579 return; 1578 return;
1580 } 1579 }
1581 1580
1581 // we currently don't use the message types for anything.
1582 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"));
1583 1585
1584 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1585 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1586 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));
1587 1589
1599 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1600 } 1602 }
1601 1603
1602 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1603 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 }
1604 } 1659 }
1605} 1660}
1606 1661
1607/** 1662/**
1608 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1714 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1715 * legacy spellbooks 1770 * legacy spellbooks
1716 */ 1771 */
1717 if (tmp->slaying) 1772 if (tmp->slaying)
1718 { 1773 {
1719 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1720 if (!spell) 1776 if (!spell)
1721 { 1777 {
1722 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));
1723 return; 1779 return;
1724 } 1780 }
1801 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1802 */ 1858 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1860 {
1805 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!");
1806 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));
1807 } 1863 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (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])
1810 { 1866 {
1811 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1917 break; 1973 break;
1918 } 1974 }
1919 1975
1920 if (!tmp->destroyed () && !tmp->inv) 1976 if (!tmp->destroyed () && !tmp->inv)
1921 tmp->decrease (true); 1977 tmp->decrease (true);
1922}
1923
1924/**
1925 * op eats food.
1926 * If player, takes care of messages and dragon special food.
1927 */
1928static void
1929apply_food (object *op, object *tmp)
1930{
1931 int capacity_remaining;
1932
1933 if (op->type != PLAYER)
1934 op->stats.hp = op->stats.maxhp;
1935 else
1936 {
1937 /* check if this is a dragon (player), eating some flesh */
1938 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1939 ;
1940 else
1941 {
1942 /* usual case - no dragon meal: */
1943 if (op->stats.food + tmp->stats.food > 999)
1944 {
1945 if (tmp->type == FOOD || tmp->type == FLESH)
1946 op->failmsg ("You feel full, but what a waste of food!");
1947 else
1948 op->statusmsg ("Most of the drink goes down your face not your throat!");
1949 }
1950
1951 tmp->play_sound (
1952 tmp->sound
1953 ? tmp->sound
1954 : tmp->type == DRINK
1955 ? sound_find ("eat_drink")
1956 : sound_find ("eat_food")
1957 );
1958
1959 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1960 {
1961 const char *buf;
1962
1963 if (!is_dragon_pl (op))
1964 {
1965 /* eating message for normal players */
1966 if (tmp->type == DRINK)
1967 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1968 else
1969 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1970 }
1971 else
1972 /* eating message for dragon players */
1973 buf = format ("The %s tasted terrible!", &tmp->name);
1974
1975 op->statusmsg (buf);
1976
1977 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50;
1981 else
1982 op->stats.hp += tmp->stats.food / 50;
1983
1984 if (op->stats.hp > op->stats.maxhp)
1985 op->stats.hp = op->stats.maxhp;
1986 if (op->stats.food > 999)
1987 op->stats.food = 999;
1988 }
1989
1990 /* special food hack -b.t. */
1991 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1992 eat_special_food (op, tmp);
1993 }
1994 }
1995
1996 handle_apply_yield (tmp);
1997 tmp->decrease ();
1998} 1978}
1999 1979
2000/** 1980/**
2001 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2002 * 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.
2005 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2006 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2007 * return: 1987 * return:
2008 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2009 */ 1989 */
2010int 1990static int
2011dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2012{ 1992{
2013 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2014 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2015 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2021 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2022 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2023 int i; /* index */ 2003 int i; /* index */
2024 2004
2025 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2026 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2027 return 0; 2007 return 0;
2028 2008
2029 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2030 from the player's inventory */ 2010 from the player's inventory */
2031 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2047 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2048 2028
2049 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2051 2031
2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2053 2033
2054 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2055 2035
2056 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2057 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2067 2047
2068 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2069 flesh is too rare */ 2049 flesh is too rare */
2070 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2071 2051
2072 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2073 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2074 2054
2075 if (chance >= 0.) 2055 if (chance >= 0.)
2076 chance += 1.; 2056 chance += 1.;
2077 else 2057 else
2078 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2079 2059
2080 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2081 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2082 2062
2083 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2084 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2085 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2086 2066
2087 /* 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!) */
2088 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2089 { 2069 {
2090 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2091 winners++; 2071 winners++;
2092 } 2072 }
2093 2073
2156 2136
2157 return 1; 2137 return 1;
2158} 2138}
2159 2139
2160/** 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/**
2161 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2162 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2163 */ 2219 */
2164static void 2220static void
2165apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2213 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2214 } 2270 }
2215 2271
2216 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2217 poison->destroy (); 2273 poison->destroy ();
2218}
2219
2220/**
2221 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2222 * A valid 2 way exit means:
2223 * -You can come back (there is another exit at the other side)
2224 * -You are
2225 * ° the owner of the exit
2226 * ° or in the same party as the owner
2227 *
2228 * Note: a owner in a 2 way exit is saved as the owner's name
2229 * in the field exit->name cause the field exit->owner doesn't
2230 * survive in the swapping (in fact the whole exit doesn't survive).
