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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.138 by elmex, Thu Nov 22 21:37:33 2007 UTC vs.
Revision 1.238 by root, Sun Apr 4 04:10:47 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 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>
28#include <spells.h> 29#include <spells.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33
34/* Want this regardless of rplay. */
35#include <sounds.h>
36 34
37/** 35/**
38 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
40 */ 38 */
53 * subtype 5: arch or race 51 * subtype 5: arch or race
54 * subtype 7: all three 52 * subtype 7: all three
55 */ 53 */
56 if (op->subtype) 54 if (op->subtype)
57 { 55 {
58 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
61 } 59 }
62 else 60 else
63 { 61 {
64 arch_flag = 1; 62 arch_flag = 1;
65 name_flag = 1; 63 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
93 */ 91 */
94static int 92static int
95apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
96{ 94{
97 dynbuf_text buf; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 96
99 if (!pl || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
100 return 0; 98 return 0;
101 99
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
104 */ 102 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 104 return 0;
107 105
108 /* if the player has a marked item, identify that if it needs to be 106 /* 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. 107 * identified. If it doesn't, then go through the player inventory.
110 */ 108 */
111 if (object *marked = find_marked_object (pl)) 109 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 111 {
114 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
115 { 113 {
116 identify (marked); 114 identify (marked);
117 115
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 116 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 117 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 119
122 return !money; 120 return !money;
123 } 121 }
124 } 122 }
125 123
126 for (object *id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
127 { 125 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 127 {
130 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
131 { 129 {
132 identify (id); 130 identify (id);
133 131
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 132 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 133 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 134 buf << "The item has a story:\r" << id->msg << "\n\n";
137 135
138 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
140 break; 138 break;
141 } 139 }
160 * matching item. 158 * matching item.
161 **/ 159 **/
162void 160void
163handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
164{ 162{
165 const char *yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 165}
186 166
187/** 167/**
188 * Handles applying a potion. 168 * Handles applying a potion.
189 */ 169 */
190int 170int
191apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
192{ 172{
193 int got_one = 0, i; 173 int got_one = 0, i;
194 object *force = 0, *floor = 0; 174 object *force = 0;
195 175
196 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
197 177
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 179 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201 181
217 197
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 199 {
220 op->drain_stat (); 200 op->drain_stat ();
221 op->update_stats (); 201 op->update_stats ();
222 decrease_ob (tmp); 202 tmp->decrease ();
223 return 1; 203 return 1;
224 } 204 }
225 205
226 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
227 { 207 {
228 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 209 return 0;
230 } 210 }
211
231 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
232 213
233 if (depl) 214 if (depl)
234 { 215 {
235 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 221 op->update_stats ();
241 } 222 }
242 else 223 else
243 op->statusmsg ("Your potion had no effect."); 224 op->statusmsg ("Your potion had no effect.");
244 225
245 decrease_ob (tmp); 226 tmp->decrease ();
246 return 1; 227 return 1;
247 } 228 }
248 229
249 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 232 {
252 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
253 { 234 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 236 {
256 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
257 { 238 {
292 } 273 }
293 } 274 }
294 } 275 }
295 276
296 /* Just makes checking easier */ 277 /* Just makes checking easier */
297 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
298 got_one = 1; 279 got_one = 1;
299 280
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 282 {
302 if (got_one) 283 if (got_one)
318 } 299 }
319 else 300 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 301 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 302 }
322 303
323 decrease_ob (tmp); 304 tmp->decrease ();
324 return 1; 305 return 1;
325 } 306 }
326 307
327 308
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 313 */
333 if (tmp->inv) 314 if (tmp->inv)
334 { 315 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 317 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 318 op->failmsg ("Yech! Your lungs are on fire!");
340 319 create_exploding_ball_at (op, op->level);
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 320 }
349 else 321 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 323
352 decrease_ob (tmp); 324 tmp->decrease ();
353 325
354 /* if youre dead, no point in doing this... */ 326 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 327 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 328 op->update_stats ();
357 329
388 force->speed_left = -1; 360 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 361 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 362 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 363 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 364 change_abil (op, force);
393 decrease_ob (tmp); 365 tmp->decrease ();
394 return 1; 366 return 1;
395 } 367 }
396 368
397 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 370 if (op->type == PLAYER)
399 { /* only for players */ 371 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 376 else
403 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
404 378
405 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 386 * up all the stats.
413 */ 387 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 389 op->update_stats ();
416 decrease_ob (tmp); 390 tmp->decrease ();
417 return 1; 391 return 1;
418} 392}
419 393
420/**************************************************************************** 394/****************************************************************************
421 * Weapon improvement code follows 395 * Weapon improvement code follows
422 ****************************************************************************/ 396 ****************************************************************************/
423 397
424/** 398/**
399 * This function just checks whether who can handle equipping an item
400 * with item_power.
401 */
402static bool
403check_item_power (object *who, int item_power)
404{
405 if (who->type == PLAYER
406 && item_power
407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408 return false;
409 else
410 return true;
411}
412
413/**
425 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
426 */ 415 */
427static int 416static int
428check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
429{ 418{
430 int count = 0; 419 int count = 0;
431 420
432 if (!item) 421 if (!item)
433 return 0; 422 return 0;
434 423
435 for (op = op->below; op; op = op->below) 424 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 425 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 428 count += op->number_of ();
446 }
447 }
448 }
449 429
450 return count; 430 return count;
451} 431}
452 432
453/** 433/**
455 * op is typically the player, which is only 435 * op is typically the player, which is only
456 * really used to determine what space to look at. 436 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
458 */ 438 */
459static void 439static void
460eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 441{
462 object *prev; 442 object *prev;
463 443
464 prev = op; 444 prev = op;
465 op = op->below; 445 op = op->below;
466 446
467 while (op) 447 while (op)
468 { 448 {
469 if (strcmp (op->arch->archname, item) == 0) 449 if (op->arch->archname == item)
470 { 450 {
471 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
472 { 452 {
473 decrease_ob_nr (op, nrof); 453 op->decrease (nrof);
474 return; 454 return;
475 } 455 }
476 else 456 else
477 { 457 {
478 decrease_ob_nr (op, op->nrof); 458 op->decrease (nrof);
479 nrof -= op->nrof; 459 nrof -= op->nrof;
480 } 460 }
481 461
482 op = prev; 462 op = prev;
483 } 463 }
486 op = op->below; 466 op = op->below;
487 } 467 }
488} 468}
489 469
490/** 470/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 471 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 472 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 473 */
545static int 474static int
546check_sacrifice (object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
568static int 497static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 498improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 499{
571 stat += sacrifice_count; 500 stat += sacrifice_count;
572 weapon->last_eat++; 501 weapon->last_eat++;
573 decrease_ob (improver); 502 improver->decrease ();
574 503
575 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
576 op->update_stats (); 505 op->update_stats ();
577 506
578 op->statusmsg (format ( 507 op->statusmsg (format (
599 528
600/** 529/**
601 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
603 */ 532 */
604int 533static int
605prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
606{ 535{
607 int sacrifice_count, i; 536 int sacrifice_count, i;
608 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
609 538
625 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
627 { 556 {
628 op->failmsg ("You cannot prepare magic weapons. " 557 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, " 558 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 559 "speed or ac, or has other protections.>");
631 return 0; 560 return 0;
632 } 561 }
633 562
634 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
646 575
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 577 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 579 slot at once! */
651 decrease_ob (improver); 580 improver->decrease ();
652 weapon->last_eat = 0; 581 weapon->last_eat = 0;
653 return 1; 582 return 1;
654} 583}
655
656 584
657/** 585/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 586 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 587 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason. 588 * Returns 0 if it was not able to work for some reason.
663 * 591 *
664 * We are hiding extra information about the weapon in the level and 592 * We are hiding extra information about the weapon in the level and
665 * last_eat numbers for an object. Hopefully this won't break anything ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
666 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
667 */ 595 */
668int 596static int
669improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
670{ 598{
671 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
672 600
673 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
675 603
676 if (weapon->level == 0) 604 if (weapon->level == 0)
677 { 605 {
678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
679 return 0; 609 return 0;
680 } 610 }
681 611
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
683 { 614 {
684 op->failmsg ("This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 616 return 0;
686 } 617 }
687 618
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
689 { 621 {
690 op->failmsg ("Improving the weapon will make it too " 622 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 623 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 624 "really want to improve it.");
693 return 0; 625 return 0;
704 weapon->weight += 5000; /* 5 KG's */ 636 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 637 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++; 638 weapon->last_eat++;
707 639
708 weapon->item_power++; 640 weapon->item_power++;
709 decrease_ob (improver); 641 improver->decrease ();
710 return 1; 642 return 1;
711 } 643 }
712 644
713 if (improver->stats.sp == IMPROVE_WEIGHT) 645 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 646 {
718 weapon->weight = 1; 650 weapon->weight = 1;
719 651
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 652 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++; 653 weapon->last_eat++;
722 weapon->item_power++; 654 weapon->item_power++;
723 decrease_ob (improver); 655 improver->decrease ();
724 return 1; 656 return 1;
725 } 657 }
658
726 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 660 {
728 weapon->magic++; 661 weapon->magic++;
729 weapon->last_eat++; 662 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 664 improver->decrease ();
732 weapon->item_power++; 665 weapon->item_power++;
733 return 1; 666 return 1;
734 } 667 }
735 668
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
770/** 703/**
771 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * Checks a few things (not on a non-magic square, marked weapon, ...), 705 * Checks a few things (not on a non-magic square, marked weapon, ...),
773 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
774 */ 707 */
775int 708static int
776check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
777{ 710{
778 object *otmp; 711 object *otmp;
779 712
780 if (op->type != PLAYER) 713 if (op->type != PLAYER)
785 op->failmsg ("Something blocks the magic of the scroll!"); 718 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 719 return 0;
787 } 720 }
788 721
789 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
790 if (!otmp) 724 if (!otmp)
791 { 725 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 726 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 727 return 0;
794 } 728 }
826 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
827 * the users level or 90) 761 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now. 763 * changing of physical area right now.
830 */ 764 */
831int 765static int
832improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
833{ 767{
834 object *tmp; 768 object *tmp;
835 769
836 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
837 { 771 {
838 op->failmsg ("This armour can not be enchanted any further!"); 772 op->failmsg ("This armour can not be enchanted any further!");
839 return 0; 773 return 0;
840 } 774 }
775
841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 776 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
842 * etc), so take the easy way out and don't worry about it. 777 * etc), so take the easy way out and don't worry about it.
843 * Note - maybe add scrolls which make the random artifact versions (eg, armour 778 * Note - maybe add scrolls which make the random artifact versions (eg, armour
844 * of gnarg and what not?) 779 * of gnarg and what not?)
845 */ 780 */
847 { 782 {
848 op->failmsg ("This armour will not accept further enchantment."); 783 op->failmsg ("This armour will not accept further enchantment.");
849 return 0; 784 return 0;
850 } 785 }
851 786
852 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
853 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
854 */ 789 */
855 if (armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
856 tmp = get_split_ob (armour, armour->nrof - 1);
857 else
858 tmp = NULL;
859 791
860 armour->magic++; 792 armour->magic++;
861 793
862 if (!settings.armor_speed_linear) 794 if (!settings.armor_speed_linear)
863 { 795 {
900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 832 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
901 833
902 if (op->type == PLAYER) 834 if (op->type == PLAYER)
903 { 835 {
904 esrv_send_item (op, armour); 836 esrv_send_item (op, armour);
837
905 if (QUERY_FLAG (armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
906 op->update_stats (); 839 op->update_stats ();
907 } 840 }
908 841
909 decrease_ob (improver); 842 improver->decrease ();
910 843
911 if (tmp) 844 if (tmp)
912 { 845 op->insert (tmp);
913 insert_ob_in_ob (tmp, op);
914 esrv_send_item (op, tmp);
915 }
916 846
917 return 1; 847 return 1;
918} 848}
919 849
920/* 850/*
921 * convert_item() returns 1 if anything was converted, 0 if the item was not 851 * convert_item() returns 1 if anything was converted, 0 if the item was not
922 * what the converter wants, -1 if the converter is broken. 852 * what the converter wants, -1 if the converter is broken.
923 */ 853 *
924#define CONV_FROM(xyz) xyz->slaying
925#define CONV_TO(xyz) xyz->other_arch
926#define CONV_NR(xyz) xyz->stats.sp
927#define CONV_NEED(xyz) xyz->stats.food
928
929/* Takes one items and makes another. 854 * Takes one type of items and makes another.
