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

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.153 by root, Sat May 3 11:14:50 2008 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
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 if (shstr yield = tmp->kv (shstr_on_use_yield)) 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 165}
168 166
169/** 167/**
170 * Handles applying a potion. 168 * Handles applying a potion.
171 */ 169 */
172int 170int
173apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
174{ 172{
175 int got_one = 0, i; 173 int got_one = 0, i;
176 object *force = 0, *floor = 0; 174 object *force = 0;
177 175
178 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
179 177
180 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)
181 { 179 {
182 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!");
183 181
203 op->update_stats (); 201 op->update_stats ();
204 tmp->decrease (); 202 tmp->decrease ();
205 return 1; 203 return 1;
206 } 204 }
207 205
208 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
209 { 207 {
210 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
211 return 0; 209 return 0;
212 } 210 }
213 211
230 } 228 }
231 229
232 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 { 232 {
235 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
236 { 234 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 { 236 {
239 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
240 { 238 {
275 } 273 }
276 } 274 }
277 } 275 }
278 276
279 /* Just makes checking easier */ 277 /* Just makes checking easier */
280 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
281 got_one = 1; 279 got_one = 1;
282 280
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 { 282 {
285 if (got_one) 283 if (got_one)
315 */ 313 */
316 if (tmp->inv) 314 if (tmp->inv)
317 { 315 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 317 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 318 op->failmsg ("Yech! Your lungs are on fire!");
323 319 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 320 }
332 else 321 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 323
335 tmp->decrease (); 324 tmp->decrease ();
378 } 367 }
379 368
380 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 370 if (op->type == PLAYER)
382 { /* only for players */ 371 { /* only for players */
383 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)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 376 else
386 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
387 378
388 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
403/**************************************************************************** 394/****************************************************************************
404 * Weapon improvement code follows 395 * Weapon improvement code follows
405 ****************************************************************************/ 396 ****************************************************************************/
406 397
407/** 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/**
408 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
409 */ 415 */
410static int 416static int
411check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
412{ 418{
413 int count = 0; 419 int count = 0;
414 420
415 if (!item) 421 if (!item)
416 return 0; 422 return 0;
417 423
418 for (op = op->below; op; op = op->below) 424 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 425 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 428 count += op->number_of ();
429 }
430 }
431 }
432 429
433 return count; 430 return count;
434} 431}
435 432
436/** 433/**
438 * op is typically the player, which is only 435 * op is typically the player, which is only
439 * really used to determine what space to look at. 436 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
441 */ 438 */
442static void 439static void
443eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 441{
445 object *prev; 442 object *prev;
446 443
447 prev = op; 444 prev = op;
448 op = op->below; 445 op = op->below;
449 446
450 while (op) 447 while (op)
451 { 448 {
452 if (strcmp (op->arch->archname, item) == 0) 449 if (op->arch->archname == item)
453 { 450 {
454 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
455 { 452 {
456 op->decrease (nrof); 453 op->decrease (nrof);
457 return; 454 return;
466 } 463 }
467 464
468 prev = op; 465 prev = op;
469 op = op->below; 466 op = op->below;
470 } 467 }
471}
472
473/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522} 468}
523 469
524/** 470/**
525 * 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.
526 * 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.
582 528
583/** 529/**
584 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
586 */ 532 */
587int 533static int
588prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
589{ 535{
590 int sacrifice_count, i; 536 int sacrifice_count, i;
591 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
592 538
608 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
609 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
610 { 556 {
611 op->failmsg ("You cannot prepare magic weapons. " 557 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, " 558 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac.>"); 559 "speed or ac, or has other protections.>");
614 return 0; 560 return 0;
615 } 561 }
616 562
617 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
618 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
645 * 591 *
646 * 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
647 * 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 ??
648 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
649 */ 595 */
650int 596static int
651improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
652{ 598{
653 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
654 600
655 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
657 603
658 if (weapon->level == 0) 604 if (weapon->level == 0)
659 { 605 {
660 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.>");
661 return 0; 609 return 0;
662 } 610 }
663 611
664 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
665 { 614 {
666 op->failmsg ("This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 616 return 0;
668 } 617 }
669 618
670 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))
671 { 621 {
672 op->failmsg ("Improving the weapon will make it too " 622 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 623 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 624 "really want to improve it.");
675 return 0; 625 return 0;
703 weapon->last_eat++; 653 weapon->last_eat++;
704 weapon->item_power++; 654 weapon->item_power++;
705 improver->decrease (); 655 improver->decrease ();
706 return 1; 656 return 1;
707 } 657 }
658
708 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 660 {
710 weapon->magic++; 661 weapon->magic++;
711 weapon->last_eat++; 662 weapon->last_eat++;
712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
752/** 703/**
753 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
754 * 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, ...),
755 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
756 */ 707 */
757int 708static int
758check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
759{ 710{
760 object *otmp; 711 object *otmp;
761 712
762 if (op->type != PLAYER) 713 if (op->type != PLAYER)
767 op->failmsg ("Something blocks the magic of the scroll!"); 718 op->failmsg ("Something blocks the magic of the scroll!");
768 return 0; 719 return 0;
769 } 720 }
770 721
771 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
772 if (!otmp) 724 if (!otmp)
773 { 725 {
774 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.>");
775 return 0; 727 return 0;
776 } 728 }
808 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 761 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 763 * changing of physical area right now.
812 */ 764 */
813int 765static int
814improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
815{ 767{
816 object *tmp; 768 object *tmp;
817 769
818 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
902 * Takes one type of items and makes another. 854 * Takes one type of items and makes another.
903 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
904 * 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
905 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
906 */ 858 */
907static int 859int
908convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
909{ 861{
910 sint64 nr, price_in; 862 sint64 nr = 0, price_in;
911 863
912 if (item->flag [FLAG_UNPAID]) 864 if (item->flag [FLAG_UNPAID])
913 return 0; 865 return 0;
914 866
915 shstr conv_from = converter->slaying; 867 shstr conv_from = converter->slaying;
916 archetype *conv_to = converter->other_arch; 868 archetype *conv_to = converter->other_arch;
917 sint64 need = converter->stats.food; 869 sint64 need = converter->stats.food;
918 sint64 give = converter->stats.sp; 870 sint64 give = converter->stats.sp;
919 871
970 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
971 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++)
972 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
973 ob_to_copy = ob; 925 ob_to_copy = ob;
974 926
975 item = object_create_clone (ob_to_copy); 927 item = ob_to_copy->deep_clone ();
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 } 930 }
979 else 931 else
980 { 932 {
993 item->nrof = give; 945 item->nrof = give;
994 946
995 if (nr) 947 if (nr)
996 item->nrof *= nr; 948 item->nrof *= nr;
997 949
998 if (is_in_shop (converter)) 950 if (converter->flag [FLAG_PRECIOUS])
999 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 }
1000 else if (price_in < sint64 (item->nrof) * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 962 {
1002 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",
1003 &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);
1004 /** 965 /**
1005 * 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
1006 * hopefully had something in mind when doing this. 967 * hopefully had something in mind when doing this.
1007 */ 968 */
1008 } 969 }
1009 970
1010 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
1011 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);
1012 return 1; 977 return 1;
1013} 978}
1014 979
1015/** 980/**
1016 * Handle apply on containers. 981 * Handle apply on containers.
