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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.181 by root, Wed Dec 31 18:07:41 2008 UTC vs.
Revision 1.238 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 */
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.\r", long_desc (marked, pl)); 116 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 117 if (marked->msg)
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.\r", long_desc (id, pl)); 132 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 133 if (id->msg)
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
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;
753/** 703/**
754 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * 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, ...),
756 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
757 */ 707 */
758int 708static int
759check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
760{ 710{
761 object *otmp; 711 object *otmp;
762 712
763 if (op->type != PLAYER) 713 if (op->type != PLAYER)
810 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
811 * the users level or 90) 761 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now. 763 * changing of physical area right now.
814 */ 764 */
815int 765static int
816improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
817{ 767{
818 object *tmp; 768 object *tmp;
819 769
820 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
904 * Takes one type of items and makes another. 854 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
906 * 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
907 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
908 */ 858 */
909static int 859int
910convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
911{ 861{
912 sint64 nr, price_in; 862 sint64 nr = 0, price_in;
913 863
914 if (item->flag [FLAG_UNPAID]) 864 if (item->flag [FLAG_UNPAID])
915 return 0; 865 return 0;
916 866
917 shstr conv_from = converter->slaying; 867 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch; 868 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food; 869 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp; 870 sint64 give = converter->stats.sp;
921 871
998 item->nrof *= nr; 948 item->nrof *= nr;
999 949
1000 if (converter->flag [FLAG_PRECIOUS]) 950 if (converter->flag [FLAG_PRECIOUS])
1001 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
1002 952
1003 if (is_in_shop (converter)) 953 if (converter->is_in_shop ())
1004 { 954 {
1005 // converters on shop floors don't work anymore, bug lets check for it 955 // converters on shop floors don't work anymore, bug lets check for it
1006 // and report in case someone still does it. 956 // and report in case someone still does it.
1007 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
1008 converter->debug_desc ()); 958 converter->debug_desc ());
1031 * Handle apply on containers. 981 * Handle apply on containers.
1032 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1033 * 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]
1034 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1035 */ 985 */
1036int 986static int
1037apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1038{ 988{
1039 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1040 return 0; /* This might change */ 990 return 0; /* This might change */
1041 991
1054 } 1004 }
1055 1005
1056 // 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
1057 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1058 { 1008 {
1059 if (op->container == sack) 1009 if (op->container_ () == sack)
1060 { 1010 {
1061 // open on ground or inv, so close 1011 // open on ground or inv, so close
1062 op->close_container (); 1012 op->close_container ();
1063 return 1; 1013 return 1;
1064 } 1014 }
1107{ 1057{
1108 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1109 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1110 return 0; 1060 return 0;
1111 1061
1112 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1113 { 1063 {
1114 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1115 * 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
1116 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1117 */ 1067 */
1126/* push_button (altar);*/ 1076/* push_button (altar);*/
1127 } 1077 }
1128 else 1078 else
1129 { 1079 {
1130 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1131 push_button (altar); 1081 push_button (altar, originator);
1132 } 1082 }
1133 1083
1134 return !sacrifice; 1084 return !sacrifice;
1135 } 1085 }
1136 else 1086 else
1153 1103
1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1155 1105
1156 bool has_unpaid = false; 1106 bool has_unpaid = false;
1157 1107
1158 // 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
1159 // a quick and small change :( 1109 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID]) 1111 if (item->flag [FLAG_UNPAID])
1162 { 1112 {
1163 has_unpaid = true; 1113 has_unpaid = true;
1211 /* this is only used for players */ 1161 /* this is only used for players */
1212 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1213 1163
1214 if (has_unpaid) 1164 if (has_unpaid)
1215 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1216 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1217 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1218 else 1168 else
1219 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1220 1170
1221 if (shop_mat->msg) 1171 if (shop_mat->msg)
1222 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1223 /* 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,
1224 * 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
1225 * actually the shop floor. 1175 * actually the shop floor.
1226 */ 1176 */
1227 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1228 { 1178 {
1229 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1230 1180
1231 op->statusmsg ( 1181 op->statusmsg (
1232 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1371 return; 1321 return;
1372 1322
1373 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1374 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1375 */ 1325 */
1376 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1377 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1378 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1379 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1380 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1381 */ 1331 */
1388 1338
1389 recursion_depth++; 1339 recursion_depth++;
1390 if (trap->head) 1340 if (trap->head)
1391 trap = trap->head; 1341 trap = trap->head;
1392 1342
1393 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)))
1394 goto leave;
1395
1396 switch (trap->type) 1344 switch (trap->type)
1397 { 1345 {
1398 case PLAYERMOVER: 1346 case PLAYERMOVER:
1399 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:
1400 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1401 if (!trap->stats.maxsp) 1420 if (!trap->value)
1402 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1403 1423
1404 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1405 * 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
1406 */ 1439 */
1407 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1408 1441
1409 /* 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)
1410 * above with some objects have zero speed, and thus the player 1443 {
1411 * 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 }
1412 */ 1453 }
1413 if (victim->speed_left < -50.f) 1454 break;
1414 victim->speed_left = -50.f;
1415 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1416 } 1455 }
1417 goto leave;
1418 1456
1419 case SPINNER: 1457 case CONVERTER:
1420 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1421 {
1422 victim->direction = absdir (victim->direction - trap->stats.sp);
1423 update_turn_face (victim);
1424 }
1425 goto leave;
1426
1427 case DIRECTOR:
1428 if (victim->direction && !should_director_abort (trap, victim))
1429 {
1430 victim->direction = trap->stats.sp;
1431 update_turn_face (victim);
1432 }
1433 goto leave;
1434
1435 case BUTTON:
1436 case PEDESTAL:
1437 update_button (trap);
1438 goto leave;
1439
1440 case ALTAR:
1441 /* sacrifice victim on trap */
1442 apply_altar (trap, victim, originator);
1443 goto leave;
1444
1445 case THROWN_OBJ:
1446 if (trap->inv == NULL)
1447 goto leave;
1448 /* fallthrough */
1449
1450 case ARROW:
1451 /* bad bug: monster throw a object, make a step forwards, step on object ,
1452 * trigger this here and get hit by own missile - and will be own enemy.
1453 * Victim then is his own enemy and will start to kill herself (this is
1454 * removed) but we have not synced victim and his missile. To avoid senseless
1455 * action, we avoid hits here
1456 */
1457 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1458 hit_with_arrow (trap, victim);
1459 goto leave;
1460
1461 case SPELL_EFFECT:
1462 apply_spell_effect (trap, victim);
1463 goto leave;
1464
1465 case TRAPDOOR:
1466 {
1467 int max, sound_was_played;
1468 object *ab, *ab_next;
1469
1470 if (!trap->value)
1471 { 1459 {
1472 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1473 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1474 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1475 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1476 tot += ab->head_ ()->total_weight ();
1477
1478 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1479 goto leave;
1480
1481 SET_ANIMATION (trap, trap->value);
1482 update_object (trap, UP_OBJ_FACE);
1483 } 1462 }
1484 1463
1485 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))
1486 { 1486 {
1487 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1488 * ab->above would be bogus 1488 * players output.
1489 */ 1489 */
1490 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1491 1492
1492 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1493 { 1494 victim->enter_exit (trap);
1494 if (!sound_was_played)
1495 {
1496 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1497 sound_was_played = 1;
1498 }
1499
1500 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1501 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1502 }
1503 } 1495 }
1504 goto leave; 1496 break;
1505 }
1506 1497
1507 case CONVERTER:
1508 if (convert_item (victim, trap) < 0)
1509 {
1510 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1511 archetype::get (shstr_burnout)->insert_at (trap, trap);
1512 }
1513
1514 goto leave;
1515
1516 case TRIGGER_BUTTON:
1517 case TRIGGER_PEDESTAL:
1518 case TRIGGER_ALTAR:
1519 check_trigger (trap, victim);
1520 goto leave;
1521
1522 case DEEP_SWAMP:
1523 walk_on_deep_swamp (trap, victim);
1524 goto leave;
1525
1526 case CHECK_INV:
1527 check_inv (victim, trap);
1528 goto leave;
1529
1530 case HOLE:
1531 move_apply_hole (trap, victim);
1532 goto leave;
1533
1534 case EXIT:
1535 if (victim->type == PLAYER && EXIT_PATH (trap))
1536 {
1537 /* Basically, don't show exits leading to random maps the
1538 * players output.
1539 */
1540 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1541 victim->statusmsg (trap->msg, NDI_NAVY);
1542
1543 trap->play_sound (trap->sound);
1544 victim->enter_exit (trap);
1545 }
1546 goto leave;
1547
1548 case ENCOUNTER: 1498 case ENCOUNTER:
1549 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1550 goto leave; 1500 break;
1551 1501
1552 case SHOP_MAT: 1502 case SHOP_MAT:
1553 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1554 goto leave; 1504 break;
1555 1505
1556 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1557 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1558 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1559 goto leave; 1509 break;
1560 1510
1561 case SIGN: 1511 case SIGN:
1562 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1563 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1564 1514
1565 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1566 goto leave; 1516 break;
1567 1517
1568 case CONTAINER: 1518 case CONTAINER:
1569 apply_container (victim, trap); 1519 apply_container (victim, trap);
1570 goto leave; 1520 break;
1571 1521
1572 case RUNE: 1522 case RUNE:
1573 case TRAP: 1523 case TRAP:
1574 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1575 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1576 goto leave; 1526 break;
1577 1527
1578 default: 1528 default:
1579 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 "
1580 "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);
1581 goto leave; 1531 break;
1582 } 1532 }
1583 1533
1584leave:
1585 recursion_depth--; 1534 recursion_depth--;
1586} 1535}
1587 1536
1588/** 1537/**
1589 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1600 return; 1549 return;
1601 } 1550 }
1602 1551
1603 if (!tmp->msg) 1552 if (!tmp->msg)
1604 { 1553 {
1605 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));
1606 return; 1555 return;
1607 } 1556 }
1608 1557
1609 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1610 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1624 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1625 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1626 return; 1575 return;
1627 } 1576 }
1628 1577
1578 // we currently don't use the message types for anything.
1629 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"));
1630 1582
1631 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1632 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1633 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\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));
1634 1586
1646 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1647 } 1599 }
1648 1600
1649 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 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 }
1651 } 1656 }
1652} 1657}
1653 1658
1654/** 1659/**
1655 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1735 return; 1740 return;
1736 } 1741 }
1737 1742
1738 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1739 player_unready_range_ob (op->contr, spob);
1740 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1741 spob->destroy (); 1745 spob->destroy ();
1742} 1746}
1743 1747
1744/** 1748/**
1761 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1762 * legacy spellbooks 1766 * legacy spellbooks
1763 */ 1767 */
1764 if (tmp->slaying) 1768 if (tmp->slaying)
1765 { 1769 {
1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1767 if (!spell) 1772 if (!spell)
1768 { 1773 {
1769 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));
1770 return; 1775 return;
1771 } 1776 }
1792 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);
1793 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!");
1794 return; 1799 return;
1795 } 1800 }
1796 1801
1797 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1798 { 1804 {
1799 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));
1800 return; 1807 return;
1801 } 1808 }
1802 1809
1803 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));
1804 1811
1820 { 1827 {
1821 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1822 1829
1823 if (!spell_skill) 1830 if (!spell_skill)
1824 { 1831 {
1825 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));
1826 return; 1833 return;
1827 } 1834 }
1828 1835
1829 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1830 { 1837 {
1846 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1847 */ 1854 */
1848 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1849 { 1856 {
1850 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!");
1851 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));
1852 } 1859 }
1853 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1854 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1855 { 1862 {
1856 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1962 break; 1969 break;
1963 } 1970 }
1964 1971
1965 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1966 tmp->decrease (true); 1973 tmp->decrease (true);
1967}
1968
1969/**
1970 * op eats food.
1971 * If player, takes care of messages and dragon special food.
1972 */
1973static void
1974apply_food (object *op, object *tmp)
1975{
1976 int capacity_remaining;
1977
1978 if (op->type != PLAYER)
1979 op->stats.hp = op->stats.maxhp;
1980 else
1981 {
1982 /* check if this is a dragon (player), eating some flesh */
1983 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1984 ;
1985 else
1986 {
1987 /* usual case - no dragon meal: */
1988 if (op->stats.food + tmp->stats.food > 999)
1989 {
1990 if (tmp->type == FOOD || tmp->type == FLESH)
1991 op->failmsg ("You feel full, but what a waste of food!");
1992 else
1993 op->statusmsg ("Most of the drink goes down your face not your throat!");
1994 }
1995
1996 tmp->play_sound (
1997 tmp->sound
1998 ? tmp->sound
1999 : tmp->type == DRINK
2000 ? sound_find ("eat_drink")
2001 : sound_find ("eat_food")
2002 );
2003
2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2005 {
2006 const char *buf;
2007
2008 if (!is_dragon_pl (op))
2009 {
2010 /* eating message for normal players */
2011 if (tmp->type == DRINK)
2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2013 else
2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2015 }
2016 else
2017 /* eating message for dragon players */
2018 buf = format ("The %s tasted terrible!", &tmp->name);
2019
2020 op->statusmsg (buf);
2021
2022 capacity_remaining = 999 - op->stats.food;
2023 op->stats.food += tmp->stats.food;
2024 if (capacity_remaining < tmp->stats.food)
2025 op->stats.hp += capacity_remaining / 50;
2026 else
2027 op->stats.hp += tmp->stats.food / 50;
2028
2029 if (op->stats.hp > op->stats.maxhp)
2030 op->stats.hp = op->stats.maxhp;
2031 if (op->stats.food > 999)
2032 op->stats.food = 999;
2033 }
2034
2035 /* special food hack -b.t. */
2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2037 eat_special_food (op, tmp);
2038 }
2039 }
2040
2041 handle_apply_yield (tmp);
2042 tmp->decrease ();
2043} 1974}
2044 1975
2045/** 1976/**
2046 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2047 * 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.
2050 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2051 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2052 * return: 1983 * return:
2053 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2054 */ 1985 */
2055int 1986static int
2056dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2057{ 1988{
2058 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2059 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2060 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2067 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2068 int i; /* index */ 1999 int i; /* index */
2069 2000
2070 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2071 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2072 return 0; 2003 return 0;
2073 2004
2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2075 from the player's inventory */ 2006 from the player's inventory */
2076 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2084 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2085 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2086 return 0; 2017 return 0;
2087 2018
2088 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2089 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2090 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2091 else 2022 else
2092 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2093 2024
2094 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2095 op->stats.hp = op->stats.maxhp;
2096
2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2098 2027
2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2100 2029
2101 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2102 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2112 2041
2113 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2114 flesh is too rare */ 2043 flesh is too rare */
2115 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2116 2045
2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2118 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2119 2048
2120 if (chance >= 0.) 2049 if (chance >= 0.)
2121 chance += 1.; 2050 chance += 1.;
2122 else 2051 else
2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2124 2053
2125 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2127 2056
2128 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2129 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2130 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2131 2060
2132 /* 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!) */
2133 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2134 { 2063 {
2135 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2136 winners++; 2065 winners++;
2137 } 2066 }
2138 2067
2201 2130
2202 return 1; 2131 return 1;
2203} 2132}
2204 2133
2205/** 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/**
2206 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2207 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2208 */ 2211 */
2209static void 2212static void
2210apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2261 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2262 poison->destroy (); 2265 poison->destroy ();
2263} 2266}
2264 2267
2265/** 2268/**
2266 * 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
2267 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2268 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2269 * -You are
2270 * ° the owner of the exit
2271 * ° or in the same party as the owner
2272 * 2272 *
2273 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2274 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2275 * 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
2276 */ 2276 */
2277int 2277static object *
2278is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2279{ 2279{
2280 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2281 return 1; /*This is not a 2 way, so it is legal */
2282
2283#if 0 //TODO
2284 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2285 return 0; /* This is a reset town portal */
2286#endif
2287
2288 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2289
2290 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2291
2292 if (exitmap)
2293 { 2281 {
2294 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2295
2296 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2297
2298 if (!tmp)
2299 return 0;
2300
2301 for (; tmp; tmp = tmp->above)
2302 { 2283 {
2303 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2304 continue; /*Not an exit */
2305
2306 if (!EXIT_PATH (tmp))
2307 continue; /*Not a valid exit */
2308
2309 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2310 continue; /*Not in the same place */
2311
2312 if (exit->map->path != EXIT_PATH (tmp))
2313 continue; /*Not in the same map */
2314
2315 /* From here we have found the exit is valid. However we do
2316 * here the check of the exit owner. It is important for the
2317 * town portals to prevent strangers from visiting your appartments
2318 */
2319 if (!exit->race)
2320 return 1; /*No owner, free for all! */
2321
2322 object *exit_owner = 0;
2323
2324 for_all_players (pp)
2325 { 2285 {
2326 if (!pp->ob) 2286 lighter = tmp;
2327 continue;
2328
2329 if (pp->ob->name != exit->race)
2330 continue;
2331
2332 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2333 break; 2287 break;
2334 } 2288 }
2289 }
2335 2290
2336 if (!exit_owner) 2291 if (!lighter)
2337 return 0; /* No more owner */ 2292 {
2338 2293 who->failmsg (format (
2339 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2340 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2341 2296 &op->name));
2342 if (exit_owner && /*There is a owner */
2343 (op->contr) && /*A player tries to pass */
2344 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2345 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2346 return 0; 2297 return 0;
2298 }
2299 }
2347 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));
2348 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2349 } 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
2350 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2351 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)
2352 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 ();
2353} 2613}
2354 2614
2355/** 2615/**
2356 * Main apply handler. 2616 * Main apply handler.
2357 * 2617 *
2360 * Return value: 2620 * Return value:
2361 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2362 * 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
2363 * 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
2364 * 2624 *
2365 * 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
2366 * being applied. 2626 * being applied.
2367 * 2627 *
2368 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2369 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2370 */ 2630 */
2371int 2631static int
2372manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2373{ 2633{
2374 tmp = tmp->head_ (); 2634 op = op->head_ ();
2375 2635
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2377 { 2637 {
2378 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2379 { 2639 {
2640 examine (who, op);
2380 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
2381 return 1; 2642 return 1;
2382 } 2643 }
2383 else 2644 else
2384 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2385 } 2646 }
2386 2647
2387 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2388 return RESULT_INT (0); 2649 return RESULT_INT (0);
2389 2650
2390 switch (tmp->type) 2651 switch (op->type)
2391 { 2652 {
2392 case CF_HANDLE: 2653 case T_HANDLE:
2393 op->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2394 op->statusmsg ("You turn the handle."); 2655 who->statusmsg ("You turn the handle.");
2395 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2396 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2397 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2398 push_button (tmp); 2659 push_button (op, who);
2399 return 1; 2660 return 1;
2400 2661
2401 case TRIGGER: 2662 case TRIGGER:
2402 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2403 { 2664 {
2404 op->statusmsg ("You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2405 op->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2406 } 2667 }
2407 else 2668 else
2408 op->failmsg ("The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2409 2670
2410 return 1; 2671 return 1;
2411 2672
2412 case EXIT: 2673 case EXIT:
2413 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2414 return 0; 2675 return 0;
2415 2676
2416 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2417 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)));
2418 else 2679 else
2419 { 2680 {
2420 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2421 if (tmp->msg && !EXIT_PATH (tmp).starts_with ("/!")) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2422 op->statusmsg (tmp->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2423 2684
2424 op->enter_exit (tmp); 2685 who->enter_exit (op);
2425 } 2686 }
2426 2687
2427 return 1; 2688 return 1;
2428 2689
2429 case INSCRIBABLE: 2690 case INSCRIBABLE:
2430 op->statusmsg (tmp->msg); 2691 who->statusmsg (op->msg);
2431 // 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
2432 return 1; 2693 return 1;
2433 2694
2434 case SIGN: 2695 case SIGN:
2435 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2436 return 1; 2697 return 1;
2437 2698
2438 case BOOK: 2699 case BOOK:
2439 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2440 { 2701 {
2441 apply_book (op, tmp); 2702 apply_book (who, op);
2442 return 1; 2703 return 1;
2443 } 2704 }
2444 else 2705 else
2445 return 0; 2706 return 0;
2446 2707
2447 case SKILLSCROLL: 2708 case SKILLSCROLL:
2448 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2449 { 2710 {
2450 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2451 return 1; 2712 return 1;
2452 } 2713 }
2453 else 2714 else
2454 return 0; 2715 return 0;
2455 2716
2456 case SPELLBOOK: 2717 case SPELLBOOK:
2457 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2458 { 2719 {
2459 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2460 return 1; 2721 return 1;
2461 } 2722 }
2462 else 2723 else
2463 return 0; 2724 return 0;
2464 2725
2465 case SCROLL: 2726 case SCROLL:
2466 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2467 return 1; 2728 return 1;
2468 2729
2469 case POTION: 2730 case POTION:
2470 apply_potion (op, tmp); 2731 apply_potion (who, op);
2471 return 1; 2732 return 1;
2472 2733
2473 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2474 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2475 case CLOSE_CON: 2736 case CLOSE_CON:
2476 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2477 return 1; 2738 return 1;
2478 2739
2479 case CONTAINER: 2740 case CONTAINER:
2480 apply_container (op, tmp); 2741 apply_container (who, op);
2481 return 1; 2742 return 1;
2482 2743
2483 case TREASURE: 2744 case TREASURE:
2484 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2485 { 2746 {
2486 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2487 return 1; 2748 return 1;
2488 } 2749 }
2489 else 2750 else
2490 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2491 2757
2492 case WEAPON: 2758 case WEAPON:
2493 case ARMOUR: 2759 case ARMOUR:
2494 case BOOTS: 2760 case BOOTS:
2495 case GLOVES: 2761 case GLOVES:
2502 case CLOAK: 2768 case CLOAK:
2503 case WAND: 2769 case WAND:
2504 case ROD: 2770 case ROD:
2505 case HORN: 2771 case HORN:
2506 case SKILL: 2772 case SKILL:
2773 case SPELL:
2507 case BOW: 2774 case BOW:
2508 case LAMP: 2775 case RANGED:
2509 case BUILDER: 2776 case BUILDER:
2510 case SKILL_TOOL: 2777 case SKILL_TOOL:
2511 if (tmp->env != op) 2778 if (op->env != who)
2512 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)));
2513 2780 else
2514 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2515 return 1; 2783 return 1;
2516 2784
2517 case DRINK: 2785 case DRINK:
2518 case FOOD: 2786 case FOOD:
2519 case FLESH: 2787 case FLESH:
2520 apply_food (op, tmp); 2788 apply_food (who, op);
2521 return 1; 2789 return 1;
2522 2790
2523 case POISON: 2791 case POISON:
2524 apply_poison (op, tmp); 2792 apply_poison (who, op);
2525 return 1; 2793 return 1;
2526 2794
2527 case SAVEBED: 2795 case SAVEBED:
2528 return 1; 2796 return 1;
2529 2797
2530 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2531 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2532 { 2800 {
2533 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2534 return 1; 2802 return 1;
2535 } 2803 }
2536 else 2804 else
2537 return 0; 2805 return 0;
2538 2806
2539 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2540 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2541 return 1; 2809 return 1;
2542 2810
2543 case CLOCK: 2811 case CLOCK:
2544 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2545 { 2813 {
2546 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2547 timeofday_t tod; 2815 timeofday_t tod;
2548 2816
2549 get_tod (&tod); 2817 get_tod (&tod);
2550 op->play_sound (sound_find ("sound_clock")); 2818 who->play_sound (sound_find ("sound_clock"));
2551 op->statusmsg (format ( 2819 who->statusmsg (format (
2552 "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2553 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2554 ((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")
2555 )); 2823 ));
2556 return 1; 2824 return 1;
2557 } 2825 }
2558 else 2826 else
2559 return 0; 2827 return 0;
2560 2828
2561 case MENU: 2829 case MENU:
2562 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2563 { 2831 {
2564 shop_listing (tmp, op); 2832 shop_listing (op, who);
2565 return 1; 2833 return 1;
2566 } 2834 }
2567 else 2835 else
2568 return 0; 2836 return 0;
2569 2837
2570 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2571 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2572 return 1; 2840 return 1;
2573 2841
2574 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2575 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2576 { 2844 {
2577 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2578 return 1; 2846 return 1;
2579 } 2847 }
2580 else 2848 else
2581 return 0; 2849 return 0;
2582 2850
2583 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2584 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2585 return 1; 2853 return 1;
2586 2854
2587 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2588 return 0; 2857 return 0;
2589 } 2858 }
2590} 2859}
2591 2860
2592/* quiet suppresses the "don't know how to apply" and "you must get it first" 2861/*
2593 * messages as needed by player_apply_below(). But there can still be
2594 * "but you are floating high above the ground" messages.
2595 *
2596 * Same return value as apply() function. 2862 * Same return value as apply() function.
2597 */ 2863 */
2598int 2864bool
2599player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2600{ 2866{
2601 if (!op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2602 { 2868 {
2603 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2604 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2610 } 2876 }
2611 } 2877 }
2612 2878
2613 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2614 2880
2615 int tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2616
2617 if (!quiet)
2618 {
2619 if (tmp == 0)
2620 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2621 else if (tmp == 2)
2622 pl->failmsg ("You must get it first!\n");
2623 }
2624
2625 return tmp;
2626} 2882}
2627 2883
2628/** 2884/**
2629 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2630 * 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
2641 * 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
2642 * 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
2643 * 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
2644 * not return a proper value. 2900 * not return a proper value.
2645 */ 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?
2646 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)
2647 { 2905 {
2648 next = tmp->below; 2906 next = tmp->below;
2649 2907
2650 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2651 floors++;
2652 else if (floors > 0)
2653 return; /* process only floor objects after first floor object */
2654
2655 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2656 * person moving on it, also activate. Added code to make it
2657 * so that at least one of players movement types be that which
2658 * the item needs.
2659 */ 2909 */
2660 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2661 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2662 return; 2912 break;
2663 2913
2664 if (floors >= 2) 2914 break;
2665 return; /* process at most two floor objects */
2666 } 2915 }
2667} 2916}
2668 2917
2669/** 2918/**
2670 * Unapplies specified item. 2919 * Unapplies specified item.
2677{ 2926{
2678 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))
2679 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2680 return RESULT_INT (0); 2929 return RESULT_INT (0);
2681 2930
2682 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2683 2935
2684 switch (op->type) 2936 switch (op->type)
2685 { 2937 {
2686 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
2687 // 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
2688 // 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
2689 // be used for other reasons 2956 // be used for other reasons
2690 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2691 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2692 && tmp->type == SKILL
2693 && tmp->flag [FLAG_APPLIED]
2694 && !tmp->flag [FLAG_CAN_USE_SKILL])
2695 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2696 2960
2697 change_abil (who, op);
2698 break; 2961 break;
2699 2962
2963 case BOW:
2700 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2701 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2702 if (op == pl->combat_ob)
2703 {
2704 pl->combat_ob = 0;
2705 who->change_weapon (pl->ranged_ob);
2706 }
2707
2708 who->statusmsg (format ("You unwield %s.", query_name (op)));
2709
2710 change_abil (who, op);
2711 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2712 break;
2713
2714 case SKILL:
2715 if (who->contr)
2716 { 2969 {
2717 if (IS_COMBAT_SKILL (op->subtype)) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2718 who->change_weapon (who->contr->combat_ob = 0); 2971 change_abil (who, op);
2719 else if (IS_RANGED_SKILL (op->subtype)) 2972 }
2720 who->change_weapon (who->contr->ranged_ob = 0); 2973 else
2974 {
2975 who->change_skill (0);
2721 2976
2722 if (op->invisible) 2977 if (op->type == BOW)
2723 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2978 op->flag [FLAG_READY_BOW ] = false;
2724 else 2979 else
2725 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2980 op->flag [FLAG_READY_RANGE] = false;
2726 } 2981 }
2727 2982
2728 change_abil (who, op);
2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730 break; 2983 break;
2731 2984
2732 case ARMOUR: 2985 case ARMOUR:
2733 case HELMET: 2986 case HELMET:
2734 case SHIELD: 2987 case SHIELD:
2741 case CLOAK: 2994 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op); 2996 change_abil (who, op);
2744 break; 2997 break;
2745 2998
2746 case LAMP: 2999 case SPELL:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 op->destroy ();
2763 who->insert (tmp2);
2764 who->update_stats ();
2765
2766 if (who->contr)
2767 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2768 {
2769 who->failmsg ("Oops, it feels deadly cold!");
2770 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2771 }
2772 }
2773
2774 return 1; /* otherwise, an attempt to drop causes problems */
2775
2776 case BOW: 3000 case BUILDER:
2777 case WAND:
2778 case ROD:
2779 case HORN:
2780 if (player *pl = who->contr)
2781 {
2782 if (op == pl->ranged_ob)
2783 {
2784 pl->ranged_ob = 0;
2785 who->change_weapon (pl->combat_ob);
2786 }
2787
2788 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2789 }
2790 else
2791 {
2792 who->change_skill (0);
2793
2794 if (op->type == BOW)
2795 CLEAR_FLAG (who, FLAG_READY_BOW);
2796 else
2797 CLEAR_FLAG (who, FLAG_READY_RANGE);
2798 }
2799
2800 break; 3002 break;
2801 3003
2802 case BUILDER: 3004 //case SKILL_TOOL://TODO
2803 if (who->contr)
2804 who->statusmsg (format ("You unready %s.", query_name (op)));
2805 break;
2806
2807 default: 3005 default:
2808 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2809 break; 3007 break;
2810 } 3008 }
2811 3009
2835static object * 3033static object *
2836get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
2837{ 3035{
2838 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2839 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
2840 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
2841 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2842 return tmp; 3040 return tmp;
2843 3041
2844 return 0; 3042 return 0;
2845} 3043}
2846 3044
2859#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
2860 "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. " \
2861 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
2862 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
2863 3061
2864int 3062static int
2865unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2866{ 3064{
2867 if (op->is_range ()) 3065 if (op->is_range ())
2868 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2869 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2991 continue; 3189 continue;
2992 } 3190 }
2993 3191
2994 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2995 if (!tmp1) 3193 if (!tmp1)
2996 {
2997#if 0
2998 /* This is sort of an error, but happens a lot when old players
2999 * join in with more stuff equipped than they are now allowed.
3000 */
3001 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3002#endif
3003 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3004 }
3005 else 3195 else
3006 { 3196 {
3007 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3008 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3009 * to apply multiple objects 3199 * to apply multiple objects
3060 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3061 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3062 } 3252 }
3063 3253
3064 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;
3065} 3344}
3066 3345
3067/** 3346/**
3068 * 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.
3069 * 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,
3092 " 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.>"
3093 3372
3094int 3373int
3095apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3096{ 3375{
3097 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3098 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3099 3378
3100 if (who == NULL) 3379 if (who == NULL)
3101 { 3380 {
3102 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3121 3400
3122 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3123 } 3402 }
3124 else if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3125 return 0; 3404 return 0;
3126
3127 // if the item is combat/ranged, wield the relevant slot first
3128 // to resolve conflicts.
3129 if (player *pl = who->contr)
3130 switch (op->slottype ())
3131 {
3132 case slot_combat: who->change_weapon (pl->combat_ob); break;
3133 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3134 }
3135 3405
3136 splay (op); 3406 splay (op);
3137 3407
3138 /* 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 */
3139 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3173 } 3443 }
3174 } 3444 }
3175 3445
3176 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3177 { 3447 {
3448 // try to ready attached skill first
3178 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3179 3450
3180 if (!skop) 3451 if (!skop)
3181 { 3452 {
3182 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));
3183 return 1; 3454 return 1;
3184 } 3455 }
3185 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3186 /* While experience will be credited properly, we want to change the
3187 * skill so that the dam and wc get updated
3188 */ 3457 {
3189 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3190 } 3461 }
3191 3462
3192 if (who->type == PLAYER 3463 if (!check_item_power (who, op->item_power))
3193 && op->item_power
3194 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3195 { 3464 {
3196 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);
3197 return 1; 3466 return 1;
3198 } 3467 }
3199 3468
3200 /* 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.
3201 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3202 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3203 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3204 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3205 3476
3206 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)))
3207 return RESULT_INT (0); 3478 return RESULT_INT (0);
3208 3479
3209 switch (op->type) 3480 switch (op->type)
3210 { 3481 {
3211 case WEAPON: 3482 case WEAPON:
3212 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3213 {
3214 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3215
3216 if (tmp)
3217 insert_ob_in_ob (tmp, who);
3218
3219 return 1;
3220 }
3221
3222 //TODO: this obviously fails for players using a shorter prefix
3223 // i.e. "R" can use Ragnarok's sword.
3224 if (op->level && !op->name.starts_with (who->name))
3225 { 3484 {
3226 /* 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. */
3227 /* (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) */
3228 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. "
3229 3488 "H<Its name indicates that it belongs to somebody else.>");
3230 if (tmp) 3489 if (tmp) who->insert (tmp);
3231 insert_ob_in_ob (tmp, who);
3232
3233 return 1; 3490 return 1;
3234 } 3491 }
3235 3492
3236 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3237 { 3496 {
3238 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)));
3239 return 1; 3498 change_abil (who, op);
3240 } 3499 }
3241 3500 else
3242 SET_FLAG (op, FLAG_APPLIED);
3243 who->change_skill (skop); 3501 who->change_skill (skop);
3244 3502
3245 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3246 who->change_weapon (who->contr->combat_ob = op);
3247
3248 who->statusmsg (format ("You wield %s.", query_name (op)));
3249
3250 SET_FLAG (who, FLAG_READY_WEAPON);
3251 change_abil (who, op);
3252 break; 3504 break;
3253 3505
3254 case ARMOUR: 3506 case ARMOUR:
3255 case HELMET: 3507 case HELMET:
3256 case SHIELD: 3508 case SHIELD:
3264 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3265 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3266 change_abil (who, op); 3518 change_abil (who, op);
3267 break; 3519 break;
3268 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
3269 case LAMP: 3528 case SKILL:
3270 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3271 { 3530 {
3272 who->failmsg (format ( 3531 // skill is used on it's own, as opposed to being a chosen_skill
3273 "Your %s is out of fuel! "
3274 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3275 &op->name
3276 ));
3277 return 1;
3278 }
3279 3532
3280 who->statusmsg (format ("You turn on your %s.", &op->name)); 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3281
3282 tmp2 = arch_to_object (op->other_arch);
3283 tmp2->stats.food = op->stats.food;
3284 SET_FLAG (tmp2, FLAG_APPLIED);
3285
3286 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3287 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3288
3289 who->insert (tmp2);
3290
3291 /* Remove the old lantern */
3292 op->destroy ();
3293
3294 /* insert the portion that was split off */
3295 if (tmp)
3296 who->insert (tmp);
3297
3298 who->update_stats ();
3299
3300 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3301 if (who->type == PLAYER)
3302 {
3303 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3304 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3305 }
3306
3307 return 0;
3308
3309 case SKILL_TOOL:
3310 // applying a skill tool also readies the skill
3311 SET_FLAG (op, FLAG_APPLIED);
3312
3313 if (!(aflags & AP_NO_READY))
3314 {
3315 skop = find_skill_by_name (who, op->skill);
3316 if (!skop->flag [FLAG_APPLIED])
3317 apply_special (who, skop, AP_APPLY);
3318 }
3319 break;
3320
3321 case SKILL:
3322 if (player *pl = who->contr)
3323 {
3324 if (IS_COMBAT_SKILL (op->subtype))
3325 { 3534 {
3326 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3327 {
3328 for (object *item = who->inv; item; item = item->below)
3329 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3330 {
3331 if (item->skill == op->skill)
3332 {
3333 who->change_weapon (pl->combat_ob = item);
3334 goto found_weapon;
3335 }
3336 }
3337
3338 who->failmsg (format ( 3535 who->failmsg (format (
3339 "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. "
3340 "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. "
3341 &op->skill 3538 "It cannot be used on its own.>",
3342 ));
3343 return 1;
3344
3345 found_weapon:;
3346 }
3347 else
3348 who->change_weapon (pl->combat_ob = op);
3349 }
3350 else if (IS_RANGED_SKILL (op->subtype))
3351 {
3352 if (skill_flags [op->subtype] & SF_NEED_BOW)
3353 {
3354 for (object *item = who->inv; item; item = item->below)
3355 if (item->type == BOW && item->flag [FLAG_APPLIED])
3356 {
3357 //TODO: bows should/must all have skill missile weapon right now
3358 who->change_weapon (pl->ranged_ob = item);
3359 goto found_bow;
3360 }
3361
3362 who->failmsg (
3363 "You need to apply a missile weapon before readying this skill. "
3364 "H<Some skills need an item, in this case a missile weapon, to function.>"
3365 );
3366 return 1;
3367
3368 found_bow:;
3369 }
3370 else
3371 who->change_weapon (pl->ranged_ob = op);
3372 }
3373
3374 if (!op->invisible)
3375 {
3376 who->statusmsg (format (
3377 "You ready %s."
3378 "You can now use the skill: %s.",
3379 query_name (op),
3380 &op->skill 3539 &op->skill
3381 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3382 } 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 ));
3383 else 3554 else
3384 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 ));
3385 } 3571 }
3386 else 3572
3387 {
3388 SET_FLAG (op, FLAG_APPLIED);
3389 change_abil (who, op);
3390 who->chosen_skill = op;
3391 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3392 } 3574 SET_FLAG (op, FLAG_APPLIED);
3393 3575 change_abil (who, op);
3394 break; 3576 break;
3395 3577
3396 case BOW: 3578 case BOW:
3397 if (!check_weapon_power (who, op->last_eat)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3398 {
3399 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3400
3401 if (tmp)
3402 insert_ob_in_ob (tmp, who);
3403
3404 return 1;
3405 }
3406
3407 if (op->level && !op->name.starts_with (who->name))
3408 { 3580 {
3409 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3410 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3411 if (tmp) 3583 if (tmp) who->insert (tmp);
3412 insert_ob_in_ob (tmp, who);
3413
3414 return 1; 3584 return 1;
3415 } 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;
3416 3610
3417 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3418 case WAND: 3612 case WAND:
3419 case ROD: 3613 case ROD:
3420 case HORN: 3614 case HORN:
3421 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3422 3616
3423 if (!skop) 3617 if (!skop)
3424 { 3618 {
3425 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);
3426 return 1; 3621 return 1;
3427 } 3622 }
3428 3623
3429 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3430 who->change_skill (skop);
3431 3625
3432 if (who->contr) 3626 if (player *pl = who->contr)
3433 { 3627 {
3434 who->contr->ranged_ob = op;
3435
3436 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3437 3629
3438 if (op->type == BOW) 3630 if (op->type == BOW)
3439 {
3440 who->current_weapon = op;
3441 change_abil (who, op);
3442 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)));
3443 } 3632
3633 change_abil (who, op);
3444 } 3634 }
3445 else 3635 else
3446 { 3636 {
3637 who->change_skill (skop);
3638
3447 if (op->type == BOW) 3639 if (op->type == BOW)
3448 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3449 else 3641 else
3450 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3451 } 3643 }
3452 3644
3453 break; 3645 break;
3454 3646
3455 case BUILDER: 3647 case BUILDER:
3456 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3457 { 3649 {
3458 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3459 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3460 unapply_special (who, who->contr->ranged_ob, 0);
3461
3462 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3463 3651 //TODO: change_abil?
3464 who->contr->ranged_ob = op;
3465 } 3652 }
3466 break; 3653 break;
3467 3654
3468 default: 3655 default:
3469 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3470 } 3657 }
3471 3658
3472 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3473 3660
3474 if (tmp)
3475 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3476 3662
3477 who->update_stats (); 3663 who->update_stats ();
3478 3664
3479 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3480 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3495 3681
3496 if (object *pl = op->visible_to ()) 3682 if (object *pl = op->visible_to ())
3497 esrv_send_item (pl, op); 3683 esrv_send_item (pl, op);
3498 3684
3499 return 0; 3685 return 0;
3500}
3501
3502int
3503monster_apply_special (object *who, object *op, int aflags)
3504{
3505 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3506 return 1;
3507
3508 return apply_special (who, op, aflags);
3509} 3686}
3510 3687
3511/** 3688/**
3512 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3513 * 3690 *
3620 * treasure again for this object 3797 * treasure again for this object
3621 */ 3798 */
3622 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3623 } 3800 }
3624 } 3801 }
3802
3625 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3626 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3627 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3628 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3629 * MSW 2004-05-13 3807 * MSW 2004-05-13
3633 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3634 */ 3812 */
3635 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3636 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3814 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3637 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3638
3639 } 3816 }
3640 3817
3641 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3642 auto_apply (tmp); 3819 auto_apply (tmp);
3643 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 ())
3676 } 3853 }
3677 3854
3678 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3679 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3680 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3681 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3682} 3859}
3683 3860
3684/** 3861/**
3685 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3686 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3691eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3692{ 3869{
3693 object *force; 3870 object *force;
3694 int i, did_one = 0; 3871 int i, did_one = 0;
3695 3872
3696 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3697 3876
3698 for (i = 0; i < NUM_STATS; i++)
3699 if (sint8 k = food->stats.stat (i))
3700 {
3701 force->stats.stat (i) = k;
3702 did_one = 1;
3703 }
3704
3705 /* check if we can protect the eater */
3706 for (i = 0; i < NROFATTACKS; i++)
3707 {
3708 if (food->resist[i] > 0)
3709 {
3710 force->resist[i] = food->resist[i] / 2;
3711 did_one = 1;
3712 }
3713 }
3714
3715 if (did_one)
3716 {
3717 force->set_speed (0.1);
3718 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3719 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3720 SET_FLAG (force, FLAG_APPLIED); 3879
3721 change_abil (who, force); 3880 if (force = who->force_find (key))
3722 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;
3723 } 3891 }
3724 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
3725 force->destroy (); 3923 force->destroy ();
3924 }
3726 3925
3727 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3728 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3729 { 3928 {
3730 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3760 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3761 } 3960 }
3762 } 3961 }
3763 3962
3764 who->update_stats (); 3963 who->update_stats ();
3765}
3766
3767/**
3768 * Designed primarily to light torches/lanterns/etc.
3769 * Also burns up burnable material too. First object in the inventory is
3770 * the selected object to "burn". -b.t.
3771 */
3772void
3773apply_lighter (object *who, object *lighter)
3774{
3775 object *item;
3776 int is_player_env = 0;
3777
3778 item = find_marked_object (who);
3779 if (item)
3780 {
3781 if (lighter->last_eat && lighter->stats.food)
3782 { /* lighter gets used up */
3783 object *oneLighter = lighter->split ();
3784 oneLighter->stats.food--;
3785 who->insert (oneLighter);
3786 }
3787 else if (lighter->last_eat)
3788 {
3789 /* no charges left in lighter */
3790 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3791 return;
3792 }
3793
3794 /* Perhaps we should split what we are trying to light on fire?
3795 * I can't see many times when you would want to light multiple
3796 * objects at once.
3797 */
3798
3799 if (who == item->in_player ())
3800 is_player_env = 1;
3801
3802 save_throw_object (item, AT_FIRE, who);
3803
3804 if (item->destroyed ())
3805 {
3806 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3807 /* Need to update the player so that the players glow radius
3808 * gets changed.
3809 */
3810 if (is_player_env)
3811 who->update_stats ();
3812 }
3813 else
3814 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3815 }
3816 else
3817 who->failmsg ("You need to mark a lightable object.");
3818}
3819
3820/**
3821 * op made some mistake with a scroll, this takes care of punishment.
3822 * scroll_failure()- hacked directly from spell_failure
3823 */
3824void
3825scroll_failure (object *op, int failure, int power)
3826{
3827 if (abs (failure / 4) > power)
3828 power = abs (failure / 4); /* set minimum effect */
3829
3830 if (failure <= -1 && failure > -15)
3831 { /* wonder */
3832 object *tmp;
3833
3834 op->failmsg ("Your spell warps!");
3835 tmp = get_archetype (SPELL_WONDER);
3836 cast_wonder (op, op, 0, tmp);
3837 tmp->destroy ();
3838 }
3839 else if (failure <= -15 && failure > -35)
3840 { /* drain mana */
3841 op->failmsg ("Your mana is drained!");
3842 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3843 if (op->stats.sp < 0)
3844 op->stats.sp = 0;
3845 }
3846 else if (settings.spell_failure_effects == TRUE)
3847 {
3848 if (failure <= -35 && failure > -60)
3849 { /* confusion */
3850 op->failmsg ("The magic recoils on you!");
3851 confuse_player (op, op, power);
3852 }
3853 else if (failure <= -60 && failure > -70)
3854 { /* paralysis */
3855 op->failmsg ("The magic recoils and paralyzes you!");
3856 paralyze_player (op, op, power);
3857 }
3858 else if (failure <= -70 && failure > -80)
3859 { /* blind */
3860 op->failmsg ("The magic recoils on you!");
3861 blind_player (op, op, power);
3862 }
3863 else if (failure <= -80)
3864 { /* blast the immediate area */
3865 object *tmp = get_archetype (LOOSE_MANA);
3866 cast_magic_storm (op, tmp, power);
3867 op->failmsg ("You unleash uncontrolled mana!");
3868 tmp->destroy ();
3869 }
3870 }
3871} 3964}
3872 3965
3873void 3966void
3874apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3875{ 3968{
3923 } 4016 }
3924 4017
3925 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3926 * the player ref: player.c 4019 * the player ref: player.c
3927 */ 4020 */
3928 if (change->randomitems != NULL) 4021 if (change->randomitems)
3929 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3930 4023
3931 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3932 4025
3933 /* first, look for the force object banning 4026 /* first, look for the force object banning
3934 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3935 */ 4028 */
3936 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3937 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
3938 flag_change_face = 0; 4031 flag_change_face = 0;
3939 4032
3940 if (flag_change_face) 4033 if (flag_change_face)
3941 { 4034 {
3942 pl->face = change->face; 4035 pl->face = change->face;
3944 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3945 } 4038 }
3946 4039
3947 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
3948 /*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); */
3949 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
3950 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3951 4044
3952 break; 4045 break;
3953 } 4046 }
3954 } 4047 }
3955} 4048}
3956 4049
3957/**
3958 * This handles items of type 'transformer'.
3959 * Basically those items, used with a marked item, transform both items into something
3960 * else.
3961 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3962 * Change information is contained in the 'slaying' field of the marked item.
3963 * The format is as follow: transformer:[number ]yield[;transformer:...].
3964 * This way an item can be transformed in many things, and/or many objects.
3965 * The 'slaying' field for transformer is used as verb for the action.
3966 */
3967void
3968apply_item_transformer (object *pl, object *transformer)
3969{
3970 object *marked;
3971 object *new_item;
3972 char *find;
3973 char *separator;
3974 int yield;
3975 char got[MAX_BUF];
3976 int len;
3977
3978 if (!pl || !transformer)
3979 return;
3980
3981 marked = find_marked_object (pl);
3982
3983 if (!marked)
3984 {
3985 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3986 return;
3987 }
3988
3989 if (!marked->slaying)
3990 {
3991 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3992 return;
3993 }
3994
3995 /* check whether they are compatible or not */
3996 find = strstr (marked->slaying, transformer->arch->archname);
3997 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3998 {
3999 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4000 return;
4001 }
4002
4003 find += strlen (transformer->arch->archname) + 1;
4004 /* Item can be used, now find how many and what it yields */
4005 if (isdigit (*(find)))
4006 {
4007 yield = atoi (find);
4008 if (yield < 1)
4009 {
4010 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4011 yield = 1;
4012 }
4013 }
4014 else
4015 yield = 1;
4016
4017 while (isdigit (*find))
4018 find++;
4019
4020 while (*find == ' ')
4021 find++;
4022
4023 memset (got, 0, MAX_BUF);
4024
4025 if ((separator = strchr (find, ';')) != NULL)
4026 len = separator - find;
4027 else
4028 len = strlen (find);
4029
4030 if (len > MAX_BUF - 1)
4031 len = MAX_BUF - 1;
4032
4033 strcpy (got, find);
4034 got[len] = '\0';
4035
4036 /* Now create new item, remove used ones when required. */
4037 new_item = get_archetype (got);
4038 if (!new_item)
4039 {
4040 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4041 return;
4042 }
4043
4044 new_item->nrof = yield;
4045
4046 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4047
4048 pl->insert (new_item);
4049 /* Eat up one item */
4050 marked->decrease ();
4051
4052 /* Eat one transformer if needed */
4053 if (transformer->stats.food)
4054 if (--transformer->stats.food == 0)
4055 transformer->decrease ();
4056}
4057

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