930 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
931 * item is the object that triggered the converter - if it is not 856 * item is the object that triggered the converter - if it is not
932 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
933 */ 858 */
934int 859int
935convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
936{ 861{
937 int nr = 0; 862 sint64 nr = 0, price_in;
938 uint32 price_in; 863
864 if (item->flag [FLAG_UNPAID])
865 return 0;
866
867 shstr conv_from = converter->slaying;
868 archetype *conv_to = converter->other_arch;
869 sint64 need = converter->stats.food;
870 sint64 give = converter->stats.sp;
939 871
940 /* We make some assumptions - we assume if it takes money as it type, 872 /* We make some assumptions - we assume if it takes money as it type,
941 * it wants some amount. We don't make change (ie, if something costs 873 * it wants some amount. We don't make change (ie, if something costs
942 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
943 */ 875 */
944 if (CONV_FROM (converter) == shstr_money) 876 if (conv_from == shstr_money)
945 { 877 {
946 if (item->type != MONEY) 878 if (item->type != MONEY)
947 return 0; 879 return 0;
948 880
949 nr = (item->nrof * item->value) / CONV_NEED (converter); 881 nr = sint64 (item->nrof) * item->value / need;
950 if (!nr) 882 if (!nr)
951 return 0; 883 return 0;
952 884
953 converter->play_sound (sound_find ("shop_buy")); 885 converter->play_sound (sound_find ("shop_buy"));
954 886
955 int cost = nr * CONV_NEED (converter) / item->value; 887 sint64 cost = (nr * need + item->value - 1) / item->value;
956 /* take into account rounding errors */
957 if (nr * CONV_NEED (converter) % item->value)
958 cost++;
959 888
960 decrease_ob_nr (item, cost); 889 item->decrease (cost);
961 890
962 price_in = cost * item->value; 891 price_in = cost * item->value;
963 } 892 }
964 else 893 else
965 { 894 {
966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 895 if (item->type == PLAYER
967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 896 || conv_from != item->arch->archname
897 || (need && need > (uint16) item->nrof))
968 return 0; 898 return 0;
969 899
970 converter->play_sound (sound_find ("convert_item")); 900 converter->play_sound (sound_find ("convert_item"));
971 901
972 if (CONV_NEED (converter)) 902 if (need)
973 { 903 {
974 nr = item->nrof / CONV_NEED (converter); 904 nr = sint64 (item->nrof) / need;
975 decrease_ob_nr (item, nr * CONV_NEED (converter)); 905 item->decrease (nr * need);
976 price_in = nr * CONV_NEED (converter) * item->value; 906 price_in = nr * need * item->value;
977 } 907 }
978 else 908 else
979 { 909 {
980 price_in = item->value; 910 price_in = item->value;
981 item->destroy (); 911 item->destroy ();
992 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
994 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
995 ob_to_copy = ob; 925 ob_to_copy = ob;
996 926
997 item = object_create_clone (ob_to_copy); 927 item = ob_to_copy->deep_clone ();
998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
999 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 } 930 }
1001 else 931 else
1002 { 932 {
1003 if (converter->other_arch == NULL) 933 if (!conv_to)
1004 { 934 {
1005 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 935 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y); 936 &converter->name, &converter->map->path, converter->x, converter->y);
1007 return -1; 937 return -1;
1008 } 938 }
1009 939
1010 item = object_create_arch (converter->other_arch); 940 item = object_create_arch (conv_to);
1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012 } 942 }
1013 943
1014 if (CONV_NR (converter)) 944 if (give)
1015 item->nrof = CONV_NR (converter); 945 item->nrof = give;
1016 946
1017 if (nr) 947 if (nr)
1018 item->nrof *= nr; 948 item->nrof *= nr;
1019 949
1020 if (is_in_shop (converter)) 950 if (converter->flag [FLAG_PRECIOUS])
1021 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
952
953 if (converter->is_in_shop ())
954 {
955 // converters on shop floors don't work anymore, bug lets check for it
956 // and report in case someone still does it.
957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
958 converter->debug_desc ());
959 SET_FLAG (item, FLAG_UNPAID);
960 }
1022 else if (price_in < item->nrof * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1023 { 962 {
1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 963 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 964 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1026 /** 965 /**
1027 * elmex: we are going to let the game continue, as the mapcreator 966 * elmex: we are going to let the game continue, as the mapcreator
1028 * hopefully had something in mind when doing this. 967 * hopefully had something in mind when doing this.
1029 */ 968 */
1030 } 969 }
1031 970
1032 SET_FLAG (item, FLAG_IDENTIFIED); 971 // elmex: only identify if we need to, for example so that generated money doesn't
972 // get an 'identified' flag so easily.
973 if (need_identify (item))
974 identify (item);
975
1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 976 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1034 return 1; 977 return 1;
1035} 978}
1036 979
1037/** 980/**
1038 * Handle apply on containers. 981 * Handle apply on containers.
1039 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1040 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 983 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1041 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1042 */ 985 */
1043int 986static int
1044apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1045{ 988{
1046 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1047 return 0; /* This might change */ 990 return 0; /* This might change */
1048 991
1061 } 1004 }
1062 1005
1063 // already applied == open on ground, or open in inv, or active in inv 1006 // already applied == open on ground, or open in inv, or active in inv
1064 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1065 { 1008 {
1066 if (op->container == sack) 1009 if (op->container_ () == sack)
1067 { 1010 {
1068 // open on ground or inv, so close 1011 // open on ground or inv, so close
1069 op->close_container (); 1012 op->close_container ();
1070 return 1; 1013 return 1;
1071 } 1014 }
1114{ 1057{
1115 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1116 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1117 return 0; 1060 return 0;
1118 1061
1119 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1120 { 1063 {
1121 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1122 * with an altar. We call it a Potion - altars are stationary - it 1065 * with an altar. We call it a Potion - altars are stationary - it
1123 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1124 */ 1067 */
1133/* push_button (altar);*/ 1076/* push_button (altar);*/
1134 } 1077 }
1135 else 1078 else
1136 { 1079 {
1137 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1138 push_button (altar); 1081 push_button (altar, originator);
1139 } 1082 }
1140 1083
1141 return !sacrifice; 1084 return !sacrifice;
1142 } 1085 }
1143 else 1086 else
1160 1103
1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1162 1105
1163 bool has_unpaid = false; 1106 bool has_unpaid = false;
1164 1107
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1108 // quite inefficient to do this here twice, but the api doesn't lend itself to
1166 // a quick and small change :( 1109 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID]) 1111 if (item->flag [FLAG_UNPAID])
1169 { 1112 {
1170 has_unpaid = true; 1113 has_unpaid = true;
1171 break; 1114 break;
1172 } 1115 }
1173 1116
1174 if (op->type != PLAYER) 1117 if (!op->is_player ())
1175 { 1118 {
1176 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1177 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1178 * the shop. 1121 * the shop.
1179 */ 1122 */
1183 1126
1184 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1185 { 1128 {
1186 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1129 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1187 1130
1131 if (i >= 0)
1188 tmp->remove (); 1132 tmp->move (i);
1189
1190 if (i == -1)
1191 i = 0;
1192
1193 tmp->map = op->map;
1194 tmp->x = op->x + freearr_x[i];
1195 tmp->y = op->y + freearr_y[i];
1196 insert_ob_in_map (tmp, op->map, op, 0);
1197 } 1133 }
1198 } 1134 }
1199 1135
1200 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1201 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1212 if (i != -1) 1148 if (i != -1)
1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1149 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1214 1150
1215 return 0; 1151 return 0;
1216 } 1152 }
1153
1217 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1218 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1219 */ 1156 */
1220 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1221 } 1158 }
1224 /* this is only used for players */ 1161 /* this is only used for players */
1225 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1226 1163
1227 if (has_unpaid) 1164 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1230 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1231 else 1168 else
1232 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1233 1170
1234 if (shop_mat->msg) 1171 if (shop_mat->msg)
1235 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1236 /* This check below is a bit simplistic - generally it should be correct, 1173 /* This check below is a bit simplistic - generally it should be correct,
1237 * but there is never a guarantee that the bottom space on the map is 1174 * but there is never a guarantee that the bottom space on the map is
1238 * actually the shop floor. 1175 * actually the shop floor.
1239 */ 1176 */
1240 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1241 { 1178 {
1242 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1243 1180
1244 op->statusmsg ( 1181 op->statusmsg (
1245 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1276 * Handles applying a sign. 1213 * Handles applying a sign.
1277 */ 1214 */
1278static void 1215static void
1279apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1280{ 1217{
1281 readable_message_type *msgType; 1218 if (!op->is_player())
1219 return;
1220
1221 if (sign->has_dialogue ())
1222 {
1223 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1224 return;
1225 }
1282 1226
1283 if (!sign->msg) 1227 if (!sign->msg)
1284 { 1228 {
1285 op->statusmsg ("Nothing is written on it."); 1229 op->contr->infobox (MSG_CHANNEL ("examine"),
1230 format ("T<%s>\n\n Nothing %sis written on it.",
1231 &sign->name,
1232 sign->name == sign->arch->name ? "" : "else "));
1286 return; 1233 return;
1287 } 1234 }
1288 1235
1289 if (sign->stats.food) 1236 if (sign->stats.food)
1290 { 1237 {
1291 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1292 { 1239 {
1293 if (!sign->move_on) 1240 if (!sign->move_on)
1294 op->statusmsg ("You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1295 1242
1296 return; 1243 return;
1297 } 1244 }
1298 1245
1299 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1317 if (sign->sound) 1264 if (sign->sound)
1318 ns->play_sound (sign->sound); 1265 ns->play_sound (sign->sound);
1319 else if (autoapply) 1266 else if (autoapply)
1320 ns->play_sound (sound_find ("msg_voice")); 1267 ns->play_sound (sound_find ("msg_voice"));
1321 1268
1322 if (ns->can_msg)
1323 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1269 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1324 else
1325 {
1326 msgType = get_readable_message_type (sign);
1327 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1328 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1329 }
1330 } 1270 }
1271}
1272
1273static void
1274move_apply_hole (object *trap, object *victim)
1275{
1276 /* Hole not open? */
1277 if (trap->stats.wc > 0)
1278 return;
1279
1280 /* Is this a multipart monster and not the head? If so, return.
1281 * Processing will happen if the head runs into the pit
1282 */
1283 if (victim->head)
1284 return;
1285
1286 // now find all possible locations and randomly pick one
1287 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1288 trap->range >= 3 ? SIZEOFFREE3 + 1
1289 : trap->range >= 2 ? SIZEOFFREE2 + 1
1290 : trap->range >= 1 ? SIZEOFFREE1 + 1
1291 : SIZEOFFREE0 + 1);
1292
1293 if (dir < 0)
1294 return;
1295
1296 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1297 victim->statusmsg ("You fall through the hole!", NDI_RED);
1298
1299 transfer_ob (victim,
1300 EXIT_X (trap) + freearr_x[dir],
1301 EXIT_Y (trap) + freearr_y[dir],
1302 0, victim);
1331} 1303}
1332 1304
1333/** 1305/**
1334 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1335 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1349 return; 1321 return;
1350 1322
1351 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1352 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1353 */ 1325 */
1354 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1355 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1356 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1357 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1358 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1359 */ 1331 */
1366 1338
1367 recursion_depth++; 1339 recursion_depth++;
1368 if (trap->head) 1340 if (trap->head)
1369 trap = trap->head; 1341 trap = trap->head;
1370 1342
1371 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1343 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1372 goto leave;
1373
1374 switch (trap->type) 1344 switch (trap->type)
1375 { 1345 {
1376 case PLAYERMOVER: 1346 case PLAYERMOVER:
1377 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1347 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1348 {
1349 if (!trap->stats.maxsp)
1350 trap->stats.maxsp = 2;
1351
1352 /* Is this correct? From the docs, it doesn't look like it
1353 * should be divided by trap->speed
1354 */
1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1356
1357 /* Just put in some sanity check. I think there is a bug in the
1358 * above with some objects have zero speed, and thus the player
1359 * getting permanently paralyzed.
1360 */
1361 if (victim->speed_left < -50.f)
1362 victim->speed_left = -50.f;
1363 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1364 }
1365 break;
1366
1367 case SPINNER:
1368 if (victim->direction)
1369 {
1370 victim->direction = absdir (victim->direction - trap->stats.sp);
1371 update_turn_face (victim);
1372 }
1373 break;
1374
1375 case DIRECTOR:
1376 if (victim->direction && !should_director_abort (trap, victim))
1377 {
1378 victim->direction = trap->stats.sp;
1379 update_turn_face (victim);
1380 }
1381 break;
1382
1383 case BUTTON:
1384 case PEDESTAL:
1385 case T_MATCH:
1386 update_button (trap, originator);
1387 break;
1388
1389 case ALTAR:
1390 /* sacrifice victim on trap */
1391 apply_altar (trap, victim, originator);
1392 break;
1393
1394 case THROWN_OBJ:
1395 if (trap->inv == NULL)
1396 break;
1397 /* fallthrough */
1398
1399 case ARROW:
1400 /* bad bug: monster throw a object, make a step forwards, step on object ,
1401 * trigger this here and get hit by own missile - and will be own enemy.