1017 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1018 * 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]
1019 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1020 */ 985 */
1021int 986static int
1022apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1023{ 988{
1024 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1025 return 0; /* This might change */ 990 return 0; /* This might change */
1026 991
1039 } 1004 }
1040 1005
1041 // 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
1042 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1043 { 1008 {
1044 if (op->container == sack) 1009 if (op->container_ () == sack)
1045 { 1010 {
1046 // open on ground or inv, so close 1011 // open on ground or inv, so close
1047 op->close_container (); 1012 op->close_container ();
1048 return 1; 1013 return 1;
1049 } 1014 }
1092{ 1057{
1093 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1094 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1095 return 0; 1060 return 0;
1096 1061
1097 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1098 { 1063 {
1099 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1100 * 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
1101 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1102 */ 1067 */
1111/* push_button (altar);*/ 1076/* push_button (altar);*/
1112 } 1077 }
1113 else 1078 else
1114 { 1079 {
1115 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1116 push_button (altar); 1081 push_button (altar, originator);
1117 } 1082 }
1118 1083
1119 return !sacrifice; 1084 return !sacrifice;
1120 } 1085 }
1121 else 1086 else
1138 1103
1139 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1140 1105
1141 bool has_unpaid = false; 1106 bool has_unpaid = false;
1142 1107
1143 // 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
1144 // a quick and small change :( 1109 // a quick and small change :(
1145 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1146 if (item->flag [FLAG_UNPAID]) 1111 if (item->flag [FLAG_UNPAID])
1147 { 1112 {
1148 has_unpaid = true; 1113 has_unpaid = true;
1149 break; 1114 break;
1150 } 1115 }
1151 1116
1152 if (op->type != PLAYER) 1117 if (!op->is_player ())
1153 { 1118 {
1154 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1155 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1156 * the shop. 1121 * the shop.
1157 */ 1122 */
1161 1126
1162 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1163 { 1128 {
1164 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);
1165 1130
1131 if (i >= 0)
1166 tmp->remove (); 1132 tmp->move (i);
1167
1168 if (i == -1)
1169 i = 0;
1170
1171 tmp->map = op->map;
1172 tmp->x = op->x + freearr_x[i];
1173 tmp->y = op->y + freearr_y[i];
1174 insert_ob_in_map (tmp, op->map, op, 0);
1175 } 1133 }
1176 } 1134 }
1177 1135
1178 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1179 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1190 if (i != -1) 1148 if (i != -1)
1191 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);
1192 1150
1193 return 0; 1151 return 0;
1194 } 1152 }
1153
1195 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1196 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1197 */ 1156 */
1198 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1199 } 1158 }
1202 /* this is only used for players */ 1161 /* this is only used for players */
1203 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1204 1163
1205 if (has_unpaid) 1164 if (has_unpaid)
1206 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1207 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1208 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1209 else 1168 else
1210 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1211 1170
1212 if (shop_mat->msg) 1171 if (shop_mat->msg)
1213 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1214 /* 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,
1215 * 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
1216 * actually the shop floor. 1175 * actually the shop floor.
1217 */ 1176 */
1218 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1219 { 1178 {
1220 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1221 1180
1222 op->statusmsg ( 1181 op->statusmsg (
1223 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1254 * Handles applying a sign. 1213 * Handles applying a sign.
1255 */ 1214 */
1256static void 1215static void
1257apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1258{ 1217{
1259 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 }
1260 1226
1261 if (!sign->msg) 1227 if (!sign->msg)
1262 { 1228 {
1263 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 "));
1264 return; 1233 return;
1265 } 1234 }
1266 1235
1267 if (sign->stats.food) 1236 if (sign->stats.food)
1268 { 1237 {
1269 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1270 { 1239 {
1271 if (!sign->move_on) 1240 if (!sign->move_on)
1272 op->statusmsg ("You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1273 1242
1274 return; 1243 return;
1275 } 1244 }
1276 1245
1277 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1295 if (sign->sound) 1264 if (sign->sound)
1296 ns->play_sound (sign->sound); 1265 ns->play_sound (sign->sound);
1297 else if (autoapply) 1266 else if (autoapply)
1298 ns->play_sound (sound_find ("msg_voice")); 1267 ns->play_sound (sound_find ("msg_voice"));
1299 1268
1300 if (ns->can_msg)
1301 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));
1302 else
1303 {
1304 msgType = get_readable_message_type (sign);
1305 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1306 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1307 }
1308 } 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);
1309} 1303}
1310 1304
1311/** 1305/**
1312 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1313 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1327 return; 1321 return;
1328 1322
1329 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1330 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1331 */ 1325 */
1332 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1333 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1334 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1335 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1336 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1337 */ 1331 */
1344 1338
1345 recursion_depth++; 1339 recursion_depth++;
1346 if (trap->head) 1340 if (trap->head)
1347 trap = trap->head; 1341 trap = trap->head;
1348 1342
1349 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)))
1350 goto leave;
1351
1352 switch (trap->type) 1344 switch (trap->type)
1353 { 1345 {
1354 case PLAYERMOVER: 1346 case PLAYERMOVER:
1355 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:
1356 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1357 if (!trap->stats.maxsp) 1420 if (!trap->value)
1358 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1359 1423
1360 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1361 * 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
1362 */ 1439 */
1363 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1364 1441
1365 /* 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)
1366 * above with some objects have zero speed, and thus the player 1443 {
1367 * 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 }
1368 */ 1453 }
1369 if (victim->speed_left < -50.f) 1454 break;
1370 victim->speed_left = -50.f;
1371 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1372 } 1455 }
1373 goto leave;
1374 1456
1375 case SPINNER: 1457 case CONVERTER:
1376 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1377 {
1378 victim->direction = absdir (victim->direction - trap->stats.sp);
1379 update_turn_face (victim);
1380 }
1381 goto leave;
1382
1383 case DIRECTOR:
1384 if (victim->direction && !should_director_abort (trap, victim))
1385 {
1386 victim->direction = trap->stats.sp;
1387 update_turn_face (victim);
1388 }
1389 goto leave;
1390
1391 case BUTTON:
1392 case PEDESTAL:
1393 update_button (trap);
1394 goto leave;
1395
1396 case ALTAR:
1397 /* sacrifice victim on trap */
1398 apply_altar (trap, victim, originator);
1399 goto leave;
1400
1401 case THROWN_OBJ:
1402 if (trap->inv == NULL)
1403 goto leave;
1404 /* fallthrough */
1405
1406 case ARROW:
1407 /* bad bug: monster throw a object, make a step forwards, step on object ,
1408 * trigger this here and get hit by own missile - and will be own enemy.
1409 * Victim then is his own enemy and will start to kill herself (this is
1410 * removed) but we have not synced victim and his missile. To avoid senseless
1411 * action, we avoid hits here
1412 */
1413 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1414 hit_with_arrow (trap, victim);
1415 goto leave;
1416
1417 case SPELL_EFFECT:
1418 apply_spell_effect (trap, victim);
1419 goto leave;
1420
1421 case TRAPDOOR:
1422 {
1423 int max, sound_was_played;
1424 object *ab, *ab_next;
1425
1426 if (!trap->value)
1427 { 1459 {
1428 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1429 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1430 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1431 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1432 tot += ab->head_ ()->total_weight ();
1433
1434 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1435 goto leave;
1436
1437 SET_ANIMATION (trap, trap->value);
1438 update_object (trap, UP_OBJ_FACE);
1439 } 1462 }
1440 1463
1441 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))
1442 { 1486 {
1443 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1444 * ab->above would be bogus 1488 * players output.
1445 */ 1489 */
1446 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1447 1492
1448 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1449 { 1494 victim->enter_exit (trap);
1450 if (!sound_was_played)
1451 {
1452 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1453 sound_was_played = 1;
1454 }
1455
1456 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1457 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1458 }
1459 } 1495 }
1460 goto leave; 1496 break;
1461 }
1462 1497
1463 case CONVERTER:
1464 if (convert_item (victim, trap) < 0)
1465 {
1466 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1467 get_archetype ("burnout")->insert_at (trap, trap);
1468 }
1469
1470 goto leave;
1471
1472 case TRIGGER_BUTTON:
1473 case TRIGGER_PEDESTAL:
1474 case TRIGGER_ALTAR:
1475 check_trigger (trap, victim);
1476 goto leave;
1477
1478 case DEEP_SWAMP:
1479 walk_on_deep_swamp (trap, victim);
1480 goto leave;
1481
1482 case CHECK_INV:
1483 check_inv (victim, trap);
1484 goto leave;
1485
1486 case HOLE:
1487 /* Hole not open? */
1488 if (trap->stats.wc > 0)
1489 goto leave;
1490
1491 /* Is this a multipart monster and not the head? If so, return.