2231 */
2232int
2233is_legal_2ways_exit (object *op, object *exit)
2234{
2235 if (exit->stats.exp != 1)
2236 return 1; /*This is not a 2 way, so it is legal */
2237
2238#if 0 //TODO
2239 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2240 return 0; /* This is a reset town portal */
2241#endif
2242
2243 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2244
2245 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2246
2247 if (exitmap)
2248 {
2249 exitmap->load_sync ();
2250
2251 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2252
2253 if (!tmp)
2254 return 0;
2255
2256 for (; tmp; tmp = tmp->above)
2257 {
2258 if (tmp->type != EXIT)
2259 continue; /*Not an exit */
2260
2261 if (!EXIT_PATH (tmp))
2262 continue; /*Not a valid exit */
2263
2264 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2265 continue; /*Not in the same place */
2266
2267 if (exit->map->path != EXIT_PATH (tmp))
2268 continue; /*Not in the same map */
2269
2270 /* From here we have found the exit is valid. However we do
2271 * here the check of the exit owner. It is important for the
2272 * town portals to prevent strangers from visiting your appartments
2273 */
2274 if (!exit->race)
2275 return 1; /*No owner, free for all! */
2276
2277 object *exit_owner = 0;
2278
2279 for_all_players (pp)
2280 {
2281 if (!pp->ob)
2282 continue;
2283
2284 if (pp->ob->name != exit->race)
2285 continue;
2286
2287 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2288 break;
2289 }
2290
2291 if (!exit_owner)
2292 return 0; /* No more owner */
2293
2294 if (exit_owner->contr == op->contr)
2295 return 1; /*It is your exit */
2296
2297 if (exit_owner && /*There is a owner */
2298 (op->contr) && /*A player tries to pass */
2299 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2300 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2301 return 0;
2302
2303 return 1;
2304 }
2305 }
2306
2307 return 0;
2308} 2274}
2309 2275
2310/** 2276/**
2311 * 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
2312 * 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,
2313 * and inform him about this requirement. 2279 * and inform him about this requirement.
2314 * 2280 *
2315 * who - the player 2281 * who - the player
2316 * op - the item we want to light 2282 * op - the item we want to light
2317 * 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
2318 */ 2284 */
2319object * 2285static object *
2320auto_apply_lighter (object *who, object *op, object *lighter) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2321{ 2287{
2322 if (lighter == 0) 2288 if (lighter == 0)
2323 { 2289 {
2324 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2363/** 2329/**
2364 * Designed primarily to light torches/lanterns/etc. 2330 * Designed primarily to light torches/lanterns/etc.
2365 * 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
2366 * the selected object to "burn". -b.t. 2332 * the selected object to "burn". -b.t.
2367 */ 2333 */
2368void 2334static void
2369apply_lighter (object *who, object *lighter) 2335apply_lighter (object *who, object *lighter)
2370{ 2336{
2371 object *item; 2337 object *item;
2372 int is_player_env = 0; 2338 int is_player_env = 0;
2373 2339
2400} 2366}
2401 2367
2402/** 2368/**
2403 * This function generates a cursed effect for cursed lamps and torches. 2369 * This function generates a cursed effect for cursed lamps and torches.
2404 */ 2370 */
2371static void
2405void player_apply_lamp_cursed_effect (object *who, object *op) 2372player_apply_lamp_cursed_effect (object *who, object *op)
2406{ 2373{
2407 if (op->level) 2374 if (op->level)
2408 { 2375 {
2409 who->failmsg (format ( 2376 who->failmsg (format (
2410 "The %s was cursed, it explodes in a big fireball!", 2377 "The %s was cursed, it explodes in a big fireball!",
2425 * Apply for players and lamps 2392 * Apply for players and lamps
2426 * 2393 *
2427 * who - the player 2394 * who - the player
2428 * op - the lamp 2395 * op - the lamp
2429 */ 2396 */
2397static void
2430void player_apply_lamp (object *who, object *op) 2398player_apply_lamp (object *who, object *op)
2431{ 2399{
2432 bool switch_on = op->glow_radius ? false : true; 2400 bool switch_on = op->glow_radius ? false : true;
2433 2401
2434 if (switch_on) 2402 if (switch_on)
2435 { 2403 {
2548 if (op->other_arch) 2516 if (op->other_arch)
2549 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);
2550 2518
2551 if (object *pl = op->visible_to ()) 2519 if (object *pl = op->visible_to ())
2552 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 ();
2553} 2621}
2554 2622
2555/** 2623/**
2556 * Main apply handler. 2624 * Main apply handler.