1402 * Victim then is his own enemy and will start to kill herself (this is
1403 * removed) but we have not synced victim and his missile. To avoid senseless
1404 * action, we avoid hits here
1405 */
1406 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1407 && trap->owner != victim)
1408 hit_with_arrow (trap, victim);
1409 break;
1410
1411 case SPELL_EFFECT:
1412 apply_spell_effect (trap, victim);
1413 break;
1414
1415 case TRAPDOOR:
1378 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1379 if (!trap->stats.maxsp) 1420 if (!trap->value)
1380 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1381 1423
1382 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1383 * should be divided by trap->speed 1425 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1426 tot += ab->head_ ()->total_weight ();
1427
1428 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1429 break;
1430
1431 SET_ANIMATION (trap, trap->value);
1432 update_object (trap, UP_OBJ_FACE);
1433 }
1434
1435 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1436 {
1437 /* need to set this up, since if we do transfer the object,
1438 * ab->above would be bogus
1384 */ 1439 */
1385 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1386 1441
1387 /* Just put in some sanity check. I think there is a bug in the 1442 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1388 * above with some objects have zero speed, and thus the player 1443 {
1389 * getting permanently paralyzed. 1444 if (!sound_was_played)
1445 {
1446 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1447 sound_was_played = 1;
1448 }
1449
1450 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1451 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1452 }
1390 */ 1453 }
1391 if (victim->speed_left < -50.f) 1454 break;
1392 victim->speed_left = -50.f;
1393 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1394 } 1455 }
1395 goto leave;
1396 1456
1397 case SPINNER: 1457 case CONVERTER:
1398 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1399 {
1400 victim->direction = absdir (victim->direction - trap->stats.sp);
1401 update_turn_face (victim);
1402 }
1403 goto leave;
1404
1405 case DIRECTOR:
1406 if (victim->direction && !should_director_abort (trap, victim))
1407 {
1408 victim->direction = trap->stats.sp;
1409 update_turn_face (victim);
1410 }
1411 goto leave;
1412
1413 case BUTTON:
1414 case PEDESTAL:
1415 update_button (trap);
1416 goto leave;
1417
1418 case ALTAR:
1419 /* sacrifice victim on trap */
1420 apply_altar (trap, victim, originator);
1421 goto leave;
1422
1423 case THROWN_OBJ:
1424 if (trap->inv == NULL)
1425 goto leave;
1426 /* fallthrough */
1427
1428 case ARROW:
1429 /* bad bug: monster throw a object, make a step forwards, step on object ,
1430 * trigger this here and get hit by own missile - and will be own enemy.
1431 * Victim then is his own enemy and will start to kill herself (this is
1432 * removed) but we have not synced victim and his missile. To avoid senseless
1433 * action, we avoid hits here
1434 */
1435 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1436 hit_with_arrow (trap, victim);
1437 goto leave;
1438
1439 case SPELL_EFFECT:
1440 apply_spell_effect (trap, victim);
1441 goto leave;
1442
1443 case TRAPDOOR:
1444 {
1445 int max, sound_was_played;
1446 object *ab, *ab_next;
1447
1448 if (!trap->value)
1449 { 1459 {
1450 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1451 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1452 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1453 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1454 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1455
1456 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1457 goto leave;
1458
1459 SET_ANIMATION (trap, trap->value);
1460 update_object (trap, UP_OBJ_FACE);
1461 } 1462 }
1462 1463
1463 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1464 break;
1465
1466 case TRIGGER_BUTTON:
1467 case TRIGGER_PEDESTAL:
1468 case TRIGGER_ALTAR:
1469 check_trigger (trap, victim, originator);
1470 break;
1471
1472 case DEEP_SWAMP:
1473 walk_on_deep_swamp (trap, victim);
1474 break;
1475
1476 case CHECK_INV:
1477 check_inv (victim, trap);
1478 break;
1479
1480 case HOLE:
1481 move_apply_hole (trap, victim);
1482 break;
1483
1484 case EXIT:
1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1464 { 1486 {
1465 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1466 * ab->above would be bogus 1488 * players output.
1467 */ 1489 */
1468 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1469 1492
1470 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1471 { 1494 victim->enter_exit (trap);
1472 if (!sound_was_played)
1473 {
1474 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1475 sound_was_played = 1;
1476 }
1477
1478 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1479 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1480 }
1481 } 1495 }
1482 goto leave; 1496 break;
1483 }
1484 1497
1485 case CONVERTER:
1486 if (convert_item (victim, trap) < 0)
1487 {
1488 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1489 get_archetype ("burnout")->insert_at (trap, trap);
1490 }
1491
1492 goto leave;
1493
1494 case TRIGGER_BUTTON:
1495 case TRIGGER_PEDESTAL:
1496 case TRIGGER_ALTAR:
1497 check_trigger (trap, victim);
1498 goto leave;
1499
1500 case DEEP_SWAMP:
1501 walk_on_deep_swamp (trap, victim);
1502 goto leave;
1503
1504 case CHECK_INV:
1505 check_inv (victim, trap);
1506 goto leave;
1507
1508 case HOLE:
1509 /* Hole not open? */
1510 if (trap->stats.wc > 0)
1511 goto leave;
1512
1513 /* Is this a multipart monster and not the head? If so, return.
1514 * Processing will happen if the head runs into the pit
1515 */
1516 if (victim->head)
1517 goto leave;
1518
1519 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1520 victim->statusmsg ("You fall through the hole!", NDI_RED);
1521 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1522 goto leave;
1523
1524 case EXIT:
1525 if (victim->type == PLAYER && EXIT_PATH (trap))
1526 {
1527 /* Basically, don't show exits leading to random maps the
1528 * players output.
1529 */
1530 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1531 victim->statusmsg (trap->msg, NDI_NAVY);
1532
1533 trap->play_sound (trap->sound);
1534 victim->enter_exit (trap);
1535 }
1536 goto leave;
1537
1538 case ENCOUNTER: 1498 case ENCOUNTER:
1539 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1540 goto leave; 1500 break;
1541 1501
1542 case SHOP_MAT: 1502 case SHOP_MAT:
1543 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1544 goto leave; 1504 break;
1545 1505
1546 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1547 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1548 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1549 goto leave; 1509 break;
1550 1510
1551 case SIGN: 1511 case SIGN:
1552 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1553 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1554 1514
1555 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1556 goto leave; 1516 break;
1557 1517
1558 case CONTAINER: 1518 case CONTAINER:
1559 apply_container (victim, trap); 1519 apply_container (victim, trap);
1560 goto leave; 1520 break;
1561 1521
1562 case RUNE: 1522 case RUNE:
1563 case TRAP: 1523 case TRAP:
1564 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1565 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1566 goto leave; 1526 break;
1567 1527
1568 default: 1528 default:
1569 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1529 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1570 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1530 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1571 goto leave; 1531 break;
1572 } 1532 }
1573 1533
1574leave:
1575 recursion_depth--; 1534 recursion_depth--;
1576} 1535}
1577 1536
1578/** 1537/**
1579 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1590 return; 1549 return;
1591 } 1550 }
1592 1551
1593 if (!tmp->msg) 1552 if (!tmp->msg)
1594 { 1553 {
1595 op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); 1554 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1596 return; 1555 return;
1597 } 1556 }
1598 1557
1599 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1600 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1614 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1615 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1616 return; 1575 return;
1617 } 1576 }
1618 1577
1578 // we currently don't use the message types for anything.
1619 readable_message_type *msgType = get_readable_message_type (tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1580
1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1620 1582
1621 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1622 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1623 if (ns->can_msg)
1624 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1625 else
1626 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1627 msgType->message_type, msgType->message_subtype,
1628 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1629 long_desc (tmp, op), &tmp->msg);
1630 1586
1631 /* gain xp from reading */ 1587 /* gain xp from reading */
1632 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1633 { /* only if not read before */ 1589 { /* only if not read before */
1634 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1637 { 1593 {
1638 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1639 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1640 1596
1641 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1642 if (tmp->env)
1643 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1644 else
1645 op->contr->ns->floorbox_update ();
1646 } 1599 }
1647 1600
1648 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1649 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1603 }
1604}
1605
1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1650 } 1656 }
1651} 1657}
1652 1658
1653/** 1659/**
1654 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1663 op->play_sound (sound_find ("generic_fail")); 1669 op->play_sound (sound_find ("generic_fail"));
1664 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1665 break; 1671 break;
1666 1672
1667 case 1: 1673 case 1:
1668 decrease_ob (tmp); 1674 tmp->decrease ();
1669 op->play_sound (sound_find ("skill_learn")); 1675 op->play_sound (sound_find ("skill_learn"));
1670 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1671 break; 1677 break;
1672 1678
1673 default: 1679 default:
1674 decrease_ob (tmp); 1680 tmp->decrease ();
1675 op->play_sound (sound_find ("generic_fail")); 1681 op->play_sound (sound_find ("generic_fail"));
1676 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1677 break; 1683 break;
1678 } 1684 }
1679} 1685}
1733 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1734 return; 1740 return;
1735 } 1741 }
1736 1742
1737 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1738 player_unready_range_ob (op->contr, spob);
1739 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1740 spob->destroy (); 1745 spob->destroy ();
1741} 1746}
1742 1747
1743/** 1748/**
1760 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1761 * legacy spellbooks 1766 * legacy spellbooks
1762 */ 1767 */
1763 if (tmp->slaying) 1768 if (tmp->slaying)
1764 { 1769 {
1765 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1766 if (!spell) 1772 if (!spell)
1767 { 1773 {
1768 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1769 return; 1775 return;
1770 } 1776 }
1791 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1792 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1793 return; 1799 return;
1794 } 1800 }
1795 1801
1796 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1797 { 1804 {
1798 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1799 return; 1807 return;
1800 } 1808 }
1801 1809
1802 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1803 1811
1804 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1805 {
1806 identify (tmp); 1813 identify (tmp);
1807
1808 if (tmp->env)
1809 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1810 else
1811 op->contr->ns->floorbox_update ();
1812 }
1813 1814
1814 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
1815 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
1816 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1817 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1826 { 1827 {
1827 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1828 1829
1829 if (!spell_skill) 1830 if (!spell_skill)
1830 { 1831 {
1831 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); 1832 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
1832 return; 1833 return;
1833 } 1834 }
1834 1835
1835 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1836 { 1837 {
1852 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1853 */ 1854 */
1854 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1855 { 1856 {
1856 op->failmsg ("In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
1857 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1858 } 1859 }
1859 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1860 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1861 { 1862 {
1862 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1870 { 1871 {
1871 op->contr->play_sound (sound_find ("fumble_spell")); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1872 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1873 } 1874 }
1874 1875
1875 decrease_ob (tmp); 1876 tmp->decrease ();
1876} 1877}
1877 1878
1878/** 1879/**
1879 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1880 */ 1881 */
1919 identify (tmp); 1920 identify (tmp);
1920 1921
1921 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1922 1923
1923 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1924 decrease_ob (tmp); 1925 tmp->decrease ();
1925} 1926}
1926 1927
1927/** 1928/**
1928 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
1929 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
1941 object *treas = tmp->inv; 1942 object *treas = tmp->inv;
1942 1943
1943 if (!treas) 1944 if (!treas)
1944 { 1945 {
1945 op->statusmsg ("The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
1946 decrease_ob (tmp); 1947 tmp->decrease ();
1947 return; 1948 return;
1948 } 1949 }
1949 1950
1950 while (tmp->inv) 1951 while (tmp->inv)
1951 { 1952 {
1967 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1968 break; 1969 break;
1969 } 1970 }
1970 1971
1971 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1972 decrease_ob (tmp); 1973 tmp->decrease (true);
1973}
1974
1975/**
1976 * op eats food.
1977 * If player, takes care of messages and dragon special food.
1978 */
1979static void
1980apply_food (object *op, object *tmp)
1981{
1982 int capacity_remaining;
1983
1984 if (op->type != PLAYER)
1985 op->stats.hp = op->stats.maxhp;
1986 else
1987 {
1988 /* check if this is a dragon (player), eating some flesh */
1989 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1990 ;
1991 else
1992 {
1993 /* usual case - no dragon meal: */
1994 if (op->stats.food + tmp->stats.food > 999)
1995 {
1996 if (tmp->type == FOOD || tmp->type == FLESH)
1997 op->failmsg ("You feel full, but what a waste of food!");
1998 else
1999 op->statusmsg ("Most of the drink goes down your face not your throat!");
2000 }
2001
2002 tmp->play_sound (
2003 tmp->sound
2004 ? tmp->sound
2005 : tmp->type == DRINK
2006 ? sound_find ("eat_drink")
2007 : sound_find ("eat_food")
2008 );
2009
2010 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2011 {
2012 const char *buf;
2013
2014 if (!is_dragon_pl (op))
2015 {
2016 /* eating message for normal players */
2017 if (tmp->type == DRINK)
2018 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2019 else
2020 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2021 }
2022 else
2023 /* eating message for dragon players */
2024 buf = format ("The %s tasted terrible!", &tmp->name);
2025
2026 op->statusmsg (buf);
2027
2028 capacity_remaining = 999 - op->stats.food;
2029 op->stats.food += tmp->stats.food;
2030 if (capacity_remaining < tmp->stats.food)
2031 op->stats.hp += capacity_remaining / 50;
2032 else
2033 op->stats.hp += tmp->stats.food / 50;
2034
2035 if (op->stats.hp > op->stats.maxhp)
2036 op->stats.hp = op->stats.maxhp;
2037 if (op->stats.food > 999)
2038 op->stats.food = 999;
2039 }
2040
2041 /* special food hack -b.t. */
2042 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2043 eat_special_food (op, tmp);
2044 }
2045 }
2046
2047 handle_apply_yield (tmp);
2048 decrease_ob (tmp);
2049} 1974}
2050 1975
2051/** 1976/**
2052 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2053 * there is a chance for the dragon's skin to get improved. 1978 * there is a chance for the dragon's skin to get improved.
2056 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2057 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2058 * return: 1983 * return:
2059 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2060 */ 1985 */
2061int 1986static int
2062dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2063{ 1988{
2064 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2065 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2066 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2072 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2073 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2074 int i; /* index */ 1999 int i; /* index */
2075 2000
2076 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2077 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2078 return 0; 2003 return 0;
2079 2004
2080 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2081 from the player's inventory */ 2006 from the player's inventory */
2082 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2090 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2091 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2092 return 0; 2017 return 0;
2093 2018
2094 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2095 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2096 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2097 else 2022 else
2098 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2099 2024
2100 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2101 op->stats.hp = op->stats.maxhp;
2102
2103 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2104 2027
2105 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2106 2029
2107 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2108 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2118 2041
2119 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2120 flesh is too rare */ 2043 flesh is too rare */
2121 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2122 2045
2123 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2124 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2125 2048
2126 if (chance >= 0.) 2049 if (chance >= 0.)
2127 chance += 1.; 2050 chance += 1.;
2128 else 2051 else
2129 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2130 2053
2131 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2132 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2133 2056
2134 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2135 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2136 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2137 2060
2138 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2061 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2139 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2140 { 2063 {
2141 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2142 winners++; 2065 winners++;
2143 } 2066 }
2144 2067
2172 op->statusmsg (buf); 2095 op->statusmsg (buf);
2173 2096
2174 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2175 i = -1; 2098 i = -1;
2176 if (winners > 0) 2099 if (winners > 0)
2177 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2178 2101
2179 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2180 { 2103 {
2181 /* resistance increased! */ 2104 /* resistance increased! */
2182 skin->resist[i]++; 2105 skin->resist[i]++;
2207 2130
2208 return 1; 2131 return 1;
2209} 2132}
2210 2133
2211/** 2134/**
2135 * op eats food.
2136 * If player, takes care of messages and dragon special food.
2137 */
2138static void
2139apply_food (object *op, object *tmp)
2140{
2141 int capacity_remaining;
2142
2143 if (op->type != PLAYER)
2144 op->stats.hp = op->stats.maxhp;
2145 else
2146 {
2147 /* check if this is a dragon (player), eating some flesh */
2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2149 ;
2150 else
2151 {
2152 /* usual case - no dragon meal: */
2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2154 {
2155 if (tmp->type == FOOD || tmp->type == FLESH)
2156 op->failmsg ("You feel full, but what a waste of food!");
2157 else
2158 op->statusmsg ("Most of the drink goes down your face not your throat!");
2159 }
2160
2161 tmp->play_sound (
2162 tmp->sound
2163 ? tmp->sound
2164 : tmp->type == DRINK
2165 ? sound_find ("eat_drink")
2166 : sound_find ("eat_food")
2167 );
2168
2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2170 {
2171 const char *buf;
2172
2173 if (!op->is_dragon ())
2174 {
2175 /* eating message for normal players */
2176 if (tmp->type == DRINK)
2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2178 else
2179 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2180 }
2181 else
2182 /* eating message for dragon players */
2183 buf = format ("The %s tasted terrible!", &tmp->name);
2184
2185 op->statusmsg (buf);
2186
2187 capacity_remaining = MAX_FOOD - op->stats.food;
2188 op->stats.food += tmp->stats.food;
2189 if (capacity_remaining < tmp->stats.food)
2190 op->stats.hp += capacity_remaining / 50;
2191 else
2192 op->stats.hp += tmp->stats.food / 50;
2193
2194 min_it (op->stats.hp, op->stats.maxhp);
2195 min_it (op->stats.food, MAX_FOOD);
2196 }
2197
2198 /* special food hack -b.t. */
2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2200 eat_special_food (op, tmp);
2201 }
2202 }
2203
2204 handle_apply_yield (tmp);
2205 tmp->decrease ();
2206}
2207
2208/**
2212 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2213 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2214 */ 2211 */
2215static void 2212static void
2216apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2241 2238
2242 op->statusmsg ("Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2243 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2244} 2241}
2245 2242
2246extern void 2243void
2247apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2248{ 2245{
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2249 object *poison = tmp->split (1);
2250
2249 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2250 { 2252 {
2251 op->contr->play_sound (sound_find ("drink_poison")); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2252 op->failmsg ("Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2253 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2254 } 2256 }
2255 2257
2256 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2257 { 2259 {
2258 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2259 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2260 } 2262 }
2261 2263
2262 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2263 handle_apply_yield (tmp); 2265 poison->destroy ();
2264 decrease_ob (tmp);
2265} 2266}
2266 2267
2267/** 2268/**
2268 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2269 * This function will try to apply a lighter and in case no lighter
2269 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2270 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2271 * -You are
2272 * ° the owner of the exit
2273 * ° or in the same party as the owner
2274 * 2272 *
2275 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2276 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2277 * survive in the swapping (in fact the whole exit doesn't survive). 2275 * lighter - the lighter or 0 if a lighter has yet to be found
2278 */ 2276 */
2279int 2277static object *
2280is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2281{ 2279{
2282 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2283 return 1; /*This is not a 2 way, so it is legal */
2284
2285#if 0 //TODO
2286 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2287 return 0; /* This is a reset town portal */
2288#endif
2289
2290 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2291
2292 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2293
2294 if (exitmap)
2295 { 2281 {
2296 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2297
2298 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2299
2300 if (!tmp)
2301 return 0;
2302
2303 for (; tmp; tmp = tmp->above)
2304 { 2283 {
2305 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2306 continue; /*Not an exit */
2307
2308 if (!EXIT_PATH (tmp))
2309 continue; /*Not a valid exit */
2310
2311 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2312 continue; /*Not in the same place */
2313
2314 if (exit->map->path != EXIT_PATH (tmp))
2315 continue; /*Not in the same map */
2316
2317 /* From here we have found the exit is valid. However we do
2318 * here the check of the exit owner. It is important for the
2319 * town portals to prevent strangers from visiting your appartments
2320 */
2321 if (!exit->race)
2322 return 1; /*No owner, free for all! */
2323
2324 object *exit_owner = 0;
2325
2326 for_all_players (pp)
2327 { 2285 {
2328 if (!pp->ob) 2286 lighter = tmp;
2329 continue;
2330
2331 if (pp->ob->name != exit->race)
2332 continue;
2333
2334 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2335 break; 2287 break;
2336 } 2288 }
2289 }
2337 2290
2338 if (!exit_owner) 2291 if (!lighter)
2339 return 0; /* No more owner */ 2292 {
2340 2293 who->failmsg (format (
2341 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2342 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2343 2296 &op->name));
2344 if (exit_owner && /*There is a owner */
2345 (op->contr) && /*A player tries to pass */
2346 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2347 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2348 return 0; 2297 return 0;
2298 }
2299 }
2349 2300
2301 // last_eat == 0 means the lighter is not being used up!
2302 if (lighter->last_eat && lighter->stats.food)
2303 {
2304 /* lighter gets used up */
2305 lighter = lighter->split ();
2306 lighter->stats.food--;
2307 who->insert (lighter);
2308 }
2309 else if (lighter->last_eat)
2310 {
2311 /* no charges left in lighter */
2312 who->failmsg (format (
2313 "You attempt to light the %s with a used up %s.",
2314 &op->name, &lighter->name));
2315 return 0;
2316 }
2317
2318 return lighter;
2319}
2320
2321/**
2322 * Designed primarily to light torches/lanterns/etc.
2323 * Also burns up burnable material too. First object in the inventory is
2324 * the selected object to "burn". -b.t.
2325 */
2326static void
2327apply_lighter (object *who, object *lighter)
2328{
2329 object *item;
2330 int is_player_env = 0;
2331
2332 item = find_marked_object (who);
2333 if (item)
2334 {
2335 if (!auto_apply_lighter (who, item, lighter))
2336 return;
2337
2338 /* Perhaps we should split what we are trying to light on fire?
2339 * I can't see many times when you would want to light multiple
2340 * objects at once.
2341 */
2342
2343 save_throw_object (item, AT_FIRE, who);
2344
2345 if (item->destroyed ()
2346 || ((item->type == LAMP || item->type == TORCH)
2347 && item->glow_radius > 0))
2348 who->statusmsg (format (
2349 "You light the %s with the %s.",
2350 &item->name, &lighter->name));
2351 else
2352 who->failmsg (format (
2353 "You attempt to light the %s with the %s and fail.",
2354 &item->name, &lighter->name));
2355 }
2356 else
2357 who->failmsg ("You need to mark a lightable object.");
2358}
2359
2360/**
2361 * This function generates a cursed effect for cursed lamps and torches.
2362 */
2363static void
2364player_apply_lamp_cursed_effect (object *who, object *op)
2365{
2366 if (op->level)
2367 {
2368 who->failmsg (format (
2369 "The %s was cursed, it explodes in a big fireball!",
2370 &op->name));
2371 create_exploding_ball_at (who, op->level);
2372 }
2373 else
2374 {
2375 who->failmsg (format (
2376 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2377 &op->name));
2378 }
2379
2380 op->destroy ();
2381}
2382
2383/**
2384 * Apply for players and lamps
2385 *
2386 * who - the player
2387 * op - the lamp
2388 */
2389static void
2390player_apply_lamp (object *who, object *op)
2391{
2392 bool switch_on = op->glow_radius ? false : true;
2393
2394 if (switch_on)
2395 {
2396 object *lighter = 0;
2397
2398 if (op->flag [FLAG_IS_LIGHTABLE]
2399 && !(lighter = auto_apply_lighter (who, op, 0)))
2400 return;
2401
2402 if (op->stats.food < 1)
2403 {
2404 if (op->type == LAMP)
2405 who->failmsg (format (
2406 "The %s is out of fuel! "
2407 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2408 &op->name));
2409 else
2410 who->failmsg (format (
2411 "The %s is burnt out! "
2412 "H<Torches and similar items burn out and become worthless.>",
2413 &op->name));
2350 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2351 } 2418 {
2419 player_apply_lamp_cursed_effect (who, op);
2420 return;
2421 }
2422
2423 if (lighter)
2424 who->statusmsg (format (
2425 "You light up the %s with the %s.", &op->name, &lighter->name));
2426 else
2427 who->statusmsg (format ("You light up the %s.", &op->name));
2428 }
2429 else
2352 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2353 2436
2437 if (op->type == TORCH)
2438 {
2439 if (!op->flag [FLAG_IS_LIGHTABLE])
2440 {
2441 who->statusmsg (format (
2442 "You put out the %s. "
2443 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2444 &op->name, &op->name));
2445 }
2446 else
2447 who->statusmsg (format (
2448 "You put out the %s."
2449 "H<Torches wear out if you put them out.>",
2450 &op->name));
2451 }
2452 else
2453 who->statusmsg (format ("You turn off the %s.", &op->name));
2454 }
2455
2456 apply_lamp (op, switch_on);
2457}
2458
2459void get_animation_from_arch (object *op, arch_ptr a)
2460{
2461 op->animation_id = a->animation_id;
2462 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2463 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2464 op->anim_speed = a->anim_speed;
2465 op->last_anim = 0;
2466 op->state = 0;
2467 op->face = a->face;
2468
2469 if (NUM_ANIMATIONS(op) > 1)
2470 {
2471 SET_ANIMATION(op, 0);
2472 animate_object (op, op->direction);
2473 }
2474 else
2475 update_object (op, UP_OBJ_FACE);
2476}
2477
2478/**
2479 * Apply for LAMPs and TORCHes.
2480 *
2481 * op - the lamp
2482 * switch_on - a flag which says whether the lamp should be switched on or off
2483 */
2484void apply_lamp (object *op, bool switch_on)
2485{
2486 op->set_glow_radius (switch_on ? op->range : 0);
2487 op->set_speed (switch_on ? op->arch->speed : 0);
2488
2489 // torches wear out if you put them out
2490 if (op->type == TORCH && !switch_on)
2491 {
2492 if (op->flag [FLAG_IS_LIGHTABLE])
2493 {
2494 op->stats.food -= (double) op->arch->stats.food / 15;
2495 if (op->stats.food < 0)
2496 op->stats.food = 0;
2497 }
2498 else
2499 op->stats.food = 0;
2500 }
2501
2502 // lamps and torched get worthless when used up
2503 if (op->stats.food <= 0)
2504 op->value = 0;
2505
2506 // FIXME: This is a hack to make the more sane torches and lamps
2507 // still animated ;-/
2508 if (op->other_arch)
2509 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2510
2511 if (object *pl = op->visible_to ())
2512 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2513}
2514
2515/**
2516 * This handles items of type 'transformer'.
2517 * Basically those items, used with a marked item, transform both items into something
2518 * else.
2519 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2520 * Change information is contained in the 'slaying' field of the marked item.
2521 * The format is as follow: transformer:[number ]yield[;transformer:...].
2522 * This way an item can be transformed in many things, and/or many objects.
2523 * The 'slaying' field for transformer is used as verb for the action.
2524 */
2525static void
2526apply_item_transformer (object *pl, object *transformer)
2527{
2528 object *marked;
2529 object *new_item;
2530 const char *find;
2531 char *separator;
2532 int yield;
2533 char got[MAX_BUF];
2534 int len;
2535
2536 if (!pl || !transformer)
2354 return 0; 2537 return;
2538
2539 marked = find_marked_object (pl);
2540
2541 if (!marked)
2542 {
2543 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2544 return;
2545 }
2546
2547 if (!marked->slaying)
2548 {
2549 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2550 return;
2551 }
2552
2553 /* check whether they are compatible or not */
2554 find = strstr (&marked->slaying, transformer->arch->archname);
2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
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 find += strlen (transformer->arch->archname) + 1;
2562 /* Item can be used, now find how many and what it yields */
2563 if (isdigit (*(find)))
2564 {
2565 yield = atoi (find);
2566 if (yield < 1)
2567 {
2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2569 yield = 1;
2570 }
2571 }
2572 else
2573 yield = 1;
2574
2575 while (isdigit (*find))
2576 find++;
2577
2578 while (*find == ' ')
2579 find++;
2580
2581 memset (got, 0, MAX_BUF);
2582
2583 if ((separator = (char *) strchr (find, ';')))
2584 len = separator - find;
2585 else
2586 len = strlen (find);
2587
2588 min_it (len, MAX_BUF - 1);
2589
2590 strcpy (got, find);
2591 got[len] = '\0';
2592
2593 /* Now create new item, remove used ones when required. */
2594 new_item = get_archetype (got);
2595 if (!new_item)
2596 {
2597 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2598 return;
2599 }
2600
2601 new_item->nrof = yield;
2602
2603 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604
2605 pl->insert (new_item);
2606 /* Eat up one item */
2607 marked->decrease ();
2608
2609 /* Eat one transformer if needed */
2610 if (transformer->stats.food)
2611 if (--transformer->stats.food == 0)
2612 transformer->decrease ();
2355} 2613}
2356 2614
2357/** 2615/**
2358 * Main apply handler. 2616 * Main apply handler.
2359 * 2617 *
2362 * Return value: 2620 * Return value:
2363 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2364 * 1: has been applied, or there was an error applying the object 2622 * 1: has been applied, or there was an error applying the object
2365 * 2: objects of that type can't be applied if not in inventory 2623 * 2: objects of that type can't be applied if not in inventory
2366 * 2624 *
2367 * op is the object that is causing object to be applied, tmp is the object 2625 * who is the object that is causing object to be applied, op is the object
2368 * being applied. 2626 * being applied.
2369 * 2627 *
2370 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2371 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2372 */ 2630 */
2373int 2631static int
2374manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2375{ 2633{
2376 if (tmp->head) 2634 op = op->head_ ();
2377 tmp = tmp->head;
2378 2635
2379 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2380 { 2637 {
2381 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2382 { 2639 {
2640 examine (who, op);
2383 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2384 return 1; 2642 return 1;
2385 } 2643 }
2386 else 2644 else
2387 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2388 } 2646 }
2389 2647
2390 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2391 return RESULT_INT (0); 2649 return RESULT_INT (0);
2392 2650
2393 switch (tmp->type) 2651 switch (op->type)
2394 { 2652 {
2395 case CF_HANDLE: 2653 case T_HANDLE:
2396 op->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2397 op->statusmsg ("You turn the handle."); 2655 who->statusmsg ("You turn the handle.");
2398 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2399 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2400 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2401 push_button (tmp); 2659 push_button (op, who);
2402 return 1; 2660 return 1;
2403 2661
2404 case TRIGGER: 2662 case TRIGGER:
2405 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2406 { 2664 {
2407 op->statusmsg ("You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2408 op->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2409 } 2667 }
2410 else 2668 else
2411 op->failmsg ("The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2412 2670
2413 return 1; 2671 return 1;
2414 2672
2415 case EXIT: 2673 case EXIT:
2416 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2417 return 0; 2675 return 0;
2418 2676
2419 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2420 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2678 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)));
2421 else 2679 else
2422 { 2680 {
2423 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2424 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2425 op->statusmsg (tmp->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2426 2684
2427 op->enter_exit (tmp); 2685 who->enter_exit (op);
2428 } 2686 }
2429 2687
2430 return 1; 2688 return 1;
2431 2689
2432 case INSCRIBABLE: 2690 case INSCRIBABLE:
2433 op->statusmsg (tmp->msg); 2691 who->statusmsg (op->msg);
2434 // maybe show a spell menu to chose from or something like that 2692 // maybe show a spell menu to chose from or something like that
2435 return 1; 2693 return 1;
2436 2694
2437 case SIGN: 2695 case SIGN:
2438 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2439 return 1; 2697 return 1;
2440 2698
2441 case BOOK: 2699 case BOOK:
2442 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2443 { 2701 {
2444 apply_book (op, tmp); 2702 apply_book (who, op);
2445 return 1; 2703 return 1;
2446 } 2704 }
2447 else 2705 else
2448 return 0; 2706 return 0;
2449 2707
2450 case SKILLSCROLL: 2708 case SKILLSCROLL:
2451 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2452 { 2710 {
2453 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2454 return 1; 2712 return 1;
2455 } 2713 }
2456 else 2714 else
2457 return 0; 2715 return 0;
2458 2716
2459 case SPELLBOOK: 2717 case SPELLBOOK:
2460 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2461 { 2719 {
2462 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2463 return 1; 2721 return 1;
2464 } 2722 }
2465 else 2723 else
2466 return 0; 2724 return 0;
2467 2725
2468 case SCROLL: 2726 case SCROLL:
2469 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2470 return 1; 2728 return 1;
2471 2729
2472 case POTION: 2730 case POTION:
2473 apply_potion (op, tmp); 2731 apply_potion (who, op);
2474 return 1; 2732 return 1;
2475 2733
2476 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2477 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2478 case CLOSE_CON: 2736 case CLOSE_CON:
2479 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2480 return 1; 2738 return 1;
2481 2739
2482 case CONTAINER: 2740 case CONTAINER:
2483 apply_container (op, tmp); 2741 apply_container (who, op);
2484 return 1; 2742 return 1;
2485 2743
2486 case TREASURE: 2744 case TREASURE:
2487 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2488 { 2746 {
2489 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2490 return 1; 2748 return 1;
2491 } 2749 }
2492 else 2750 else
2493 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2494 2757
2495 case WEAPON: 2758 case WEAPON:
2496 case ARMOUR: 2759 case ARMOUR:
2497 case BOOTS: 2760 case BOOTS:
2498 case GLOVES: 2761 case GLOVES:
2505 case CLOAK: 2768 case CLOAK:
2506 case WAND: 2769 case WAND:
2507 case ROD: 2770 case ROD:
2508 case HORN: 2771 case HORN:
2509 case SKILL: 2772 case SKILL:
2773 case SPELL:
2510 case BOW: 2774 case BOW:
2511 case LAMP: 2775 case RANGED:
2512 case BUILDER: 2776 case BUILDER:
2513 case SKILL_TOOL: 2777 case SKILL_TOOL:
2514 if (tmp->env != op) 2778 if (op->env != who)
2515 return 2; /* not in inventory */ 2779 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
2516 2780 else
2517 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2518 return 1; 2783 return 1;
2519 2784
2520 case DRINK: 2785 case DRINK:
2521 case FOOD: 2786 case FOOD:
2522 case FLESH: 2787 case FLESH:
2523 apply_food (op, tmp); 2788 apply_food (who, op);
2524 return 1; 2789 return 1;
2525 2790
2526 case POISON: 2791 case POISON:
2527 apply_poison (op, tmp); 2792 apply_poison (who, op);
2528 return 1; 2793 return 1;
2529 2794
2530 case SAVEBED: 2795 case SAVEBED:
2531 return 1; 2796 return 1;
2532 2797
2533 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2534 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2535 { 2800 {
2536 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2537 return 1; 2802 return 1;
2538 } 2803 }
2539 else 2804 else
2540 return 0; 2805 return 0;
2541 2806
2542 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2543 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2544 return 1; 2809 return 1;
2545 2810
2546 case CLOCK: 2811 case CLOCK:
2547 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2548 { 2813 {
2549 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2550 timeofday_t tod; 2815 timeofday_t tod;
2551 2816
2552 get_tod (&tod); 2817 get_tod (&tod);
2553 op->play_sound (sound_find ("sound_clock")); 2818 who->play_sound (sound_find ("sound_clock"));
2554 op->statusmsg (format ( 2819 who->statusmsg (format (
2555 "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2556 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2557 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2822 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2558 )); 2823 ));
2559 return 1; 2824 return 1;
2560 } 2825 }
2561 else 2826 else
2562 return 0; 2827 return 0;
2563 2828
2564 case MENU: 2829 case MENU:
2565 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2566 { 2831 {
2567 shop_listing (tmp, op); 2832 shop_listing (op, who);
2568 return 1; 2833 return 1;
2569 } 2834 }
2570 else 2835 else
2571 return 0; 2836 return 0;
2572 2837
2573 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2574 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2575 return 1; 2840 return 1;
2576 2841
2577 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2578 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2579 { 2844 {
2580 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2581 return 1; 2846 return 1;
2582 } 2847 }
2583 else 2848 else
2584 return 0; 2849 return 0;
2585 2850
2586 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2587 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2588 return 1; 2853 return 1;
2589 2854
2590 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2591 return 0; 2857 return 0;
2592 } 2858 }
2593} 2859}
2594 2860
2595 2861/*
2596/* quiet suppresses the "don't know how to apply" and "you must get it first"
2597 * messages as needed by player_apply_below(). But there can still be
2598 * "but you are floating high above the ground" messages.
2599 *
2600 * Same return value as apply() function. 2862 * Same return value as apply() function.
2601 */ 2863 */
2602int 2864bool
2603player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2604{ 2866{
2605 int tmp;
2606
2607 if (op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2608 { 2868 {
2609 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2610 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2611 { 2871 {
2612 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2872 pl->failmsg ("But you are floating high above the ground! "
2873 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2874 "or waiting till the levitation effect wears off.>");
2613 return 0; 2875 return 0;
2614 } 2876 }
2615 } 2877 }
2616 2878
2617 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2618 2880
2619 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2620 if (!quiet)
2621 {
2622 if (tmp == 0)
2623 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2624 else if (tmp == 2)
2625 pl->failmsg ("You must get it first!\n");
2626 }
2627
2628 return tmp;
2629} 2882}
2630 2883
2631/** 2884/**
2632 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2633 * If the player has an open container, we use that for below, otherwise 2886 * If the player has an open container, we use that for below, otherwise
2644 * we don't use a corrupt pointer for the next object, so we get the 2897 * we don't use a corrupt pointer for the next object, so we get the
2645 * next object in the stack before applying. This is can only be a 2898 * next object in the stack before applying. This is can only be a
2646 * problem if player_apply() has a bug in that it uses the object but does 2899 * problem if player_apply() has a bug in that it uses the object but does
2647 * not return a proper value. 2900 * not return a proper value.
2648 */ 2901 */
2902 //TODO: currently looks only at the topmost objetc, no longer at multiple floors
2903 // and also not on move_on floors. what was this for, anyways?
2649 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2904 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2650 { 2905 {
2651 next = tmp->below; 2906 next = tmp->below;
2652 2907
2653 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2654 floors++;
2655 else if (floors > 0)
2656 return; /* process only floor objects after first floor object */
2657
2658 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2659 * person moving on it, also activate. Added code to make it
2660 * so that at least one of players movement types be that which
2661 * the item needs.
2662 */ 2909 */
2663 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2664 {
2665 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2666 return; 2912 break;
2667 } 2913
2668 if (floors >= 2) 2914 break;
2669 return; /* process at most two floor objects */
2670 } 2915 }
2671} 2916}
2672 2917
2673/** 2918/**
2674 * Unapplies specified item. 2919 * Unapplies specified item.
2681{ 2926{
2682 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2927 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2683 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2684 return RESULT_INT (0); 2929 return RESULT_INT (0);
2685 2930
2686 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2687 2935
2688 switch (op->type) 2936 switch (op->type)
2689 { 2937 {
2690 case SKILL_TOOL: 2938 case SKILL:
2939 if (player *pl = who->contr)
2940 if (op->invisible)
2941 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2942 else
2943 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2944
2945 change_abil (who, op);
2946 who->flag [FLAG_READY_SKILL] = false;
2947 break;
2948
2949 case WEAPON:
2950 who->statusmsg (format ("You unwield %s.", query_name (op)));
2951 change_abil (who, op);
2952 who->flag [FLAG_READY_WEAPON] = false;
2953
2691 // unapplying a skill tool should also unapply the skill it governs 2954 // unapplying a weapon or skill tool should also unapply the skill it governs
2692 // but this is hard, as it shouldn't do so when the skill can 2955 // but this is hard, as it shouldn't do so when the skill can
2693 // be used for other reasons 2956 // be used for other reasons
2694 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2695 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2696 && tmp->type == SKILL
2697 && tmp->flag [FLAG_APPLIED]
2698 && !tmp->flag [FLAG_CAN_USE_SKILL])
2699 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2700 2960
2701 change_abil (who, op);
2702 break; 2961 break;
2703 2962
2963 case BOW:
2704 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2705 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2706 if (op == pl->combat_ob)
2707 {
2708 pl->combat_ob = 0;
2709 who->change_weapon (pl->ranged_ob);
2710 }
2711
2712 who->statusmsg (format ("You unwield %s.", query_name (op)));
2713
2714 change_abil (who, op);
2715 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2716 break;
2717
2718 case SKILL:
2719 if (who->contr)
2720 { 2969 {
2721 if (!op->invisible)
2722 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2971 change_abil (who, op);
2972 }
2973 else
2974 {
2975 who->change_skill (0);
2976
2977 if (op->type == BOW)
2978 op->flag [FLAG_READY_BOW ] = false;
2723 else 2979 else
2724 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2980 op->flag [FLAG_READY_RANGE] = false;
2725 } 2981 }
2726 2982
2727 change_abil (who, op);
2728 CLEAR_FLAG (who, FLAG_READY_SKILL);
2729 break; 2983 break;
2730 2984
2731 case ARMOUR: 2985 case ARMOUR:
2732 case HELMET: 2986 case HELMET:
2733 case SHIELD: 2987 case SHIELD:
2740 case CLOAK: 2994 case CLOAK:
2741 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2742 change_abil (who, op); 2996 change_abil (who, op);
2743 break; 2997 break;
2744 2998
2745 case LAMP: 2999 case SPELL:
2746 {
2747 who->statusmsg (format ("You turn off your %s.", &op->name));
2748
2749 object *tmp2 = arch_to_object (op->other_arch);
2750 tmp2->x = op->x;
2751 tmp2->y = op->y;
2752 tmp2->map = op->map;
2753 tmp2->below = op->below;
2754 tmp2->above = op->above;
2755 tmp2->stats.food = op->stats.food;
2756 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2757
2758 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2759 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2760
2761 if (who->contr)
2762 esrv_del_item (who->contr, op->count);
2763
2764 op->destroy ();
2765 insert_ob_in_ob (tmp2, who);
2766 who->update_stats ();
2767
2768 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2769 {
2770 if (who->contr)
2771 {
2772 who->failmsg ("Oops, it feels deadly cold!");
2773 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776
2777 if (who->contr)
2778 esrv_send_item (who, tmp2);
2779 }
2780
2781 return 1; /* otherwise, an attempt to drop causes problems */
2782
2783 case BOW: 3000 case BUILDER:
2784 case WAND:
2785 case ROD:
2786 case HORN:
2787 if (player *pl = who->contr)
2788 {
2789 if (op == pl->ranged_ob)
2790 {
2791 pl->ranged_ob = 0;
2792 who->change_weapon (pl->combat_ob);
2793 }
2794
2795 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2796 }
2797 else
2798 {
2799 who->change_skill (0);
2800
2801 if (op->type == BOW)
2802 CLEAR_FLAG (who, FLAG_READY_BOW);
2803 else
2804 CLEAR_FLAG (who, FLAG_READY_RANGE);
2805 }
2806
2807 break; 3002 break;
2808 3003
2809 case BUILDER: 3004 //case SKILL_TOOL://TODO
2810 if (who->contr)
2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2812 break;
2813
2814 default: 3005 default:
2815 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 break; 3007 break;
2817 } 3008 }
2818 3009
3010 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3011 if (object *pl = op->visible_to ())
3012 esrv_send_item (pl, op);
3013
2819 who->update_stats (); 3014 who->update_stats ();
2820
2821 if (!(aflags & AP_NO_MERGE))
2822 {
2823 object *tmp = merge_ob (op, 0);
2824
2825 if (who->contr)
2826 {
2827 if (tmp)
2828 { /* it was merged */
2829 esrv_del_item (who->contr, op->count);
2830 op = tmp;
2831 }
2832
2833 esrv_send_item (who, op);
2834 }
2835 }
2836 3015
2837 return 0; 3016 return 0;
2838} 3017}
2839 3018
2840/** 3019/**
2854static object * 3033static object *
2855get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
2856{ 3035{
2857 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2858 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
2859 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
2860 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2861 return tmp; 3040 return tmp;
2862 3041
2863 return 0; 3042 return 0;
2864} 3043}
2865 3044
2878#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
2879 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3058 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2880 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
2881 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
2882 3061
2883int 3062static int
2884unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2885{ 3064{
2886 if (op->is_range ()) 3065 if (op->is_range ())
2887 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2888 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3010 continue; 3189 continue;
3011 } 3190 }
3012 3191
3013 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3014 if (!tmp1) 3193 if (!tmp1)
3015 {
3016#if 0
3017 /* This is sort of an error, but happens a lot when old players
3018 * join in with more stuff equipped than they are now allowed.
3019 */
3020 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3021#endif
3022 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3023 }
3024 else 3195 else
3025 { 3196 {
3026 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3027 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3028 * to apply multiple objects 3199 * to apply multiple objects
3079 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3080 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3081 } 3252 }
3082 3253
3083 return retval; 3254 return retval;
3255}
3256
3257// saner interface, returns successful status
3258bool
3259object::apply (object *ob, int aflags)
3260{
3261 if (!ob) // simplifies a lot of callers
3262 return true;
3263
3264 bool want_apply =
3265 aflags & AP_APPLY ? true
3266 : aflags & AP_UNAPPLY ? false
3267 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3268
3269 object_ptr *slot = 0;
3270
3271 // detect the slot, if this is a player
3272 if (contr && !(aflags & AP_NO_SLOT))
3273 {
3274 object *oslot;
3275
3276 switch (ob->type)
3277 {
3278 case WEAPON:
3279 slot = &contr->combat_ob;
3280 oslot = contr->ranged_ob;
3281 break;
3282
3283 case BOW:
3284 case RANGED:
3285 case SPELL:
3286 case WAND:
3287 case ROD:
3288 case HORN:
3289 case BUILDER:
3290 slot = &contr->ranged_ob;
3291 oslot = contr->combat_ob;
3292 break;
3293
3294 // oh, the humanity
3295 case SKILL:
3296 if (aflags & AP_NO_SLOT)
3297 break;
3298
3299 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3300 break;
3301
3302 if (skill_flags [ob->subtype] & SF_COMBAT)
3303 {
3304 slot = &contr->combat_ob;
3305 oslot = contr->ranged_ob;
3306 }
3307 else if (skill_flags [ob->subtype] & SF_RANGED)
3308 {
3309 slot = &contr->ranged_ob;
3310 oslot = contr->combat_ob;
3311 }
3312
3313 break;
3314 }
3315
3316 // now handle slot exclusions
3317 if (slot)
3318 {
3319 // only one slot can be active
3320 if (want_apply)
3321 apply (oslot, AP_UNAPPLY);
3322
3323 // clear item from slot if applied
3324 if (!want_apply && *slot == ob)
3325 {
3326 *slot = 0;
3327
3328 if (current_weapon == ob)
3329 current_weapon = 0;
3330 }
3331 }
3332 }
3333
3334 if (ob->flag [FLAG_APPLIED] != want_apply)
3335 manual_apply (this, ob, aflags);
3336
3337 if (ob->flag [FLAG_APPLIED] != want_apply)
3338 return false;
3339
3340 if (slot)
3341 current_weapon = *slot = ob;
3342
3343 return true;
3084} 3344}
3085 3345
3086/** 3346/**
3087 * who is the object using the object. It can be a monster. 3347 * who is the object using the object. It can be a monster.
3088 * op is the object they are using. op is an equipment type item, 3348 * op is the object they are using. op is an equipment type item,
3111 " H<You lack enough unused item power to use this weapon, see the skills command.>" 3371 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3112 3372
3113int 3373int
3114apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3115{ 3375{
3116 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3117 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3118 3378
3119 if (who == NULL) 3379 if (who == NULL)
3120 { 3380 {
3121 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3138 return 1; 3398 return 1;
3139 } 3399 }
3140 3400
3141 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3142 } 3402 }
3143
3144 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3145 return 0; 3404 return 0;
3146
3147 // if the item is combat/ranged, wield the relevant slot first
3148 // to resolve conflicts.
3149 if (player *pl = who->contr)
3150 switch (op->slottype ())
3151 {
3152 case slot_combat: who->change_weapon (pl->combat_ob); break;
3153 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3154 }
3155 3405
3156 splay (op); 3406 splay (op);
3157 3407
3158 /* Can't just apply this object. Lets see what not and what to do */ 3408 /* Can't just apply this object. Lets see what not and what to do */
3159 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3193 } 3443 }
3194 } 3444 }
3195 3445
3196 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3197 { 3447 {
3448 // try to ready attached skill first
3198 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3199 3450
3200 if (!skop) 3451 if (!skop)
3201 { 3452 {
3202 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 3453 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3203 return 1; 3454 return 1;
3204 } 3455 }
3205 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3206 /* While experience will be credited properly, we want to change the
3207 * skill so that the dam and wc get updated
3208 */ 3457 {
3209 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3210 } 3461 }
3211 3462
3212 if (who->type == PLAYER 3463 if (!check_item_power (who, op->item_power))
3213 && op->item_power
3214 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3215 { 3464 {
3216 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3465 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3217 return 1; 3466 return 1;
3218 } 3467 }
3219 3468
3220 /* Ok. We are now at the state where we can apply the new object. 3469 /* Ok. We are now at the state where we can apply the new object.
3221 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3222 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3223 */ 3472 */
3224 if (op->nrof > 1) 3473
3225 tmp = get_split_ob (op, op->nrof - 1); 3474 // split away all the other items from the stack, so only one item is left
3226 else 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3227 tmp = 0;
3228 3476
3229 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3477 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3230 return RESULT_INT (0); 3478 return RESULT_INT (0);
3231 3479
3232 switch (op->type) 3480 switch (op->type)
3233 { 3481 {
3234 case WEAPON: 3482 case WEAPON:
3235 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3236 {
3237 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3238
3239 if (tmp)
3240 insert_ob_in_ob (tmp, who);
3241
3242 return 1;
3243 }
3244
3245 //TODO: this obviously fails for players using a shorter prefix
3246 // i.e. "R" can use Ragnarok's sword.
3247 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3248 { 3484 {
3249 /* if the weapon does not have the name as the character, can't use it. */ 3485 /* if the weapon does not have the name as the character, can't use it. */
3250 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3486 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3251 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3487 who->failmsg ("The weapon does not recognize you as its owner. "
3252 3488 "H<Its name indicates that it belongs to somebody else.>");
3253 if (tmp) 3489 if (tmp) who->insert (tmp);
3254 insert_ob_in_ob (tmp, who);
3255
3256 return 1; 3490 return 1;
3257 } 3491 }
3258 3492
3259 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3260 { 3496 {
3261 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3497 who->statusmsg (format ("You wield %s.", query_name (op)));
3262 return 1; 3498 change_abil (who, op);
3263 } 3499 }
3264 3500 else
3265 SET_FLAG (op, FLAG_APPLIED);
3266 who->change_skill (skop); 3501 who->change_skill (skop);
3267 3502
3268 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3269 who->change_weapon (who->contr->combat_ob = op);
3270
3271 who->statusmsg (format ("You wield %s.", query_name (op)));
3272
3273 SET_FLAG (who, FLAG_READY_WEAPON);
3274 change_abil (who, op);
3275 break; 3504 break;
3276 3505
3277 case ARMOUR: 3506 case ARMOUR:
3278 case HELMET: 3507 case HELMET:
3279 case SHIELD: 3508 case SHIELD:
3287 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3288 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3289 change_abil (who, op); 3518 change_abil (who, op);
3290 break; 3519 break;
3291 3520
3521 case SKILL_TOOL:
3522 // applying a skill tool does not ready the skill
3523 // if something needs the skill, it has to ready it itself
3524 //TODO: unapplying should unapply the skill, though
3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3527
3292 case LAMP: 3528 case SKILL:
3293 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3294 { 3530 {
3295 who->failmsg (format ( 3531 // skill is used on it's own, as opposed to being a chosen_skill
3296 "Your %s is out of fuel! "
3297 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3298 &op->name
3299 ));
3300 return 1;
3301 }
3302 3532
3303 who->statusmsg (format ("You turn on your %s.", &op->name)); 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3304
3305 tmp2 = arch_to_object (op->other_arch);
3306 tmp2->stats.food = op->stats.food;
3307 SET_FLAG (tmp2, FLAG_APPLIED);
3308
3309 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3310 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3311
3312 insert_ob_in_ob (tmp2, who);
3313
3314 /* Remove the old lantern */
3315 if (who->type == PLAYER)
3316 esrv_del_item (who->contr, op->count);
3317
3318 op->destroy ();
3319
3320 /* insert the portion that was split off */
3321 if (tmp)
3322 {
3323 insert_ob_in_ob (tmp, who);
3324 if (who->type == PLAYER)
3325 esrv_send_item (who, tmp);
3326 }
3327
3328 who->update_stats ();
3329
3330 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3331 if (who->type == PLAYER)
3332 {
3333 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3334 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3335 }
3336
3337 if (who->type == PLAYER)
3338 esrv_send_item (who, tmp2);
3339
3340 return 0;
3341
3342 case SKILL_TOOL:
3343 // applying a skill tool also readies the skill
3344 SET_FLAG (op, FLAG_APPLIED);
3345
3346 if (!(aflags & AP_NO_READY))
3347 {
3348 skop = find_skill_by_name (who, op->skill);
3349 if (!skop->flag [FLAG_APPLIED])
3350 apply_special (who, skop, AP_APPLY);
3351 }
3352 break;
3353
3354 case SKILL:
3355 if (player *pl = who->contr)
3356 {
3357 if (IS_COMBAT_SKILL (op->subtype))
3358 { 3534 {
3359 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3360 {
3361 for (object *item = who->inv; item; item = item->below)
3362 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3363 {
3364 if (item->skill == op->skill)
3365 {
3366 who->change_weapon (pl->combat_ob = item);
3367 goto found_weapon;
3368 }
3369 }
3370
3371 who->failmsg (format ( 3535 who->failmsg (format (
3372 "You need to apply a '%s' melee weapon before readying this skill. " 3536 "You feel as if you wanted to do something funny, but you can't remember what. "
3373 "H<Some skills need an item, in this case a melee weapon, to function.>", 3537 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3374 &op->skill 3538 "It cannot be used on its own.>",
3375 ));
3376 return 1;
3377
3378 found_weapon:;
3379 }
3380 else
3381 who->change_weapon (pl->combat_ob = op);
3382 }
3383 else if (IS_RANGED_SKILL (op->subtype))
3384 {
3385 if (skill_flags [op->subtype] & SF_NEED_BOW)
3386 {
3387 for (object *item = who->inv; item; item = item->below)
3388 if (item->type == BOW && item->flag [FLAG_APPLIED])
3389 {
3390 //TODO: bows should/must all have skill missile weapon right now
3391 who->change_weapon (pl->ranged_ob = item);
3392 goto found_bow;
3393 }
3394
3395 who->failmsg (
3396 "You need to apply a missile weapon before readying this skill. "
3397 "H<Some skills need an item, in this case a missile weapon, to function.>"
3398 );
3399 return 1;
3400
3401 found_bow:;
3402 }
3403 else
3404 who->change_weapon (pl->ranged_ob = op);
3405 }
3406
3407 if (!op->invisible)
3408 {
3409 who->statusmsg (format (
3410 "You ready %s."
3411 "You can now use the skill: %s.",
3412 query_name (op),
3413 &op->skill 3539 &op->skill
3414 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3415 } 3543 }
3544
3545 if (skill_flags [op->subtype] & SF_AUTARK
3546 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
3547 {
3548 if (skill_flags [op->subtype] & SF_USE)
3549 who->failmsg (format (
3550 "You feel as if you wanted to do something funny, but you can't remember what. "
3551 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3552 &op->skill, &op->skill
3553 ));
3416 else 3554 else
3417 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 3555 who->failmsg (format (
3556 "You feel as if you wanted to do something funny, but you can't remember what. "
3557 "H<The %s skill cannot be readied or used, it is always active.>",
3558 &op->skill, &op->skill
3559 ));
3560
3561 if (tmp) who->insert (tmp);
3562 return 1;
3563 }
3564
3565 if (who->contr)
3566 who->statusmsg (format (
3567 op->invisible ? "You can now use the %s skill." : "You ready %s.",
3568 query_name (op),
3569 &op->skill
3570 ));
3418 } 3571 }
3419 else 3572
3420 {
3421 SET_FLAG (op, FLAG_APPLIED);
3422 change_abil (who, op);
3423 who->chosen_skill = op;
3424 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3425 } 3574 SET_FLAG (op, FLAG_APPLIED);
3426 3575 change_abil (who, op);
3427 break; 3576 break;
3428 3577
3429 case BOW: 3578 case BOW:
3430 if (!check_weapon_power (who, op->last_eat)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3431 {
3432 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3433
3434 if (tmp)
3435 insert_ob_in_ob (tmp, who);
3436
3437 return 1;
3438 }
3439
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 3580 {
3442 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3443 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3444 if (tmp) 3583 if (tmp) who->insert (tmp);
3445 insert_ob_in_ob (tmp, who);
3446
3447 return 1; 3584 return 1;
3448 } 3585 }
3586
3587 if (player *pl = who->contr)
3588 {
3589 op->flag [FLAG_APPLIED] = true;
3590 who->statusmsg (format ("You wield the %s.", query_name (op)));
3591 change_abil (who, op);
3592 }
3593 break;
3594
3595 case RANGED:
3596 if (player *pl = who->contr)
3597 {
3598 op->flag [FLAG_APPLIED] = true;
3599 who->statusmsg (format ("You applied the %s.", query_name (op)));
3600 }
3601 break;
3602
3603 case SPELL:
3604 if (player *pl = who->contr)
3605 {
3606 op->flag [FLAG_APPLIED] = true;
3607 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3608 }
3609 break;
3449 3610
3450 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3451 case WAND: 3612 case WAND:
3452 case ROD: 3613 case ROD:
3453 case HORN: 3614 case HORN:
3454 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3455 3616
3456 if (!skop) 3617 if (!skop)
3457 { 3618 {
3458 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3619 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3620 if (tmp) who->insert (tmp);
3459 return 1; 3621 return 1;
3460 } 3622 }
3461 3623
3462 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3463 who->change_skill (skop);
3464 3625
3465 if (who->contr) 3626 if (player *pl = who->contr)
3466 { 3627 {
3467 who->contr->ranged_ob = op;
3468
3469 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3470 3629
3471 if (op->type == BOW) 3630 if (op->type == BOW)
3472 {
3473 who->current_weapon = op;
3474 change_abil (who, op);
3475 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 3631 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3476 } 3632
3633 change_abil (who, op);
3477 } 3634 }
3478 else 3635 else
3479 { 3636 {
3637 who->change_skill (skop);
3638
3480 if (op->type == BOW) 3639 if (op->type == BOW)
3481 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3482 else 3641 else
3483 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3484 } 3643 }
3485 3644
3486 break; 3645 break;
3487 3646
3488 case BUILDER: 3647 case BUILDER:
3489 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3490 { 3649 {
3491 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3492 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3493 unapply_special (who, who->contr->ranged_ob, 0);
3494
3495 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3496 3651 //TODO: change_abil?
3497 who->contr->ranged_ob = op;
3498 } 3652 }
3499 break; 3653 break;
3500 3654
3501 default: 3655 default:
3502 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3503 } 3657 }
3504 3658
3505 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3506 3660
3507 if (tmp) 3661 if (tmp) who->insert (tmp);
3508 tmp = insert_ob_in_ob (tmp, who);
3509 3662
3510 who->update_stats (); 3663 who->update_stats ();
3511 3664
3512 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3513 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3519 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3520 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3521 { 3674 {
3522 who->failmsg ( 3675 who->failmsg (
3523 "Oops, it feels deadly cold! " 3676 "Oops, it feels deadly cold! "
3524 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3677 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3525 ); 3678 );
3526 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3527 } 3680 }
3528 3681
3529 if (who->type == PLAYER) 3682 if (object *pl = op->visible_to ())
3530 {
3531 /* if multiple objects were applied, update both slots */
3532 if (tmp)
3533 esrv_send_item (who, tmp);
3534
3535 esrv_send_item (who, op); 3683 esrv_send_item (pl, op);
3536 }
3537 3684
3538 return 0; 3685 return 0;
3539}
3540
3541int
3542monster_apply_special (object *who, object *op, int aflags)
3543{
3544 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3545 return 1;
3546
3547 return apply_special (who, op, aflags);
3548} 3686}
3549 3687
3550/** 3688/**
3551 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3552 * 3690 *
3555int 3693int
3556auto_apply (object *op) 3694auto_apply (object *op)
3557{ 3695{
3558 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3559 int i; 3697 int i;
3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3560 3700
3561 switch (op->type) 3701 switch (op->type)
3562 { 3702 {
3563 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3564 if (!op->has_random_items ()) 3704 if (!op->has_random_items ())
3566 3706
3567 do 3707 do
3568 { 3708 {
3569 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3570 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3571 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3711 op->stats.exp
3712 ? (int) op->stats.exp
3713 : max (op->map->difficulty, 5)))
3714 == NULL && --i);
3715
3572 if (tmp == NULL) 3716 if (tmp == NULL)
3573 return 0; 3717 return 0;
3718
3574 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3575 { 3720 {
3576 tmp->destroy (); 3721 tmp->destroy ();
3577 tmp = NULL; 3722 tmp = NULL;
3578 } 3723 }
3581 3726
3582 tmp->x = op->x; 3727 tmp->x = op->x;
3583 tmp->y = op->y; 3728 tmp->y = op->y;
3584 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3585 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3586 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3587 identify (tmp); 3731 identify (tmp);
3588 break; 3732 break;
3589 3733
3590 case TREASURE: 3734 case TREASURE:
3591 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3598 /* If we generated an object and put it in this object inventory, 3742 /* If we generated an object and put it in this object inventory,
3599 * move it to the parent object as the current object is about 3743 * move it to the parent object as the current object is about
3600 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3601 * that is put inside other objects. 3745 * that is put inside other objects.