1492 * Processing will happen if the head runs into the pit
1493 */
1494 if (victim->head)
1495 goto leave;
1496
1497 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1498 victim->statusmsg ("You fall through the hole!", NDI_RED);
1499 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1500 goto leave;
1501
1502 case EXIT:
1503 if (victim->type == PLAYER && EXIT_PATH (trap))
1504 {
1505 /* Basically, don't show exits leading to random maps the
1506 * players output.
1507 */
1508 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1509 victim->statusmsg (trap->msg, NDI_NAVY);
1510
1511 trap->play_sound (trap->sound);
1512 victim->enter_exit (trap);
1513 }
1514 goto leave;
1515
1516 case ENCOUNTER: 1498 case ENCOUNTER:
1517 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1518 goto leave; 1500 break;
1519 1501
1520 case SHOP_MAT: 1502 case SHOP_MAT:
1521 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1522 goto leave; 1504 break;
1523 1505
1524 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1525 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1526 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1527 goto leave; 1509 break;
1528 1510
1529 case SIGN: 1511 case SIGN:
1530 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1531 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1532 1514
1533 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1534 goto leave; 1516 break;
1535 1517
1536 case CONTAINER: 1518 case CONTAINER:
1537 apply_container (victim, trap); 1519 apply_container (victim, trap);
1538 goto leave; 1520 break;
1539 1521
1540 case RUNE: 1522 case RUNE:
1541 case TRAP: 1523 case TRAP:
1542 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1543 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1544 goto leave; 1526 break;
1545 1527
1546 default: 1528 default:
1547 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 "
1548 "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);
1549 goto leave; 1531 break;
1550 } 1532 }
1551 1533
1552leave:
1553 recursion_depth--; 1534 recursion_depth--;
1554} 1535}
1555 1536
1556/** 1537/**
1557 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1568 return; 1549 return;
1569 } 1550 }
1570 1551
1571 if (!tmp->msg) 1552 if (!tmp->msg)
1572 { 1553 {
1573 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));
1574 return; 1555 return;
1575 } 1556 }
1576 1557
1577 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1578 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1592 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1593 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1594 return; 1575 return;
1595 } 1576 }
1596 1577
1578 // we currently don't use the message types for anything.
1597 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"));
1598 1582
1599 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1600 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1601 if (ns->can_msg)
1602 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));
1603 else
1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1605 msgType->message_type, msgType->message_subtype,
1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607 long_desc (tmp, op), &tmp->msg);
1608 1586
1609 /* gain xp from reading */ 1587 /* gain xp from reading */
1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1611 { /* only if not read before */ 1589 { /* only if not read before */
1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1620 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1621 } 1599 }
1622 1600
1623 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1624 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 }
1625 } 1656 }
1626} 1657}
1627 1658
1628/** 1659/**
1629 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1708 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1709 return; 1740 return;
1710 } 1741 }
1711 1742
1712 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1713 player_unready_range_ob (op->contr, spob);
1714 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1715 spob->destroy (); 1745 spob->destroy ();
1716} 1746}
1717 1747
1718/** 1748/**
1735 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1736 * legacy spellbooks 1766 * legacy spellbooks
1737 */ 1767 */
1738 if (tmp->slaying) 1768 if (tmp->slaying)
1739 { 1769 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1741 if (!spell) 1772 if (!spell)
1742 { 1773 {
1743 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));
1744 return; 1775 return;
1745 } 1776 }
1766 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);
1767 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!");
1768 return; 1799 return;
1769 } 1800 }
1770 1801
1771 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1772 { 1804 {
1773 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));
1774 return; 1807 return;
1775 } 1808 }
1776 1809
1777 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));
1778 1811
1794 { 1827 {
1795 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1796 1829
1797 if (!spell_skill) 1830 if (!spell_skill)
1798 { 1831 {
1799 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));
1800 return; 1833 return;
1801 } 1834 }
1802 1835
1803 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1804 { 1837 {
1820 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1821 */ 1854 */
1822 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1823 { 1856 {
1824 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!");
1825 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));
1826 } 1859 }
1827 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1828 (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])
1829 { 1862 {
1830 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1935 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1936 break; 1969 break;
1937 } 1970 }
1938 1971
1939 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1940 tmp->decrease (); 1973 tmp->decrease (true);
1941}
1942
1943/**
1944 * op eats food.
1945 * If player, takes care of messages and dragon special food.
1946 */
1947static void
1948apply_food (object *op, object *tmp)
1949{
1950 int capacity_remaining;
1951
1952 if (op->type != PLAYER)
1953 op->stats.hp = op->stats.maxhp;
1954 else
1955 {
1956 /* check if this is a dragon (player), eating some flesh */
1957 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1958 ;
1959 else
1960 {
1961 /* usual case - no dragon meal: */
1962 if (op->stats.food + tmp->stats.food > 999)
1963 {
1964 if (tmp->type == FOOD || tmp->type == FLESH)
1965 op->failmsg ("You feel full, but what a waste of food!");
1966 else
1967 op->statusmsg ("Most of the drink goes down your face not your throat!");
1968 }
1969
1970 tmp->play_sound (
1971 tmp->sound
1972 ? tmp->sound
1973 : tmp->type == DRINK
1974 ? sound_find ("eat_drink")
1975 : sound_find ("eat_food")
1976 );
1977
1978 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1979 {
1980 const char *buf;
1981
1982 if (!is_dragon_pl (op))
1983 {
1984 /* eating message for normal players */
1985 if (tmp->type == DRINK)
1986 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1987 else
1988 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1989 }
1990 else
1991 /* eating message for dragon players */
1992 buf = format ("The %s tasted terrible!", &tmp->name);
1993
1994 op->statusmsg (buf);
1995
1996 capacity_remaining = 999 - op->stats.food;
1997 op->stats.food += tmp->stats.food;
1998 if (capacity_remaining < tmp->stats.food)
1999 op->stats.hp += capacity_remaining / 50;
2000 else
2001 op->stats.hp += tmp->stats.food / 50;
2002
2003 if (op->stats.hp > op->stats.maxhp)
2004 op->stats.hp = op->stats.maxhp;
2005 if (op->stats.food > 999)
2006 op->stats.food = 999;
2007 }
2008
2009 /* special food hack -b.t. */
2010 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2011 eat_special_food (op, tmp);
2012 }
2013 }
2014
2015 handle_apply_yield (tmp);
2016 tmp->decrease ();
2017} 1974}
2018 1975
2019/** 1976/**
2020 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2021 * 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.
2024 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2025 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2026 * return: 1983 * return:
2027 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2028 */ 1985 */
2029int 1986static int
2030dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2031{ 1988{
2032 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2033 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2034 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2040 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2041 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2042 int i; /* index */ 1999 int i; /* index */
2043 2000
2044 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2045 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2046 return 0; 2003 return 0;
2047 2004
2048 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2049 from the player's inventory */ 2006 from the player's inventory */
2050 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2058 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2059 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2060 return 0; 2017 return 0;
2061 2018
2062 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2063 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2064 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2065 else 2022 else
2066 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2067 2024
2068 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2069 op->stats.hp = op->stats.maxhp;
2070
2071 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2072 2027
2073 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2074 2029
2075 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2076 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2086 2041
2087 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2088 flesh is too rare */ 2043 flesh is too rare */
2089 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2090 2045
2091 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2092 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2093 2048
2094 if (chance >= 0.) 2049 if (chance >= 0.)