2557 * 2625 *
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 ())
3444 case SKILL: 3512 case SKILL:
3445 if (player *pl = who->contr) 3513 if (player *pl = who->contr)
3446 { 3514 {
3447 if (IS_COMBAT_SKILL (op->subtype)) 3515 if (IS_COMBAT_SKILL (op->subtype))
3448 { 3516 {
3449 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3450 { 3518 {
3451 for (object *item = who->inv; item; item = item->below) 3519 for (object *item = who->inv; item; item = item->below)
3452 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3453 { 3521 {
3454 if (item->skill == op->skill) 3522 if (item->skill == op->skill)
3455 { 3523 {
3456 who->change_weapon (pl->combat_ob = item); 3524 who->change_weapon (pl->combat_ob = item);
3457 goto found_weapon; 3525 goto found_weapon;
3470 else 3538 else
3471 who->change_weapon (pl->combat_ob = op); 3539 who->change_weapon (pl->combat_ob = op);
3472 } 3540 }
3473 else if (IS_RANGED_SKILL (op->subtype)) 3541 else if (IS_RANGED_SKILL (op->subtype))
3474 { 3542 {
3475 if (skill_flags [op->subtype] & SF_NEED_BOW) 3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3476 { 3544 {
3477 for (object *item = who->inv; item; item = item->below) 3545 for (object *item = who->inv; item; item = item->below)
3478 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3479 { 3547 {
3480 //TODO: bows should/must all have skill missile weapon right now 3548 //TODO: bows should/must all have skill missile weapon right now
3481 who->change_weapon (pl->ranged_ob = item); 3549 who->change_weapon (pl->ranged_ob = item);
3482 goto found_bow; 3550 goto found_bow;
3483 } 3551 }
3610 esrv_send_item (pl, op); 3678 esrv_send_item (pl, op);
3611 3679
3612 return 0; 3680 return 0;
3613} 3681}
3614 3682
3615int
3616monster_apply_special (object *who, object *op, int aflags)
3617{
3618 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3619 return 1;
3620
3621 return apply_special (who, op, aflags);
3622}
3623
3624/** 3683/**
3625 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3626 * 3685 *
3627 * Generates shop floor's item, and treasures. 3686 * Generates shop floor's item, and treasures.
3628 */ 3687 */
3733 * treasure again for this object 3792 * treasure again for this object
3734 */ 3793 */
3735 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3736 } 3795 }
3737 } 3796 }
3797
3738 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3739 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3740 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3741 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3742 * MSW 2004-05-13 3802 * MSW 2004-05-13
3746 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3747 */ 3807 */
3748 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3749 || 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)
3750 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3751
3752 } 3811 }
3753 3812
3754 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3755 auto_apply (tmp); 3814 auto_apply (tmp);
3756 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 ())
3789 } 3848 }
3790 3849
3791 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3792 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3793 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3794 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3795} 3854}
3796 3855
3797/** 3856/**
3798 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3799 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3804eat_special_food (object *who, object *food) 3863eat_special_food (object *who, object *food)
3805{ 3864{
3806 object *force; 3865 object *force;
3807 int i, did_one = 0; 3866 int i, did_one = 0;
3808 3867
3809 force = get_archetype (FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3810 3871
3811 for (i = 0; i < NUM_STATS; i++)
3812 if (sint8 k = food->stats.stat (i))
3813 {
3814 force->stats.stat (i) = k;
3815 did_one = 1;
3816 }
3817
3818 /* check if we can protect the eater */
3819 for (i = 0; i < NROFATTACKS; i++)
3820 {
3821 if (food->resist[i] > 0)
3822 {
3823 force->resist[i] = food->resist[i] / 2;
3824 did_one = 1;
3825 }
3826 }
3827
3828 if (did_one)
3829 {
3830 force->set_speed (0.1);
3831 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3832 force->duration = food->stats.food / 5; 3873 int duration = TIME2TICK (food->stats.food);
3833 SET_FLAG (force, FLAG_APPLIED); 3874
3834 change_abil (who, force); 3875 if (force = who->force_find (key))
3835 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;
3836 } 3886 }
3837 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
3838 force->destroy (); 3918 force->destroy ();
3919 }
3839 3920
3840 /* check for hp, sp change */ 3921 /* check for hp, sp change */
3841 if (food->stats.hp != 0) 3922 if (food->stats.hp != 0)
3842 { 3923 {
3843 if (QUERY_FLAG (food, FLAG_CURSED)) 3924 if (QUERY_FLAG (food, FLAG_CURSED))
3873 /* place limit on max sp from food? */ 3954 /* place limit on max sp from food? */
3874 } 3955 }
3875 } 3956 }
3876 3957
3877 who->update_stats (); 3958 who->update_stats ();
3878}
3879
3880
3881/**
3882 * op made some mistake with a scroll, this takes care of punishment.