3602 */ 3746 */
3603 for (tmp = op->inv; tmp; tmp = tmp2)
3604 {
3605 tmp2 = tmp->below;
3606 tmp->remove ();
3607
3608 if (op->env) 3747 if (op->env)
3609 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3610 else 3749 op->env->insert (op->inv);
3611 tmp->destroy ();
3612 }
3613 3750
3614 op->destroy (); 3751 op->destroy ();
3615 break; 3752 break;
3616 } 3753 }
3617 return tmp ? 1 : 0; 3754
3755 return !!tmp;
3618} 3756}
3619 3757
3620/** 3758/**
3621 * fix_auto_apply goes through the entire map every time a map 3759 * fix_auto_apply goes through the entire map every time a map
3622 * is loaded or swapped in and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3636 3774
3637 if (tmp->inv) 3775 if (tmp->inv)
3638 { 3776 {
3639 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3640 3778
3641 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3642 { 3780 {
3643 invnext = invtmp->below; 3781 invnext = invtmp->below;
3644 3782
3645 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3646 auto_apply (invtmp); 3784 auto_apply (invtmp);
3647 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3648 { 3786 {
3649 while ((invtmp->stats.hp--) > 0) 3787 while (invtmp->stats.hp-- > 0)
3650 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3651 3789
3652 invtmp->randomitems = NULL; 3790 invtmp->randomitems = NULL;
3653 } 3791 }
3654 else if (invtmp && invtmp->arch 3792 else if (invtmp && invtmp->arch
3659 * treasure again for this object 3797 * treasure again for this object
3660 */ 3798 */
3661 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3662 } 3800 }
3663 } 3801 }
3802
3664 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3665 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3666 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3667 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3668 * MSW 2004-05-13 3807 * MSW 2004-05-13
3672 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3673 */ 3812 */
3674 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3675 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3814 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3676 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3677
3678 } 3816 }
3679 3817
3680 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3681 auto_apply (tmp); 3819 auto_apply (tmp);
3682 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3820 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3715 } 3853 }
3716 3854
3717 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3718 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3719 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3720 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3721} 3859}
3722 3860
3723/** 3861/**
3724 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3725 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3730eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3731{ 3869{
3732 object *force; 3870 object *force;
3733 int i, did_one = 0; 3871 int i, did_one = 0;
3734 3872
3735 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3736 3876
3737 for (i = 0; i < NUM_STATS; i++)
3738 if (sint8 k = food->stats.stat (i))
3739 {
3740 force->stats.stat (i) = k;
3741 did_one = 1;
3742 }
3743
3744 /* check if we can protect the eater */
3745 for (i = 0; i < NROFATTACKS; i++)
3746 {
3747 if (food->resist[i] > 0)
3748 {
3749 force->resist[i] = food->resist[i] / 2;
3750 did_one = 1;
3751 }
3752 }
3753
3754 if (did_one)
3755 {
3756 force->set_speed (0.1);
3757 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3758 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3759 SET_FLAG (force, FLAG_APPLIED); 3879
3760 change_abil (who, force); 3880 if (force = who->force_find (key))
3761 insert_ob_in_ob (force, who); 3881 {
3882 if (duration > fabs (force->speed_left / force->speed))
3883 {
3884 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));
3885 force->force_set_timer (duration);
3886 }
3887 else
3888 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3889
3890 return;
3762 } 3891 }
3763 else 3892 else
3893 {
3894 force = who->force_add (key, duration);
3895 force->name = key;
3896
3897 /* check if the food affects a stat */
3898 for (i = 0; i < NUM_STATS; i++)
3899 if (sint8 k = food->stats.stat (i))
3900 {
3901 force->stats.stat (i) = k;
3902 did_one = 1;
3903 }
3904
3905 /* check if we can protect the eater */
3906 for (i = 0; i < NROFATTACKS; i++)
3907 {
3908 if (food->resist[i] > 0)
3909 {
3910 force->resist[i] = food->resist[i];
3911 did_one = 1;
3912 }
3913 }
3914
3915 if (did_one)
3916 {
3917 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));
3918
3919 /* make the force take effect and report effects to user */
3920 change_abil (who, force);
3921 }
3922 else
3764 force->destroy (); 3923 force->destroy ();
3924 }
3765 3925
3766 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3767 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3768 { 3928 {
3769 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3770 { 3930 {
3771 assign (who->contr->killer, food->name); 3931 who->contr->killer = food;
3772 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3773 who->failmsg ("Eck!...that was poisonous!"); 3933 who->failmsg ("Eck!...that was poisonous!");
3774 } 3934 }
3775 else 3935 else
3776 { 3936 {
3780 who->failmsg ("Eck!...that was poisonous!"); 3940 who->failmsg ("Eck!...that was poisonous!");
3781 3941
3782 who->stats.hp += food->stats.hp; 3942 who->stats.hp += food->stats.hp;
3783 } 3943 }
3784 } 3944 }
3945
3785 if (food->stats.sp != 0) 3946 if (food->stats.sp != 0)
3786 { 3947 {
3787 if (QUERY_FLAG (food, FLAG_CURSED)) 3948 if (QUERY_FLAG (food, FLAG_CURSED))
3788 { 3949 {
3789 who->failmsg ("You are drained of mana!"); 3950 who->failmsg ("You are drained of mana!");
3798 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3799 } 3960 }
3800 } 3961 }
3801 3962
3802 who->update_stats (); 3963 who->update_stats ();
3803}
3804
3805/**
3806 * Designed primarily to light torches/lanterns/etc.
3807 * Also burns up burnable material too. First object in the inventory is
3808 * the selected object to "burn". -b.t.
3809 */
3810void
3811apply_lighter (object *who, object *lighter)
3812{
3813 object *item;
3814 int is_player_env = 0;
3815
3816 item = find_marked_object (who);
3817 if (item)
3818 {
3819 if (lighter->last_eat && lighter->stats.food)
3820 { /* lighter gets used up */
3821 /* Split multiple lighters if they're being used up. Otherwise *
3822 * one charge from each would be used up. --DAMN */
3823 if (lighter->nrof > 1)
3824 {
3825 object *oneLighter = lighter->clone ();
3826
3827 lighter->nrof -= 1;
3828 oneLighter->nrof = 1;
3829 oneLighter->stats.food--;
3830 esrv_send_item (who, lighter);
3831 oneLighter = insert_ob_in_ob (oneLighter, who);
3832 esrv_send_item (who, oneLighter);
3833 }
3834 else
3835 lighter->stats.food--;
3836 }
3837 else if (lighter->last_eat)
3838 {
3839 /* no charges left in lighter */
3840 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3841 return;
3842 }
3843
3844 /* Perhaps we should split what we are trying to light on fire?
3845 * I can't see many times when you would want to light multiple
3846 * objects at once.
3847 */
3848
3849 if (who == item->in_player ())
3850 is_player_env = 1;
3851
3852 save_throw_object (item, AT_FIRE, who);
3853
3854 if (item->destroyed ())
3855 {
3856 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3857 /* Need to update the player so that the players glow radius
3858 * gets changed.
3859 */
3860 if (is_player_env)
3861 who->update_stats ();
3862 }
3863 else
3864 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3865 }
3866 else
3867 who->failmsg ("You need to mark a lightable object.");
3868}
3869
3870/**
3871 * op made some mistake with a scroll, this takes care of punishment.
3872 * scroll_failure()- hacked directly from spell_failure
3873 */
3874void
3875scroll_failure (object *op, int failure, int power)
3876{
3877 if (abs (failure / 4) > power)
3878 power = abs (failure / 4); /* set minimum effect */
3879
3880 if (failure <= -1 && failure > -15)
3881 { /* wonder */
3882 object *tmp;
3883
3884 op->failmsg ("Your spell warps!");
3885 tmp = get_archetype (SPELL_WONDER);
3886 cast_wonder (op, op, 0, tmp);
3887 tmp->destroy ();
3888 }
3889 else if (failure <= -15 && failure > -35)
3890 { /* drain mana */
3891 op->failmsg ("Your mana is drained!");
3892 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3893 if (op->stats.sp < 0)
3894 op->stats.sp = 0;
3895 }
3896 else if (settings.spell_failure_effects == TRUE)
3897 {
3898 if (failure <= -35 && failure > -60)
3899 { /* confusion */
3900 op->failmsg ("The magic recoils on you!");
3901 confuse_player (op, op, power);
3902 }
3903 else if (failure <= -60 && failure > -70)
3904 { /* paralysis */
3905 op->failmsg ("The magic recoils and paralyzes you!");
3906 paralyze_player (op, op, power);
3907 }
3908 else if (failure <= -70 && failure > -80)
3909 { /* blind */
3910 op->failmsg ("The magic recoils on you!");
3911 blind_player (op, op, power);
3912 }
3913 else if (failure <= -80)
3914 { /* blast the immediate area */
3915 object *tmp = get_archetype (LOOSE_MANA);
3916 cast_magic_storm (op, tmp, power);
3917 op->failmsg ("You unleash uncontrolled mana!");
3918 tmp->destroy ();
3919 }
3920 }
3921} 3964}
3922 3965
3923void 3966void
3924apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3925{ 3968{
3973 } 4016 }
3974 4017
3975 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3976 * the player ref: player.c 4019 * the player ref: player.c
3977 */ 4020 */
3978 if (change->randomitems != NULL) 4021 if (change->randomitems)
3979 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3980 4023
3981 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3982 4025
3983 /* first, look for the force object banning 4026 /* first, look for the force object banning
3984 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3985 */ 4028 */
3986 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3987 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
3988 flag_change_face = 0; 4031 flag_change_face = 0;
3989 4032
3990 if (flag_change_face) 4033 if (flag_change_face)
3991 { 4034 {
3992 pl->animation_id = GET_ANIM_ID (change);
3993 pl->face = change->face; 4035 pl->face = change->face;
3994 4036 pl->animation_id = change->animation_id;
3995 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3996 SET_FLAG (pl, FLAG_ANIMATE);
3997 else
3998 CLEAR_FLAG (pl, FLAG_ANIMATE);
3999 } 4038 }
4000 4039
4001 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
4002 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4041 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4003 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
4004 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4005 4044
4006 break; 4045 break;
4007 } 4046 }
4008 } 4047 }
4009} 4048}
4010 4049
4011/**
4012 * This handles items of type 'transformer'.
4013 * Basically those items, used with a marked item, transform both items into something
4014 * else.
4015 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4016 * Change information is contained in the 'slaying' field of the marked item.
4017 * The format is as follow: transformer:[number ]yield[;transformer:...].
4018 * This way an item can be transformed in many things, and/or many objects.
4019 * The 'slaying' field for transformer is used as verb for the action.
4020 */
4021void
4022apply_item_transformer (object *pl, object *transformer)
4023{
4024 object *marked;
4025 object *new_item;
4026 char *find;
4027 char *separator;
4028 int yield;
4029 char got[MAX_BUF];
4030 int len;
4031
4032 if (!pl || !transformer)
4033 return;
4034
4035 marked = find_marked_object (pl);
4036
4037 if (!marked)
4038 {
4039 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4040 return;
4041 }
4042
4043 if (!marked->slaying)
4044 {
4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4046 return;
4047 }
4048
4049 /* check whether they are compatible or not */
4050 find = strstr (marked->slaying, transformer->arch->archname);
4051 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4052 {
4053 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4054 return;
4055 }
4056
4057 find += strlen (transformer->arch->archname) + 1;
4058 /* Item can be used, now find how many and what it yields */
4059 if (isdigit (*(find)))
4060 {
4061 yield = atoi (find);
4062 if (yield < 1)
4063 {
4064 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4065 yield = 1;
4066 }
4067 }
4068 else
4069 yield = 1;
4070
4071 while (isdigit (*find))
4072 find++;
4073
4074 while (*find == ' ')
4075 find++;
4076
4077 memset (got, 0, MAX_BUF);
4078
4079 if ((separator = strchr (find, ';')) != NULL)
4080 len = separator - find;
4081 else
4082 len = strlen (find);
4083
4084 if (len > MAX_BUF - 1)
4085 len = MAX_BUF - 1;
4086
4087 strcpy (got, find);
4088 got[len] = '\0';
4089
4090 /* Now create new item, remove used ones when required. */
4091 new_item = get_archetype (got);
4092 if (!new_item)
4093 {
4094 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4095 return;
4096 }
4097
4098 new_item->nrof = yield;
4099
4100 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4101
4102 insert_ob_in_ob (new_item, pl);
4103 esrv_send_inventory (pl, pl);
4104 /* Eat up one item */
4105 decrease_ob_nr (marked, 1);
4106
4107 /* Eat one transformer if needed */
4108 if (transformer->stats.food)
4109 if (--transformer->stats.food == 0)
4110 decrease_ob_nr (transformer, 1);
4111}
4112

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