2095 chance += 1.; 2050 chance += 1.;
2096 else 2051 else
2097 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2098 2053
2099 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2100 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2101 2056
2102 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2103 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2104 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2105 2060
2106 /* 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!) */
2107 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2108 { 2063 {
2109 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2110 winners++; 2065 winners++;
2111 } 2066 }
2112 2067
2140 op->statusmsg (buf); 2095 op->statusmsg (buf);
2141 2096
2142 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2143 i = -1; 2098 i = -1;
2144 if (winners > 0) 2099 if (winners > 0)
2145 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2146 2101
2147 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2148 { 2103 {
2149 /* resistance increased! */ 2104 /* resistance increased! */
2150 skin->resist[i]++; 2105 skin->resist[i]++;
2175 2130
2176 return 1; 2131 return 1;
2177} 2132}
2178 2133
2179/** 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/**
2180 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2181 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2182 */ 2211 */
2183static void 2212static void
2184apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2212} 2241}
2213 2242
2214void 2243void
2215apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2216{ 2245{
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2217 object *poison = tmp->split (1); 2249 object *poison = tmp->split (1);
2218 2250
2219 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2220 { 2252 {
2221 op->contr->play_sound (sound_find ("drink_poison")); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2228 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); 2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2229 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2230 } 2262 }
2231 2263
2232 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2233 handle_apply_yield (poison);
2234 poison->destroy (); 2265 poison->destroy ();
2235} 2266}
2236 2267
2237/** 2268/**
2238 * 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
2239 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2240 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2241 * -You are
2242 * ° the owner of the exit
2243 * ° or in the same party as the owner
2244 * 2272 *
2245 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2246 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2247 * 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
2248 */ 2276 */
2249int 2277static object *
2250is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2251{ 2279{
2252 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2253 return 1; /*This is not a 2 way, so it is legal */
2254
2255#if 0 //TODO
2256 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2257 return 0; /* This is a reset town portal */
2258#endif
2259
2260 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2261
2262 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2263
2264 if (exitmap)
2265 { 2281 {
2266 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2267
2268 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2269
2270 if (!tmp)
2271 return 0;
2272
2273 for (; tmp; tmp = tmp->above)
2274 { 2283 {
2275 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2276 continue; /*Not an exit */
2277
2278 if (!EXIT_PATH (tmp))
2279 continue; /*Not a valid exit */
2280
2281 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2282 continue; /*Not in the same place */
2283
2284 if (exit->map->path != EXIT_PATH (tmp))
2285 continue; /*Not in the same map */
2286
2287 /* From here we have found the exit is valid. However we do
2288 * here the check of the exit owner. It is important for the
2289 * town portals to prevent strangers from visiting your appartments
2290 */
2291 if (!exit->race)
2292 return 1; /*No owner, free for all! */
2293
2294 object *exit_owner = 0;
2295
2296 for_all_players (pp)
2297 { 2285 {
2298 if (!pp->ob) 2286 lighter = tmp;
2299 continue;
2300
2301 if (pp->ob->name != exit->race)
2302 continue;
2303
2304 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2305 break; 2287 break;
2306 } 2288 }
2289 }
2307 2290
2308 if (!exit_owner) 2291 if (!lighter)
2309 return 0; /* No more owner */ 2292 {
2310 2293 who->failmsg (format (
2311 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2312 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2313 2296 &op->name));
2314 if (exit_owner && /*There is a owner */
2315 (op->contr) && /*A player tries to pass */
2316 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2317 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2318 return 0; 2297 return 0;
2298 }
2299 }
2319 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));
2320 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2321 } 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
2322 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2323 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)
2324 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 ();
2325} 2613}
2326 2614
2327/** 2615/**
2328 * Main apply handler. 2616 * Main apply handler.
2329 * 2617 *
2332 * Return value: 2620 * Return value:
2333 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2334 * 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
2335 * 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
2336 * 2624 *
2337 * 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
2338 * being applied. 2626 * being applied.
2339 * 2627 *
2340 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2341 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2342 */ 2630 */
2343int 2631static int
2344manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2345{ 2633{
2346 if (tmp->head) 2634 op = op->head_ ();
2347 tmp = tmp->head;
2348 2635
2349 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2350 { 2637 {
2351 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2352 { 2639 {
2640 examine (who, op);
2353 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
2354 return 1; 2642 return 1;
2355 } 2643 }
2356 else 2644 else
2357 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2358 } 2646 }
2359 2647
2360 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2361 return RESULT_INT (0); 2649 return RESULT_INT (0);
2362 2650
2363 switch (tmp->type) 2651 switch (op->type)
2364 { 2652 {
2365 case CF_HANDLE: 2653 case T_HANDLE:
2366 op->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2367 op->statusmsg ("You turn the handle."); 2655 who->statusmsg ("You turn the handle.");
2368 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2369 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2370 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2371 push_button (tmp); 2659 push_button (op, who);
2372 return 1; 2660 return 1;
2373 2661
2374 case TRIGGER: 2662 case TRIGGER:
2375 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2376 { 2664 {
2377 op->statusmsg ("You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2378 op->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2379 } 2667 }
2380 else 2668 else
2381 op->failmsg ("The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2382 2670
2383 return 1; 2671 return 1;
2384 2672
2385 case EXIT: 2673 case EXIT:
2386 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2387 return 0; 2675 return 0;
2388 2676
2389 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2390 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)));
2391 else 2679 else
2392 { 2680 {
2393 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2394 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2395 op->statusmsg (tmp->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2396 2684
2397 op->enter_exit (tmp); 2685 who->enter_exit (op);
2398 } 2686 }
2399 2687
2400 return 1; 2688 return 1;
2401 2689
2402 case INSCRIBABLE: 2690 case INSCRIBABLE:
2403 op->statusmsg (tmp->msg); 2691 who->statusmsg (op->msg);
2404 // 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
2405 return 1; 2693 return 1;
2406 2694
2407 case SIGN: 2695 case SIGN:
2408 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2409 return 1; 2697 return 1;
2410 2698
2411 case BOOK: 2699 case BOOK:
2412 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2413 { 2701 {
2414 apply_book (op, tmp); 2702 apply_book (who, op);
2415 return 1; 2703 return 1;
2416 } 2704 }
2417 else 2705 else
2418 return 0; 2706 return 0;
2419 2707
2420 case SKILLSCROLL: 2708 case SKILLSCROLL:
2421 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2422 { 2710 {
2423 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2424 return 1; 2712 return 1;
2425 } 2713 }
2426 else 2714 else
2427 return 0; 2715 return 0;
2428 2716
2429 case SPELLBOOK: 2717 case SPELLBOOK:
2430 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2431 { 2719 {
2432 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2433 return 1; 2721 return 1;
2434 } 2722 }
2435 else 2723 else
2436 return 0; 2724 return 0;
2437 2725
2438 case SCROLL: 2726 case SCROLL:
2439 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2440 return 1; 2728 return 1;
2441 2729
2442 case POTION: 2730 case POTION:
2443 apply_potion (op, tmp); 2731 apply_potion (who, op);
2444 return 1; 2732 return 1;
2445 2733
2446 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2447 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2448 case CLOSE_CON: 2736 case CLOSE_CON:
2449 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2450 return 1; 2738 return 1;
2451 2739
2452 case CONTAINER: 2740 case CONTAINER:
2453 apply_container (op, tmp); 2741 apply_container (who, op);
2454 return 1; 2742 return 1;
2455 2743
2456 case TREASURE: 2744 case TREASURE:
2457 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2458 { 2746 {
2459 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2460 return 1; 2748 return 1;
2461 } 2749 }
2462 else 2750 else
2463 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2464 2757
2465 case WEAPON: 2758 case WEAPON:
2466 case ARMOUR: 2759 case ARMOUR:
2467 case BOOTS: 2760 case BOOTS:
2468 case GLOVES: 2761 case GLOVES:
2475 case CLOAK: 2768 case CLOAK:
2476 case WAND: 2769 case WAND:
2477 case ROD: 2770 case ROD:
2478 case HORN: 2771 case HORN:
2479 case SKILL: 2772 case SKILL:
2773 case SPELL:
2480 case BOW: 2774 case BOW:
2481 case LAMP: 2775 case RANGED:
2482 case BUILDER: 2776 case BUILDER:
2483 case SKILL_TOOL: 2777 case SKILL_TOOL:
2484 if (tmp->env != op) 2778 if (op->env != who)
2485 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)));
2486 2780 else
2487 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2488 return 1; 2783 return 1;
2489 2784
2490 case DRINK: 2785 case DRINK:
2491 case FOOD: 2786 case FOOD:
2492 case FLESH: 2787 case FLESH:
2493 apply_food (op, tmp); 2788 apply_food (who, op);
2494 return 1; 2789 return 1;
2495 2790
2496 case POISON: 2791 case POISON:
2497 apply_poison (op, tmp); 2792 apply_poison (who, op);
2498 return 1; 2793 return 1;
2499 2794
2500 case SAVEBED: 2795 case SAVEBED:
2501 return 1; 2796 return 1;
2502 2797
2503 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2504 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2505 { 2800 {
2506 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2507 return 1; 2802 return 1;
2508 } 2803 }
2509 else 2804 else
2510 return 0; 2805 return 0;
2511 2806
2512 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2513 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2514 return 1; 2809 return 1;
2515 2810
2516 case CLOCK: 2811 case CLOCK:
2517 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2518 { 2813 {
2519 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2520 timeofday_t tod; 2815 timeofday_t tod;
2521 2816
2522 get_tod (&tod); 2817 get_tod (&tod);
2523 op->play_sound (sound_find ("sound_clock")); 2818 who->play_sound (sound_find ("sound_clock"));
2524 op->statusmsg (format ( 2819 who->statusmsg (format (
2525 "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2526 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2527 ((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")
2528 )); 2823 ));
2529 return 1; 2824 return 1;
2530 } 2825 }
2531 else 2826 else
2532 return 0; 2827 return 0;
2533 2828
2534 case MENU: 2829 case MENU:
2535 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2536 { 2831 {
2537 shop_listing (tmp, op); 2832 shop_listing (op, who);
2538 return 1; 2833 return 1;
2539 } 2834 }
2540 else 2835 else
2541 return 0; 2836 return 0;
2542 2837
2543 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2544 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2545 return 1; 2840 return 1;
2546 2841
2547 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2548 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2549 { 2844 {
2550 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2551 return 1; 2846 return 1;
2552 } 2847 }
2553 else 2848 else
2554 return 0; 2849 return 0;
2555 2850
2556 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2557 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2558 return 1; 2853 return 1;
2559 2854
2560 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2561 return 0; 2857 return 0;
2562 } 2858 }
2563} 2859}
2564 2860
2565 2861/*
2566/* quiet suppresses the "don't know how to apply" and "you must get it first"
2567 * messages as needed by player_apply_below(). But there can still be
2568 * "but you are floating high above the ground" messages.
2569 *
2570 * Same return value as apply() function. 2862 * Same return value as apply() function.
2571 */ 2863 */
2572int 2864bool
2573player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2574{ 2866{
2575 int tmp;
2576
2577 if (op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2578 { 2868 {
2579 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2580 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2581 { 2871 {
2582 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.>");
2583 return 0; 2875 return 0;
2584 } 2876 }
2585 } 2877 }
2586 2878
2587 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2588 2880
2589 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2590 if (!quiet)
2591 {
2592 if (tmp == 0)
2593 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2594 else if (tmp == 2)
2595 pl->failmsg ("You must get it first!\n");
2596 }
2597
2598 return tmp;
2599} 2882}
2600 2883
2601/** 2884/**
2602 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2603 * 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
2614 * 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
2615 * 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
2616 * 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
2617 * not return a proper value. 2900 * not return a proper value.
2618 */ 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?
2619 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)
2620 { 2905 {
2621 next = tmp->below; 2906 next = tmp->below;
2622 2907
2623 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2624 floors++;
2625 else if (floors > 0)
2626 return; /* process only floor objects after first floor object */
2627
2628 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2629 * person moving on it, also activate. Added code to make it
2630 * so that at least one of players movement types be that which
2631 * the item needs.
2632 */ 2909 */
2633 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2634 {
2635 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2636 return; 2912 break;
2637 } 2913
2638 if (floors >= 2) 2914 break;
2639 return; /* process at most two floor objects */
2640 } 2915 }
2641} 2916}
2642 2917
2643/** 2918/**
2644 * Unapplies specified item. 2919 * Unapplies specified item.
2651{ 2926{
2652 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))
2653 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2654 return RESULT_INT (0); 2929 return RESULT_INT (0);
2655 2930
2656 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2657 2935
2658 switch (op->type) 2936 switch (op->type)
2659 { 2937 {
2660 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
2661 // 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
2662 // 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
2663 // be used for other reasons 2956 // be used for other reasons
2664 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2665 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2666 && tmp->type == SKILL
2667 && tmp->flag [FLAG_APPLIED]
2668 && !tmp->flag [FLAG_CAN_USE_SKILL])
2669 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2670 2960
2671 change_abil (who, op);
2672 break; 2961 break;
2673 2962
2963 case BOW:
2674 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2675 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2676 if (op == pl->combat_ob)
2677 {
2678 pl->combat_ob = 0;
2679 who->change_weapon (pl->ranged_ob);
2680 }
2681
2682 who->statusmsg (format ("You unwield %s.", query_name (op)));
2683
2684 change_abil (who, op);
2685 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2686 break;
2687
2688 case SKILL:
2689 if (who->contr)
2690 { 2969 {
2691 if (!op->invisible)
2692 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;
2693 else 2979 else
2694 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2980 op->flag [FLAG_READY_RANGE] = false;
2695 } 2981 }
2696 2982
2697 change_abil (who, op);
2698 CLEAR_FLAG (who, FLAG_READY_SKILL);
2699 break; 2983 break;
2700 2984
2701 case ARMOUR: 2985 case ARMOUR:
2702 case HELMET: 2986 case HELMET:
2703 case SHIELD: 2987 case SHIELD:
2710 case CLOAK: 2994 case CLOAK:
2711 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2712 change_abil (who, op); 2996 change_abil (who, op);
2713 break; 2997 break;
2714 2998
2715 case LAMP: 2999 case SPELL:
2716 {
2717 who->statusmsg (format ("You turn off your %s.", &op->name));
2718
2719 object *tmp2 = arch_to_object (op->other_arch);
2720 tmp2->x = op->x;
2721 tmp2->y = op->y;
2722 tmp2->map = op->map;
2723 tmp2->below = op->below;
2724 tmp2->above = op->above;
2725 tmp2->stats.food = op->stats.food;
2726 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2727
2728 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2729 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2730
2731 op->destroy ();
2732 who->insert (tmp2);
2733 who->update_stats ();
2734
2735 if (who->contr)
2736 {
2737 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2738 {
2739 who->failmsg ("Oops, it feels deadly cold!");
2740 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2741 }
2742 }
2743 }
2744
2745 return 1; /* otherwise, an attempt to drop causes problems */
2746
2747 case BOW: 3000 case BUILDER:
2748 case WAND:
2749 case ROD:
2750 case HORN:
2751 if (player *pl = who->contr)
2752 {
2753 if (op == pl->ranged_ob)
2754 {
2755 pl->ranged_ob = 0;
2756 who->change_weapon (pl->combat_ob);
2757 }
2758
2759 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2760 }
2761 else
2762 {
2763 who->change_skill (0);
2764
2765 if (op->type == BOW)
2766 CLEAR_FLAG (who, FLAG_READY_BOW);
2767 else
2768 CLEAR_FLAG (who, FLAG_READY_RANGE);
2769 }
2770
2771 break; 3002 break;
2772 3003
2773 case BUILDER: 3004 //case SKILL_TOOL://TODO
2774 if (who->contr)
2775 who->statusmsg (format ("You unready %s.", query_name (op)));
2776 break;
2777
2778 default: 3005 default:
2779 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2780 break; 3007 break;
2781 } 3008 }
2782 3009
2806static object * 3033static object *
2807get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
2808{ 3035{
2809 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2810 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
2811 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
2812 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2813 return tmp; 3040 return tmp;
2814 3041
2815 return 0; 3042 return 0;
2816} 3043}
2817 3044
2830#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
2831 "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. " \
2832 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
2833 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
2834 3061
2835int 3062static int
2836unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2837{ 3064{
2838 if (op->is_range ()) 3065 if (op->is_range ())
2839 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2840 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2962 continue; 3189 continue;
2963 } 3190 }
2964 3191
2965 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2966 if (!tmp1) 3193 if (!tmp1)
2967 {
2968#if 0
2969 /* This is sort of an error, but happens a lot when old players
2970 * join in with more stuff equipped than they are now allowed.