3883 * scroll_failure()- hacked directly from spell_failure
3884 */
3885void
3886scroll_failure (object *op, int failure, int power)
3887{
3888 if (abs (failure / 4) > power)
3889 power = abs (failure / 4); /* set minimum effect */
3890
3891 if (failure <= -1 && failure > -15)
3892 { /* wonder */
3893 object *tmp;
3894
3895 op->failmsg ("Your spell warps!");
3896 tmp = get_archetype (SPELL_WONDER);
3897 cast_wonder (op, op, 0, tmp);
3898 tmp->destroy ();
3899 }
3900 else if (failure <= -15 && failure > -35)
3901 { /* drain mana */
3902 op->failmsg ("Your mana is drained!");
3903 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3904 if (op->stats.sp < 0)
3905 op->stats.sp = 0;
3906 }
3907 else if (settings.spell_failure_effects == TRUE)
3908 {
3909 if (failure <= -35 && failure > -60)
3910 { /* confusion */
3911 op->failmsg ("The magic recoils on you!");
3912 confuse_player (op, op, power);
3913 }
3914 else if (failure <= -60 && failure > -70)
3915 { /* paralysis */
3916 op->failmsg ("The magic recoils and paralyzes you!");
3917 paralyze_player (op, op, power);
3918 }
3919 else if (failure <= -70 && failure > -80)
3920 { /* blind */
3921 op->failmsg ("The magic recoils on you!");
3922 blind_player (op, op, power);
3923 }
3924 else if (failure <= -80)
3925 { /* blast the immediate area */
3926 object *tmp = get_archetype (LOOSE_MANA);
3927 cast_magic_storm (op, tmp, power);
3928 op->failmsg ("You unleash uncontrolled mana!");
3929 tmp->destroy ();
3930 }
3931 }
3932} 3959}
3933 3960
3934void 3961void
3935apply_changes_to_player (object *pl, object *change) 3962apply_changes_to_player (object *pl, object *change)
3936{ 3963{
4013 break; 4040 break;
4014 } 4041 }
4015 } 4042 }
4016} 4043}
4017 4044
4018/**
4019 * This handles items of type 'transformer'.
4020 * Basically those items, used with a marked item, transform both items into something
4021 * else.
4022 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4023 * Change information is contained in the 'slaying' field of the marked item.
4024 * The format is as follow: transformer:[number ]yield[;transformer:...].
4025 * This way an item can be transformed in many things, and/or many objects.
4026 * The 'slaying' field for transformer is used as verb for the action.
4027 */
4028void
4029apply_item_transformer (object *pl, object *transformer)
4030{
4031 object *marked;
4032 object *new_item;
4033 char *find;
4034 char *separator;
4035 int yield;
4036 char got[MAX_BUF];
4037 int len;
4038
4039 if (!pl || !transformer)
4040 return;
4041
4042 marked = find_marked_object (pl);
4043
4044 if (!marked)
4045 {
4046 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4047 return;
4048 }
4049
4050 if (!marked->slaying)
4051 {
4052 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4053 return;
4054 }
4055
4056 /* check whether they are compatible or not */
4057 find = strstr (&marked->slaying, transformer->arch->archname);
4058 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4059 {
4060 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4061 return;
4062 }
4063
4064 find += strlen (transformer->arch->archname) + 1;
4065 /* Item can be used, now find how many and what it yields */
4066 if (isdigit (*(find)))
4067 {
4068 yield = atoi (find);
4069 if (yield < 1)
4070 {
4071 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4072 yield = 1;
4073 }
4074 }
4075 else
4076 yield = 1;
4077
4078 while (isdigit (*find))
4079 find++;
4080
4081 while (*find == ' ')
4082 find++;
4083
4084 memset (got, 0, MAX_BUF);
4085
4086 if ((separator = strchr (find, ';')) != NULL)
4087 len = separator - find;
4088 else
4089 len = strlen (find);
4090
4091 if (len > MAX_BUF - 1)
4092 len = MAX_BUF - 1;
4093
4094 strcpy (got, find);
4095 got[len] = '\0';
4096
4097 /* Now create new item, remove used ones when required. */
4098 new_item = get_archetype (got);
4099 if (!new_item)
4100 {
4101 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4102 return;
4103 }
4104
4105 new_item->nrof = yield;
4106
4107 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4108
4109 pl->insert (new_item);
4110 /* Eat up one item */
4111 marked->decrease ();
4112
4113 /* Eat one transformer if needed */
4114 if (transformer->stats.food)
4115 if (--transformer->stats.food == 0)
4116 transformer->decrease ();
4117}
4118

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