2971 */
2972 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2973#endif
2974 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
2975 }
2976 else 3195 else
2977 { 3196 {
2978 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
2979 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
2980 * to apply multiple objects 3199 * to apply multiple objects
3031 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3032 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3033 } 3252 }
3034 3253
3035 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;
3036} 3344}
3037 3345
3038/** 3346/**
3039 * 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.
3040 * 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,
3063 " 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.>"
3064 3372
3065int 3373int
3066apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3067{ 3375{
3068 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3069 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3070 3378
3071 if (who == NULL) 3379 if (who == NULL)
3072 { 3380 {
3073 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3090 return 1; 3398 return 1;
3091 } 3399 }
3092 3400
3093 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3094 } 3402 }
3095
3096 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3097 return 0; 3404 return 0;
3098
3099 // if the item is combat/ranged, wield the relevant slot first
3100 // to resolve conflicts.
3101 if (player *pl = who->contr)
3102 switch (op->slottype ())
3103 {
3104 case slot_combat: who->change_weapon (pl->combat_ob); break;
3105 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3106 }
3107 3405
3108 splay (op); 3406 splay (op);
3109 3407
3110 /* 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 */
3111 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3145 } 3443 }
3146 } 3444 }
3147 3445
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3447 {
3448 // try to ready attached skill first
3150 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3151 3450
3152 if (!skop) 3451 if (!skop)
3153 { 3452 {
3154 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));
3155 return 1; 3454 return 1;
3156 } 3455 }
3157 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3158 /* While experience will be credited properly, we want to change the
3159 * skill so that the dam and wc get updated
3160 */ 3457 {
3161 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3162 } 3461 }
3163 3462
3164 if (who->type == PLAYER 3463 if (!check_item_power (who, op->item_power))
3165 && op->item_power
3166 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3167 { 3464 {
3168 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);
3169 return 1; 3466 return 1;
3170 } 3467 }
3171 3468
3172 /* 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.
3173 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3175 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3176 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3177 3476
3178 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)))
3179 return RESULT_INT (0); 3478 return RESULT_INT (0);
3180 3479
3181 switch (op->type) 3480 switch (op->type)
3182 { 3481 {
3183 case WEAPON: 3482 case WEAPON:
3184 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3185 {
3186 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3187
3188 if (tmp)
3189 insert_ob_in_ob (tmp, who);
3190
3191 return 1;
3192 }
3193
3194 //TODO: this obviously fails for players using a shorter prefix
3195 // i.e. "R" can use Ragnarok's sword.
3196 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3197 { 3484 {
3198 /* 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. */
3199 /* (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) */
3200 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. "
3201 3488 "H<Its name indicates that it belongs to somebody else.>");
3202 if (tmp) 3489 if (tmp) who->insert (tmp);
3203 insert_ob_in_ob (tmp, who);
3204
3205 return 1; 3490 return 1;
3206 } 3491 }
3207 3492
3208 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3209 { 3496 {
3210 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)));
3211 return 1; 3498 change_abil (who, op);
3212 } 3499 }
3213 3500 else
3214 SET_FLAG (op, FLAG_APPLIED);
3215 who->change_skill (skop); 3501 who->change_skill (skop);
3216 3502
3217 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3218 who->change_weapon (who->contr->combat_ob = op);
3219
3220 who->statusmsg (format ("You wield %s.", query_name (op)));
3221
3222 SET_FLAG (who, FLAG_READY_WEAPON);
3223 change_abil (who, op);
3224 break; 3504 break;
3225 3505
3226 case ARMOUR: 3506 case ARMOUR:
3227 case HELMET: 3507 case HELMET:
3228 case SHIELD: 3508 case SHIELD:
3236 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3237 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3238 change_abil (who, op); 3518 change_abil (who, op);
3239 break; 3519 break;
3240 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
3241 case LAMP: 3528 case SKILL:
3242 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3243 { 3530 {
3244 who->failmsg (format ( 3531 // skill is used on it's own, as opposed to being a chosen_skill
3245 "Your %s is out of fuel! "
3246 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3247 &op->name
3248 ));
3249 return 1;
3250 }
3251 3532
3252 who->statusmsg (format ("You turn on your %s.", &op->name)); 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3253
3254 tmp2 = arch_to_object (op->other_arch);
3255 tmp2->stats.food = op->stats.food;
3256 SET_FLAG (tmp2, FLAG_APPLIED);
3257
3258 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3259 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3260
3261 who->insert (tmp2);
3262
3263 /* Remove the old lantern */
3264 op->destroy ();
3265
3266 /* insert the portion that was split off */
3267 if (tmp)
3268 who->insert (tmp);
3269
3270 who->update_stats ();
3271
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 if (who->type == PLAYER)
3274 {
3275 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3277 }
3278
3279 return 0;
3280
3281 case SKILL_TOOL:
3282 // applying a skill tool also readies the skill
3283 SET_FLAG (op, FLAG_APPLIED);
3284
3285 if (!(aflags & AP_NO_READY))
3286 {
3287 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY);
3290 }
3291 break;
3292
3293 case SKILL:
3294 if (player *pl = who->contr)
3295 {
3296 if (IS_COMBAT_SKILL (op->subtype))
3297 { 3534 {
3298 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3299 {
3300 for (object *item = who->inv; item; item = item->below)
3301 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3302 {
3303 if (item->skill == op->skill)
3304 {
3305 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon;
3307 }
3308 }
3309
3310 who->failmsg (format ( 3535 who->failmsg (format (
3311 "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. "
3312 "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. "
3313 &op->skill 3538 "It cannot be used on its own.>",
3314 ));
3315 return 1;
3316
3317 found_weapon:;
3318 }
3319 else
3320 who->change_weapon (pl->combat_ob = op);
3321 }
3322 else if (IS_RANGED_SKILL (op->subtype))
3323 {
3324 if (skill_flags [op->subtype] & SF_NEED_BOW)
3325 {
3326 for (object *item = who->inv; item; item = item->below)
3327 if (item->type == BOW && item->flag [FLAG_APPLIED])
3328 {
3329 //TODO: bows should/must all have skill missile weapon right now
3330 who->change_weapon (pl->ranged_ob = item);
3331 goto found_bow;
3332 }
3333
3334 who->failmsg (
3335 "You need to apply a missile weapon before readying this skill. "
3336 "H<Some skills need an item, in this case a missile weapon, to function.>"
3337 );
3338 return 1;
3339
3340 found_bow:;
3341 }
3342 else
3343 who->change_weapon (pl->ranged_ob = op);
3344 }
3345
3346 if (!op->invisible)
3347 {
3348 who->statusmsg (format (
3349 "You ready %s."
3350 "You can now use the skill: %s.",
3351 query_name (op),
3352 &op->skill 3539 &op->skill
3353 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3354 } 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 ));
3355 else 3554 else
3356 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 ));
3357 } 3571 }
3358 else 3572
3359 {
3360 SET_FLAG (op, FLAG_APPLIED);
3361 change_abil (who, op);
3362 who->chosen_skill = op;
3363 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3364 } 3574 SET_FLAG (op, FLAG_APPLIED);
3365 3575 change_abil (who, op);
3366 break; 3576 break;
3367 3577
3368 case BOW: 3578 case BOW:
3369 if (!check_weapon_power (who, op->last_eat)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3370 {
3371 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3372
3373 if (tmp)
3374 insert_ob_in_ob (tmp, who);
3375
3376 return 1;
3377 }
3378
3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3380 { 3580 {
3381 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3382 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3383 if (tmp) 3583 if (tmp) who->insert (tmp);
3384 insert_ob_in_ob (tmp, who);
3385
3386 return 1; 3584 return 1;
3387 } 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;
3388 3610
3389 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3390 case WAND: 3612 case WAND:
3391 case ROD: 3613 case ROD:
3392 case HORN: 3614 case HORN:
3393 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3394 3616
3395 if (!skop) 3617 if (!skop)
3396 { 3618 {
3397 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);
3398 return 1; 3621 return 1;
3399 } 3622 }
3400 3623
3401 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3402 who->change_skill (skop);
3403 3625
3404 if (who->contr) 3626 if (player *pl = who->contr)
3405 { 3627 {
3406 who->contr->ranged_ob = op;
3407
3408 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3409 3629
3410 if (op->type == BOW) 3630 if (op->type == BOW)
3411 {
3412 who->current_weapon = op;
3413 change_abil (who, op);
3414 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)));
3415 } 3632
3633 change_abil (who, op);
3416 } 3634 }
3417 else 3635 else
3418 { 3636 {
3637 who->change_skill (skop);
3638
3419 if (op->type == BOW) 3639 if (op->type == BOW)
3420 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3421 else 3641 else
3422 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3423 } 3643 }
3424 3644
3425 break; 3645 break;
3426 3646
3427 case BUILDER: 3647 case BUILDER:
3428 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3429 { 3649 {
3430 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3431 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3432 unapply_special (who, who->contr->ranged_ob, 0);
3433
3434 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3435 3651 //TODO: change_abil?
3436 who->contr->ranged_ob = op;
3437 } 3652 }
3438 break; 3653 break;
3439 3654
3440 default: 3655 default:
3441 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3442 } 3657 }
3443 3658
3444 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3445 3660
3446 if (tmp)
3447 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3448 3662
3449 who->update_stats (); 3663 who->update_stats ();
3450 3664
3451 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3452 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3458 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3459 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3460 { 3674 {
3461 who->failmsg ( 3675 who->failmsg (
3462 "Oops, it feels deadly cold! " 3676 "Oops, it feels deadly cold! "
3463 "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.>"
3464 ); 3678 );
3465 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3466 } 3680 }
3467 3681
3468 if (object *pl = op->visible_to ()) 3682 if (object *pl = op->visible_to ())
3469 esrv_send_item (pl, op); 3683 esrv_send_item (pl, op);
3470 3684
3471 return 0; 3685 return 0;
3472} 3686}
3473 3687
3474int
3475monster_apply_special (object *who, object *op, int aflags)
3476{
3477 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3478 return 1;
3479
3480 return apply_special (who, op, aflags);
3481}
3482
3483/** 3688/**
3484 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3485 * 3690 *
3486 * Generates shop floor's item, and treasures. 3691 * Generates shop floor's item, and treasures.
3487 */ 3692 */
3488int 3693int
3489auto_apply (object *op) 3694auto_apply (object *op)
3490{ 3695{
3491 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3492 int i; 3697 int i;
3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3493 3700
3494 switch (op->type) 3701 switch (op->type)
3495 { 3702 {
3496 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3497 if (!op->has_random_items ()) 3704 if (!op->has_random_items ())
3499 3706
3500 do 3707 do
3501 { 3708 {
3502 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3503 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3504 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
3505 if (tmp == NULL) 3716 if (tmp == NULL)
3506 return 0; 3717 return 0;
3718
3507 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3508 { 3720 {
3509 tmp->destroy (); 3721 tmp->destroy ();
3510 tmp = NULL; 3722 tmp = NULL;
3511 } 3723 }
3514 3726
3515 tmp->x = op->x; 3727 tmp->x = op->x;
3516 tmp->y = op->y; 3728 tmp->y = op->y;
3517 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3518 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3519 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3520 identify (tmp); 3731 identify (tmp);
3521 break; 3732 break;
3522 3733
3523 case TREASURE: 3734 case TREASURE:
3524 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3531 /* 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,
3532 * 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
3533 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3534 * that is put inside other objects. 3745 * that is put inside other objects.
3535 */ 3746 */
3536 for (tmp = op->inv; tmp; tmp = tmp2)
3537 {
3538 tmp2 = tmp->below;
3539 tmp->remove ();
3540
3541 if (op->env) 3747 if (op->env)
3542 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3543 else 3749 op->env->insert (op->inv);
3544 tmp->destroy ();
3545 }
3546 3750
3547 op->destroy (); 3751 op->destroy ();
3548 break; 3752 break;
3549 } 3753 }
3550 return tmp ? 1 : 0; 3754
3755 return !!tmp;
3551} 3756}
3552 3757
3553/** 3758/**
3554 * 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
3555 * is loaded or swapped in and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3569 3774
3570 if (tmp->inv) 3775 if (tmp->inv)
3571 { 3776 {
3572 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3573 3778
3574 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3575 { 3780 {
3576 invnext = invtmp->below; 3781 invnext = invtmp->below;
3577 3782
3578 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3579 auto_apply (invtmp); 3784 auto_apply (invtmp);
3580 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3581 { 3786 {
3582 while ((invtmp->stats.hp--) > 0) 3787 while (invtmp->stats.hp-- > 0)
3583 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3584 3789
3585 invtmp->randomitems = NULL; 3790 invtmp->randomitems = NULL;
3586 } 3791 }
3587 else if (invtmp && invtmp->arch 3792 else if (invtmp && invtmp->arch
3592 * treasure again for this object 3797 * treasure again for this object
3593 */ 3798 */
3594 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3595 } 3800 }
3596 } 3801 }
3802
3597 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3598 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3599 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3600 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3601 * MSW 2004-05-13 3807 * MSW 2004-05-13
3605 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3606 */ 3812 */
3607 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3608 || 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)
3609 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3610
3611 } 3816 }
3612 3817
3613 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3614 auto_apply (tmp); 3819 auto_apply (tmp);
3615 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 ())
3648 } 3853 }
3649 3854
3650 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3651 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3652 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3653 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3654} 3859}
3655 3860
3656/** 3861/**
3657 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3658 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3663eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3664{ 3869{
3665 object *force; 3870 object *force;
3666 int i, did_one = 0; 3871 int i, did_one = 0;
3667 3872
3668 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3669 3876
3670 for (i = 0; i < NUM_STATS; i++)
3671 if (sint8 k = food->stats.stat (i))
3672 {
3673 force->stats.stat (i) = k;
3674 did_one = 1;
3675 }
3676
3677 /* check if we can protect the eater */
3678 for (i = 0; i < NROFATTACKS; i++)
3679 {
3680 if (food->resist[i] > 0)
3681 {
3682 force->resist[i] = food->resist[i] / 2;
3683 did_one = 1;
3684 }
3685 }
3686
3687 if (did_one)
3688 {
3689 force->set_speed (0.1);
3690 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3691 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3692 SET_FLAG (force, FLAG_APPLIED); 3879
3693 change_abil (who, force); 3880 if (force = who->force_find (key))
3694 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;
3695 } 3891 }
3696 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
3697 force->destroy (); 3923 force->destroy ();
3924 }
3698 3925
3699 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3700 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3701 { 3928 {
3702 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3732 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3733 } 3960 }
3734 } 3961 }
3735 3962
3736 who->update_stats (); 3963 who->update_stats ();
3737}
3738
3739/**
3740 * Designed primarily to light torches/lanterns/etc.
3741 * Also burns up burnable material too. First object in the inventory is
3742 * the selected object to "burn". -b.t.
3743 */
3744void
3745apply_lighter (object *who, object *lighter)
3746{
3747 object *item;
3748 int is_player_env = 0;
3749
3750 item = find_marked_object (who);
3751 if (item)
3752 {
3753 if (lighter->last_eat && lighter->stats.food)
3754 { /* lighter gets used up */
3755 object *oneLighter = lighter->split ();
3756 oneLighter->stats.food--;
3757 who->insert (oneLighter);
3758 }
3759 else if (lighter->last_eat)
3760 {
3761 /* no charges left in lighter */
3762 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3763 return;
3764 }
3765
3766 /* Perhaps we should split what we are trying to light on fire?
3767 * I can't see many times when you would want to light multiple
3768 * objects at once.
3769 */
3770
3771 if (who == item->in_player ())
3772 is_player_env = 1;
3773
3774 save_throw_object (item, AT_FIRE, who);
3775
3776 if (item->destroyed ())
3777 {
3778 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3779 /* Need to update the player so that the players glow radius
3780 * gets changed.
3781 */
3782 if (is_player_env)
3783 who->update_stats ();
3784 }
3785 else
3786 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3787 }
3788 else
3789 who->failmsg ("You need to mark a lightable object.");
3790}
3791
3792/**
3793 * op made some mistake with a scroll, this takes care of punishment.
3794 * scroll_failure()- hacked directly from spell_failure
3795 */
3796void
3797scroll_failure (object *op, int failure, int power)
3798{
3799 if (abs (failure / 4) > power)
3800 power = abs (failure / 4); /* set minimum effect */
3801
3802 if (failure <= -1 && failure > -15)
3803 { /* wonder */
3804 object *tmp;
3805
3806 op->failmsg ("Your spell warps!");
3807 tmp = get_archetype (SPELL_WONDER);
3808 cast_wonder (op, op, 0, tmp);
3809 tmp->destroy ();
3810 }
3811 else if (failure <= -15 && failure > -35)
3812 { /* drain mana */
3813 op->failmsg ("Your mana is drained!");
3814 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3815 if (op->stats.sp < 0)
3816 op->stats.sp = 0;
3817 }
3818 else if (settings.spell_failure_effects == TRUE)
3819 {
3820 if (failure <= -35 && failure > -60)
3821 { /* confusion */
3822 op->failmsg ("The magic recoils on you!");
3823 confuse_player (op, op, power);
3824 }
3825 else if (failure <= -60 && failure > -70)
3826 { /* paralysis */
3827 op->failmsg ("The magic recoils and paralyzes you!");
3828 paralyze_player (op, op, power);
3829 }
3830 else if (failure <= -70 && failure > -80)
3831 { /* blind */
3832 op->failmsg ("The magic recoils on you!");
3833 blind_player (op, op, power);
3834 }
3835 else if (failure <= -80)
3836 { /* blast the immediate area */
3837 object *tmp = get_archetype (LOOSE_MANA);
3838 cast_magic_storm (op, tmp, power);
3839 op->failmsg ("You unleash uncontrolled mana!");
3840 tmp->destroy ();
3841 }
3842 }
3843} 3964}
3844 3965
3845void 3966void
3846apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3847{ 3968{
3895 } 4016 }
3896 4017
3897 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3898 * the player ref: player.c 4019 * the player ref: player.c
3899 */ 4020 */
3900 if (change->randomitems != NULL) 4021 if (change->randomitems)
3901 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3902 4023
3903 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3904 4025
3905 /* first, look for the force object banning 4026 /* first, look for the force object banning
3906 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3907 */ 4028 */
3908 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3909 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
3910 flag_change_face = 0; 4031 flag_change_face = 0;
3911 4032
3912 if (flag_change_face) 4033 if (flag_change_face)
3913 { 4034 {
3914 pl->animation_id = GET_ANIM_ID (change);
3915 pl->face = change->face; 4035 pl->face = change->face;
3916 4036 pl->animation_id = change->animation_id;
3917 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3918 SET_FLAG (pl, FLAG_ANIMATE);
3919 else
3920 CLEAR_FLAG (pl, FLAG_ANIMATE);
3921 } 4038 }
3922 4039
3923 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
3924 /*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); */
3925 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
3926 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3927 4044
3928 break; 4045 break;
3929 } 4046 }
3930 } 4047 }
3931} 4048}
3932 4049
3933/**
3934 * This handles items of type 'transformer'.
3935 * Basically those items, used with a marked item, transform both items into something
3936 * else.
3937 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3938 * Change information is contained in the 'slaying' field of the marked item.
3939 * The format is as follow: transformer:[number ]yield[;transformer:...].
3940 * This way an item can be transformed in many things, and/or many objects.
3941 * The 'slaying' field for transformer is used as verb for the action.
3942 */
3943void
3944apply_item_transformer (object *pl, object *transformer)
3945{
3946 object *marked;
3947 object *new_item;
3948 char *find;
3949 char *separator;
3950 int yield;
3951 char got[MAX_BUF];
3952 int len;
3953
3954 if (!pl || !transformer)
3955 return;
3956
3957 marked = find_marked_object (pl);
3958
3959 if (!marked)
3960 {
3961 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3962 return;
3963 }
3964
3965 if (!marked->slaying)
3966 {
3967 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3968 return;
3969 }
3970
3971 /* check whether they are compatible or not */
3972 find = strstr (marked->slaying, transformer->arch->archname);
3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3974 {
3975 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3976 return;
3977 }
3978
3979 find += strlen (transformer->arch->archname) + 1;
3980 /* Item can be used, now find how many and what it yields */
3981 if (isdigit (*(find)))
3982 {
3983 yield = atoi (find);
3984 if (yield < 1)
3985 {
3986 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3987 yield = 1;
3988 }
3989 }
3990 else
3991 yield = 1;
3992
3993 while (isdigit (*find))
3994 find++;
3995
3996 while (*find == ' ')
3997 find++;
3998
3999 memset (got, 0, MAX_BUF);
4000
4001 if ((separator = strchr (find, ';')) != NULL)
4002 len = separator - find;
4003 else
4004 len = strlen (find);
4005
4006 if (len > MAX_BUF - 1)
4007 len = MAX_BUF - 1;
4008
4009 strcpy (got, find);
4010 got[len] = '\0';
4011
4012 /* Now create new item, remove used ones when required. */
4013 new_item = get_archetype (got);
4014 if (!new_item)
4015 {
4016 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4017 return;
4018 }
4019
4020 new_item->nrof = yield;
4021
4022 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4023
4024 pl->insert (new_item);
4025 /* Eat up one item */
4026 marked->decrease ();
4027
4028 /* Eat one transformer if needed */
4029 if (transformer->stats.food)
4030 if (--transformer->stats.food == 0)
4031 transformer->decrease ();
4032}
4033

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines