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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.150 by root, Tue Apr 22 23:50:24 2008 UTC vs.
Revision 1.239 by root, Mon Apr 5 17:28:11 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
28#include <spells.h> 29#include <spells.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33
34/* Want this regardless of rplay. */
35#include <sounds.h>
36 34
37/** 35/**
38 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
40 */ 38 */
53 * subtype 5: arch or race 51 * subtype 5: arch or race
54 * subtype 7: all three 52 * subtype 7: all three
55 */ 53 */
56 if (op->subtype) 54 if (op->subtype)
57 { 55 {
58 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
61 } 59 }
62 else 60 else
63 { 61 {
64 arch_flag = 1; 62 arch_flag = 1;
65 name_flag = 1; 63 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
93 */ 91 */
94static int 92static int
95apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
96{ 94{
97 dynbuf_text buf; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 96
99 if (!pl || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
100 return 0; 98 return 0;
101 99
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
104 */ 102 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 104 return 0;
107 105
108 /* if the player has a marked item, identify that if it needs to be 106 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
110 */ 108 */
111 if (object *marked = find_marked_object (pl)) 109 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 111 {
114 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
115 { 113 {
116 identify (marked); 114 identify (marked);
117 115
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 116 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 117 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 119
122 return !money; 120 return !money;
123 } 121 }
124 } 122 }
125 123
126 for (object *id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
127 { 125 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 127 {
130 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
131 { 129 {
132 identify (id); 130 identify (id);
133 131
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 132 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 133 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 134 buf << "The item has a story:\r" << id->msg << "\n\n";
137 135
138 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
140 break; 138 break;
141 } 139 }
160 * matching item. 158 * matching item.
161 **/ 159 **/
162void 160void
163handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
164{ 162{
165 const char *yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166
167 yield = get_ob_key_value (tmp, "on_use_yield");
168
169 if (yield)
170 get_archetype (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171} 165}
172 166
173/** 167/**
174 * Handles applying a potion. 168 * Handles applying a potion.
175 */ 169 */
176int 170int
177apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
178{ 172{
179 int got_one = 0, i; 173 int got_one = 0, i;
180 object *force = 0, *floor = 0; 174 object *force = 0;
181 175
182 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
183 177
184 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)
185 { 179 {
186 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!");
187 181
207 op->update_stats (); 201 op->update_stats ();
208 tmp->decrease (); 202 tmp->decrease ();
209 return 1; 203 return 1;
210 } 204 }
211 205
212 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
213 { 207 {
214 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
215 return 0; 209 return 0;
216 } 210 }
217 211
234 } 228 }
235 229
236 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
237 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
238 { 232 {
239 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
240 { 234 {
241 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
242 { 236 {
243 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
244 { 238 {
279 } 273 }
280 } 274 }
281 } 275 }
282 276
283 /* Just makes checking easier */ 277 /* Just makes checking easier */
284 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
285 got_one = 1; 279 got_one = 1;
286 280
287 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
288 { 282 {
289 if (got_one) 283 if (got_one)
319 */ 313 */
320 if (tmp->inv) 314 if (tmp->inv)
321 { 315 {
322 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
323 { 317 {
324 object *fball;
325
326 op->failmsg ("Yech! Your lungs are on fire!"); 318 op->failmsg ("Yech! Your lungs are on fire!");
327 319 create_exploding_ball_at (op, op->level);
328 /* Explodes a fireball centered at player */
329 fball = get_archetype (EXPLODING_FIREBALL);
330 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
331 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
332 fball->x = op->x;
333 fball->y = op->y;
334 insert_ob_in_map (fball, op->map, NULL, 0);
335 } 320 }
336 else 321 else
337 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
338 323
339 tmp->decrease (); 324 tmp->decrease ();
382 } 367 }
383 368
384 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
385 if (op->type == PLAYER) 370 if (op->type == PLAYER)
386 { /* only for players */ 371 { /* only for players */
387 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)
388 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
389 else 376 else
390 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
391 378
392 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
407/**************************************************************************** 394/****************************************************************************
408 * Weapon improvement code follows 395 * Weapon improvement code follows
409 ****************************************************************************/ 396 ****************************************************************************/
410 397
411/** 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/**
412 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
413 */ 415 */
414static int 416static int
415check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
416{ 418{
417 int count = 0; 419 int count = 0;
418 420
419 if (!item) 421 if (!item)
420 return 0; 422 return 0;
421 423
422 for (op = op->below; op; op = op->below) 424 for (op = op->below; op; op = op->below)
423 {
424 if (strcmp (op->arch->archname, item) == 0) 425 if (op->arch->archname == item)
425 {
426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
427 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
428 {
429 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
430 count++;
431 else
432 count += op->nrof; 428 count += op->number_of ();
433 }
434 }
435 }
436 429
437 return count; 430 return count;
438} 431}
439 432
440/** 433/**
442 * op is typically the player, which is only 435 * op is typically the player, which is only
443 * really used to determine what space to look at. 436 * really used to determine what space to look at.
444 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
445 */ 438 */
446static void 439static void
447eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
448{ 441{
449 object *prev; 442 object *prev;
450 443
451 prev = op; 444 prev = op;
452 op = op->below; 445 op = op->below;
453 446
454 while (op) 447 while (op)
455 { 448 {
456 if (strcmp (op->arch->archname, item) == 0) 449 if (op->arch->archname == item)
457 { 450 {
458 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
459 { 452 {
460 op->decrease (nrof); 453 op->decrease (nrof);
461 return; 454 return;
470 } 463 }
471 464
472 prev = op; 465 prev = op;
473 op = op->below; 466 op = op->below;
474 } 467 }
475}
476
477/**
478 * This checks to see of the player (who) is sufficient level to use a weapon
479 * with improvs improvements (typically last_eat). We take an int here
480 * instead of the object so that the improvement code can pass along the
481 * increased value to see if the object is usuable.
482 * we return 1 (true) if the player can use the weapon.
483 */
484static int
485check_weapon_power (const object *who, int improvs)
486{
487/* Old code is below (commented out). Basically, since weapons are the only
488 * object players really have any control to improve, it's a bit harsh to
489 * require high level in some combat skill, so we just use overall level.
490 */
491#if 1
492 if (((who->level / 5) + 5) >= improvs)
493 return 1;
494 else
495 return 0;
496
497#else
498 int level = 0;
499
500 /* The skill system hands out wc and dam bonuses to fighters
501 * more generously than the old system (see fix_player). Thus
502 * we need to curtail the power of player enchanted weapons.
503 * I changed this to 1 improvement per "fighter" level/5 -b.t.
504 * Note: Nothing should break by allowing this ratio to be different or
505 * using normal level - it is just a matter of play balance.
506 */
507 if (who->type == PLAYER)
508 {
509 object *wc_obj = NULL;
510
511 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
512 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
513 level = wc_obj->level;
514
515 if (!level)
516 {
517 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
518 level = who->level;
519 }
520 }
521 else
522 level = who->level;
523
524 return (improvs <= ((level / 5) + 5));
525#endif
526} 468}
527 469
528/** 470/**
529 * 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.
530 * 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.
586 528
587/** 529/**
588 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
589 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
590 */ 532 */
591int 533static int
592prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
593{ 535{
594 int sacrifice_count, i; 536 int sacrifice_count, i;
595 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
596 538
612 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
613 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
614 { 556 {
615 op->failmsg ("You cannot prepare magic weapons. " 557 op->failmsg ("You cannot prepare magic weapons. "
616 "H<A weapon is considered magical if it changes regeneration, " 558 "H<A weapon is considered magical if it changes regeneration, "
617 "speed or ac.>"); 559 "speed or ac, or has other protections.>");
618 return 0; 560 return 0;
619 } 561 }
620 562
621 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
622 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
649 * 591 *
650 * 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
651 * 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 ??
652 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
653 */ 595 */
654int 596static int
655improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
656{ 598{
657 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
658 600
659 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
660 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
661 603
662 if (weapon->level == 0) 604 if (weapon->level == 0)
663 { 605 {
664 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.>");
665 return 0; 609 return 0;
666 } 610 }
667 611
668 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
669 { 614 {
670 op->failmsg ("This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 616 return 0;
672 } 617 }
673 618
674 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))
675 { 621 {
676 op->failmsg ("Improving the weapon will make it too " 622 op->failmsg ("Improving the weapon will make it too "
677 "powerful for you to use. Unready it if you " 623 "powerful for you to use. Unready it if you "
678 "really want to improve it."); 624 "really want to improve it.");
679 return 0; 625 return 0;
707 weapon->last_eat++; 653 weapon->last_eat++;
708 weapon->item_power++; 654 weapon->item_power++;
709 improver->decrease (); 655 improver->decrease ();
710 return 1; 656 return 1;
711 } 657 }
658
712 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
713 { 660 {
714 weapon->magic++; 661 weapon->magic++;
715 weapon->last_eat++; 662 weapon->last_eat++;
716 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
756/** 703/**
757 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
758 * 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, ...),
759 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
760 */ 707 */
761int 708static int
762check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
763{ 710{
764 object *otmp; 711 object *otmp;
765 712
766 if (op->type != PLAYER) 713 if (op->type != PLAYER)
771 op->failmsg ("Something blocks the magic of the scroll!"); 718 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 719 return 0;
773 } 720 }
774 721
775 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
776 if (!otmp) 724 if (!otmp)
777 { 725 {
778 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 726 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
779 return 0; 727 return 0;
780 } 728 }
812 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
813 * the users level or 90) 761 * the users level or 90)
814 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
815 * changing of physical area right now. 763 * changing of physical area right now.
816 */ 764 */
817int 765static int
818improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
819{ 767{
820 object *tmp; 768 object *tmp;
821 769
822 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
906 * Takes one type of items and makes another. 854 * Takes one type of items and makes another.
907 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
908 * 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
909 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
910 */ 858 */
911static int 859int
912convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
913{ 861{
914 sint64 nr, price_in; 862 sint64 nr = 0, price_in;
915 863
916 if (item->flag [FLAG_UNPAID]) 864 if (item->flag [FLAG_UNPAID])
917 return 0; 865 return 0;
918 866
919 shstr conv_from = converter->slaying; 867 shstr conv_from = converter->slaying;
920 archetype *conv_to = converter->other_arch; 868 archetype *conv_to = converter->other_arch;
921 sint64 need = converter->stats.food; 869 sint64 need = converter->stats.food;
922 sint64 give = converter->stats.sp; 870 sint64 give = converter->stats.sp;
923 871
974 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
975 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
976 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
977 ob_to_copy = ob; 925 ob_to_copy = ob;
978 926
979 item = object_create_clone (ob_to_copy); 927 item = ob_to_copy->deep_clone ();
980 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
981 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
982 } 930 }
983 else 931 else
984 { 932 {
997 item->nrof = give; 945 item->nrof = give;
998 946
999 if (nr) 947 if (nr)
1000 item->nrof *= nr; 948 item->nrof *= nr;
1001 949
1002 if (is_in_shop (converter)) 950 if (converter->flag [FLAG_PRECIOUS])
1003 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
952
953 if (converter->is_in_shop ())
954 {
955 // converters on shop floors don't work anymore, bug lets check for it
956 // and report in case someone still does it.
957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
958 converter->debug_desc ());
959 SET_FLAG (item, FLAG_UNPAID);
960 }
1004 else if (price_in < sint64 (item->nrof) * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 962 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 963 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 964 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008 /** 965 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 966 * elmex: we are going to let the game continue, as the mapcreator
1010 * hopefully had something in mind when doing this. 967 * hopefully had something in mind when doing this.
1011 */ 968 */
1012 } 969 }
1013 970
1014 SET_FLAG (item, FLAG_IDENTIFIED); 971 // elmex: only identify if we need to, for example so that generated money doesn't
972 // get an 'identified' flag so easily.
973 if (need_identify (item))
974 identify (item);
975
1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 976 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1016 return 1; 977 return 1;
1017} 978}
1018 979
1019/** 980/**
1020 * Handle apply on containers. 981 * Handle apply on containers.
1021 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1022 * 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]
1023 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1024 */ 985 */
1025int 986static int
1026apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1027{ 988{
1028 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1029 return 0; /* This might change */ 990 return 0; /* This might change */
1030 991
1043 } 1004 }
1044 1005
1045 // 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
1046 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1047 { 1008 {
1048 if (op->container == sack) 1009 if (op->container_ () == sack)
1049 { 1010 {
1050 // open on ground or inv, so close 1011 // open on ground or inv, so close
1051 op->close_container (); 1012 op->close_container ();
1052 return 1; 1013 return 1;
1053 } 1014 }
1096{ 1057{
1097 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1098 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1099 return 0; 1060 return 0;
1100 1061
1101 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1102 { 1063 {
1103 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1104 * 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
1105 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1106 */ 1067 */
1115/* push_button (altar);*/ 1076/* push_button (altar);*/
1116 } 1077 }
1117 else 1078 else
1118 { 1079 {
1119 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1120 push_button (altar); 1081 push_button (altar, originator);
1121 } 1082 }
1122 1083
1123 return !sacrifice; 1084 return !sacrifice;
1124 } 1085 }
1125 else 1086 else
1142 1103
1143 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1144 1105
1145 bool has_unpaid = false; 1106 bool has_unpaid = false;
1146 1107
1147 // 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
1148 // a quick and small change :( 1109 // a quick and small change :(
1149 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1150 if (item->flag [FLAG_UNPAID]) 1111 if (item->flag [FLAG_UNPAID])
1151 { 1112 {
1152 has_unpaid = true; 1113 has_unpaid = true;
1153 break; 1114 break;
1154 } 1115 }
1155 1116
1156 if (op->type != PLAYER) 1117 if (!op->is_player ())
1157 { 1118 {
1158 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1159 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1160 * the shop. 1121 * the shop.
1161 */ 1122 */
1165 1126
1166 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1167 { 1128 {
1168 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1129 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1169 1130
1131 if (i >= 0)
1170 tmp->remove (); 1132 tmp->move (i);
1171
1172 if (i == -1)
1173 i = 0;
1174
1175 tmp->map = op->map;
1176 tmp->x = op->x + freearr_x[i];
1177 tmp->y = op->y + freearr_y[i];
1178 insert_ob_in_map (tmp, op->map, op, 0);
1179 } 1133 }
1180 } 1134 }
1181 1135
1182 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1183 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1194 if (i != -1) 1148 if (i != -1)
1195 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1149 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1196 1150
1197 return 0; 1151 return 0;
1198 } 1152 }
1153
1199 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1200 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1201 */ 1156 */
1202 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1203 } 1158 }
1206 /* this is only used for players */ 1161 /* this is only used for players */
1207 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1208 1163
1209 if (has_unpaid) 1164 if (has_unpaid)
1210 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1211 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1212 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1213 else 1168 else
1214 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1215 1170
1216 if (shop_mat->msg) 1171 if (shop_mat->msg)
1217 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1218 /* 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,
1219 * 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
1220 * actually the shop floor. 1175 * actually the shop floor.
1221 */ 1176 */
1222 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1223 { 1178 {
1224 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1225 1180
1226 op->statusmsg ( 1181 op->statusmsg (
1227 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1258 * Handles applying a sign. 1213 * Handles applying a sign.
1259 */ 1214 */
1260static void 1215static void
1261apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1262{ 1217{
1263 readable_message_type *msgType; 1218 if (!op->is_player())
1219 return;
1220
1221 if (sign->has_dialogue ())
1222 {
1223 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1224 return;
1225 }
1264 1226
1265 if (!sign->msg) 1227 if (!sign->msg)
1266 { 1228 {
1267 op->statusmsg ("Nothing is written on it."); 1229 op->contr->infobox (MSG_CHANNEL ("examine"),
1230 format ("T<%s>\n\n Nothing %sis written on it.",
1231 &sign->name,
1232 sign->name == sign->arch->name ? "" : "else "));
1268 return; 1233 return;
1269 } 1234 }
1270 1235
1271 if (sign->stats.food) 1236 if (sign->stats.food)
1272 { 1237 {
1273 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1274 { 1239 {
1275 if (!sign->move_on) 1240 if (!sign->move_on)
1276 op->statusmsg ("You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1277 1242
1278 return; 1243 return;
1279 } 1244 }
1280 1245
1281 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1299 if (sign->sound) 1264 if (sign->sound)
1300 ns->play_sound (sign->sound); 1265 ns->play_sound (sign->sound);
1301 else if (autoapply) 1266 else if (autoapply)
1302 ns->play_sound (sound_find ("msg_voice")); 1267 ns->play_sound (sound_find ("msg_voice"));
1303 1268
1304 if (ns->can_msg)
1305 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1269 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1306 else
1307 {
1308 msgType = get_readable_message_type (sign);
1309 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1310 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1311 }
1312 } 1270 }
1271}
1272
1273static void
1274move_apply_hole (object *trap, object *victim)
1275{
1276 /* Hole not open? */
1277 if (trap->stats.wc > 0)
1278 return;
1279
1280 /* Is this a multipart monster and not the head? If so, return.
1281 * Processing will happen if the head runs into the pit
1282 */
1283 if (victim->head)
1284 return;
1285
1286 // now find all possible locations and randomly pick one
1287 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1288 trap->range >= 3 ? SIZEOFFREE3 + 1
1289 : trap->range >= 2 ? SIZEOFFREE2 + 1
1290 : trap->range >= 1 ? SIZEOFFREE1 + 1
1291 : SIZEOFFREE0 + 1);
1292
1293 if (dir < 0)
1294 return;
1295
1296 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1297 victim->statusmsg ("You fall through the hole!", NDI_RED);
1298
1299 transfer_ob (victim,
1300 EXIT_X (trap) + freearr_x[dir],
1301 EXIT_Y (trap) + freearr_y[dir],
1302 0, victim);
1313} 1303}
1314 1304
1315/** 1305/**
1316 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1317 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1331 return; 1321 return;
1332 1322
1333 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1334 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1335 */ 1325 */
1336 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1337 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1338 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1339 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1340 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1341 */ 1331 */
1348 1338
1349 recursion_depth++; 1339 recursion_depth++;
1350 if (trap->head) 1340 if (trap->head)
1351 trap = trap->head; 1341 trap = trap->head;
1352 1342
1353 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)))
1354 goto leave;
1355
1356 switch (trap->type) 1344 switch (trap->type)
1357 { 1345 {
1358 case PLAYERMOVER: 1346 case PLAYERMOVER:
1359 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:
1360 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1361 if (!trap->stats.maxsp) 1420 if (!trap->value)
1362 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1363 1423
1364 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1365 * 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
1366 */ 1439 */
1367 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1368 1441
1369 /* 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)
1370 * above with some objects have zero speed, and thus the player 1443 {
1371 * 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 }
1372 */ 1453 }
1373 if (victim->speed_left < -50.f) 1454 break;
1374 victim->speed_left = -50.f;
1375 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1376 } 1455 }
1377 goto leave;
1378 1456
1379 case SPINNER: 1457 case CONVERTER:
1380 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1381 {
1382 victim->direction = absdir (victim->direction - trap->stats.sp);
1383 update_turn_face (victim);
1384 }
1385 goto leave;
1386
1387 case DIRECTOR:
1388 if (victim->direction && !should_director_abort (trap, victim))
1389 {
1390 victim->direction = trap->stats.sp;
1391 update_turn_face (victim);
1392 }
1393 goto leave;
1394
1395 case BUTTON:
1396 case PEDESTAL:
1397 update_button (trap);
1398 goto leave;
1399
1400 case ALTAR:
1401 /* sacrifice victim on trap */
1402 apply_altar (trap, victim, originator);
1403 goto leave;
1404
1405 case THROWN_OBJ:
1406 if (trap->inv == NULL)
1407 goto leave;
1408 /* fallthrough */
1409
1410 case ARROW:
1411 /* bad bug: monster throw a object, make a step forwards, step on object ,
1412 * trigger this here and get hit by own missile - and will be own enemy.
1413 * Victim then is his own enemy and will start to kill herself (this is
1414 * removed) but we have not synced victim and his missile. To avoid senseless
1415 * action, we avoid hits here
1416 */
1417 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1418 hit_with_arrow (trap, victim);
1419 goto leave;
1420
1421 case SPELL_EFFECT:
1422 apply_spell_effect (trap, victim);
1423 goto leave;
1424
1425 case TRAPDOOR:
1426 {
1427 int max, sound_was_played;
1428 object *ab, *ab_next;
1429
1430 if (!trap->value)
1431 { 1459 {
1432 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1433 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1434 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1435 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1436 tot += ab->head_ ()->total_weight ();
1437
1438 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1439 goto leave;
1440
1441 SET_ANIMATION (trap, trap->value);
1442 update_object (trap, UP_OBJ_FACE);
1443 } 1462 }
1444 1463
1445 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))
1446 { 1486 {
1447 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1448 * ab->above would be bogus 1488 * players output.
1449 */ 1489 */
1450 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1451 1492
1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1453 { 1494 victim->enter_exit (trap);
1454 if (!sound_was_played)
1455 {
1456 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1457 sound_was_played = 1;
1458 }
1459
1460 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1461 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1462 }
1463 } 1495 }
1464 goto leave; 1496 break;
1465 }
1466 1497
1467 case CONVERTER:
1468 if (convert_item (victim, trap) < 0)
1469 {
1470 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1471 get_archetype ("burnout")->insert_at (trap, trap);
1472 }
1473
1474 goto leave;
1475
1476 case TRIGGER_BUTTON:
1477 case TRIGGER_PEDESTAL:
1478 case TRIGGER_ALTAR:
1479 check_trigger (trap, victim);
1480 goto leave;
1481
1482 case DEEP_SWAMP:
1483 walk_on_deep_swamp (trap, victim);
1484 goto leave;
1485
1486 case CHECK_INV:
1487 check_inv (victim, trap);
1488 goto leave;
1489
1490 case HOLE:
1491 /* Hole not open? */
1492 if (trap->stats.wc > 0)
1493 goto leave;
1494
1495 /* Is this a multipart monster and not the head? If so, return.
1496 * Processing will happen if the head runs into the pit
1497 */
1498 if (victim->head)
1499 goto leave;
1500
1501 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1502 victim->statusmsg ("You fall through the hole!", NDI_RED);
1503 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1504 goto leave;
1505
1506 case EXIT:
1507 if (victim->type == PLAYER && EXIT_PATH (trap))
1508 {
1509 /* Basically, don't show exits leading to random maps the
1510 * players output.
1511 */
1512 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1513 victim->statusmsg (trap->msg, NDI_NAVY);
1514
1515 trap->play_sound (trap->sound);
1516 victim->enter_exit (trap);
1517 }
1518 goto leave;
1519
1520 case ENCOUNTER: 1498 case ENCOUNTER:
1521 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1522 goto leave; 1500 break;
1523 1501
1524 case SHOP_MAT: 1502 case SHOP_MAT:
1525 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1526 goto leave; 1504 break;
1527 1505
1528 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1529 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1530 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1531 goto leave; 1509 break;
1532 1510
1533 case SIGN: 1511 case SIGN:
1534 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1535 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1536 1514
1537 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1538 goto leave; 1516 break;
1539 1517
1540 case CONTAINER: 1518 case CONTAINER:
1541 apply_container (victim, trap); 1519 apply_container (victim, trap);
1542 goto leave; 1520 break;
1543 1521
1544 case RUNE: 1522 case RUNE:
1545 case TRAP: 1523 case TRAP:
1546 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1547 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1548 goto leave; 1526 break;
1549 1527
1550 default: 1528 default:
1551 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 "
1552 "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);
1553 goto leave; 1531 break;
1554 } 1532 }
1555 1533
1556leave:
1557 recursion_depth--; 1534 recursion_depth--;
1558} 1535}
1559 1536
1560/** 1537/**
1561 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1572 return; 1549 return;
1573 } 1550 }
1574 1551
1575 if (!tmp->msg) 1552 if (!tmp->msg)
1576 { 1553 {
1577 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));
1578 return; 1555 return;
1579 } 1556 }
1580 1557
1581 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1582 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1596 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1597 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1598 return; 1575 return;
1599 } 1576 }
1600 1577
1578 // we currently don't use the message types for anything.
1601 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"));
1602 1582
1603 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1604 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1605 if (ns->can_msg)
1606 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1607 else
1608 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1609 msgType->message_type, msgType->message_subtype,
1610 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1611 long_desc (tmp, op), &tmp->msg);
1612 1586
1613 /* gain xp from reading */ 1587 /* gain xp from reading */
1614 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1615 { /* only if not read before */ 1589 { /* only if not read before */
1616 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1624 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1625 } 1599 }
1626 1600
1627 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1628 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 }
1629 } 1656 }
1630} 1657}
1631 1658
1632/** 1659/**
1633 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1712 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1713 return; 1740 return;
1714 } 1741 }
1715 1742
1716 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1717 player_unready_range_ob (op->contr, spob);
1718 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1719 spob->destroy (); 1745 spob->destroy ();
1720} 1746}
1721 1747
1722/** 1748/**
1739 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1740 * legacy spellbooks 1766 * legacy spellbooks
1741 */ 1767 */
1742 if (tmp->slaying) 1768 if (tmp->slaying)
1743 { 1769 {
1744 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1745 if (!spell) 1772 if (!spell)
1746 { 1773 {
1747 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));
1748 return; 1775 return;
1749 } 1776 }
1770 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);
1771 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!");
1772 return; 1799 return;
1773 } 1800 }
1774 1801
1775 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1776 { 1804 {
1777 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));
1778 return; 1807 return;
1779 } 1808 }
1780 1809
1781 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));
1782 1811
1798 { 1827 {
1799 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1800 1829
1801 if (!spell_skill) 1830 if (!spell_skill)
1802 { 1831 {
1803 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));
1804 return; 1833 return;
1805 } 1834 }
1806 1835
1807 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1808 { 1837 {
1824 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1825 */ 1854 */
1826 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1827 { 1856 {
1828 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!");
1829 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));
1830 } 1859 }
1831 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1832 (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])
1833 { 1862 {
1834 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1939 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1940 break; 1969 break;
1941 } 1970 }
1942 1971
1943 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1944 tmp->decrease (); 1973 tmp->decrease (true);
1945}
1946
1947/**
1948 * op eats food.
1949 * If player, takes care of messages and dragon special food.
1950 */
1951static void
1952apply_food (object *op, object *tmp)
1953{
1954 int capacity_remaining;
1955
1956 if (op->type != PLAYER)
1957 op->stats.hp = op->stats.maxhp;
1958 else
1959 {
1960 /* check if this is a dragon (player), eating some flesh */
1961 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1962 ;
1963 else
1964 {
1965 /* usual case - no dragon meal: */
1966 if (op->stats.food + tmp->stats.food > 999)
1967 {
1968 if (tmp->type == FOOD || tmp->type == FLESH)
1969 op->failmsg ("You feel full, but what a waste of food!");
1970 else
1971 op->statusmsg ("Most of the drink goes down your face not your throat!");
1972 }
1973
1974 tmp->play_sound (
1975 tmp->sound
1976 ? tmp->sound
1977 : tmp->type == DRINK
1978 ? sound_find ("eat_drink")
1979 : sound_find ("eat_food")
1980 );
1981
1982 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1983 {
1984 const char *buf;
1985
1986 if (!is_dragon_pl (op))
1987 {
1988 /* eating message for normal players */
1989 if (tmp->type == DRINK)
1990 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1991 else
1992 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1993 }
1994 else
1995 /* eating message for dragon players */
1996 buf = format ("The %s tasted terrible!", &tmp->name);
1997
1998 op->statusmsg (buf);
1999
2000 capacity_remaining = 999 - op->stats.food;
2001 op->stats.food += tmp->stats.food;
2002 if (capacity_remaining < tmp->stats.food)
2003 op->stats.hp += capacity_remaining / 50;
2004 else
2005 op->stats.hp += tmp->stats.food / 50;
2006
2007 if (op->stats.hp > op->stats.maxhp)
2008 op->stats.hp = op->stats.maxhp;
2009 if (op->stats.food > 999)
2010 op->stats.food = 999;
2011 }
2012
2013 /* special food hack -b.t. */
2014 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2015 eat_special_food (op, tmp);
2016 }
2017 }
2018
2019 handle_apply_yield (tmp);
2020 tmp->decrease ();
2021} 1974}
2022 1975
2023/** 1976/**
2024 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2025 * 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.
2028 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2029 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2030 * return: 1983 * return:
2031 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2032 */ 1985 */
2033int 1986static int
2034dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2035{ 1988{
2036 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2037 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2038 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2044 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2045 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2046 int i; /* index */ 1999 int i; /* index */
2047 2000
2048 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2049 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2050 return 0; 2003 return 0;
2051 2004
2052 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2053 from the player's inventory */ 2006 from the player's inventory */
2054 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2062 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2063 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2064 return 0; 2017 return 0;
2065 2018
2066 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2067 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2068 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2069 else 2022 else
2070 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2071 2024
2072 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2073 op->stats.hp = op->stats.maxhp;
2074
2075 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2076 2027
2077 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2078 2029
2079 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2080 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2090 2041
2091 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2092 flesh is too rare */ 2043 flesh is too rare */
2093 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2094 2045
2095 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2096 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2097 2048
2098 if (chance >= 0.) 2049 if (chance >= 0.)
2099 chance += 1.; 2050 chance += 1.;
2100 else 2051 else
2101 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2102 2053
2103 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2104 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2105 2056
2106 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2107 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2108 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2109 2060
2110 /* 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!) */
2111 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2112 { 2063 {
2113 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2114 winners++; 2065 winners++;
2115 } 2066 }
2116 2067
2144 op->statusmsg (buf); 2095 op->statusmsg (buf);
2145 2096
2146 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2147 i = -1; 2098 i = -1;
2148 if (winners > 0) 2099 if (winners > 0)
2149 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2150 2101
2151 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2152 { 2103 {
2153 /* resistance increased! */ 2104 /* resistance increased! */
2154 skin->resist[i]++; 2105 skin->resist[i]++;
2179 2130
2180 return 1; 2131 return 1;
2181} 2132}
2182 2133
2183/** 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/**
2184 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2185 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2186 */ 2211 */
2187static void 2212static void
2188apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2213 2238
2214 op->statusmsg ("Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2215 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2216} 2241}
2217 2242
2218extern void 2243void
2219apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2220{ 2245{
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2249 object *poison = tmp->split (1);
2250
2221 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2222 { 2252 {
2223 op->contr->play_sound (sound_find ("drink_poison")); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2224 op->failmsg ("Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2225 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2226 } 2256 }
2227 2257
2228 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2229 { 2259 {
2230 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2231 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2232 } 2262 }
2233 2263
2234 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2235 handle_apply_yield (tmp); 2265 poison->destroy ();
2236 tmp->decrease ();
2237} 2266}
2238 2267
2239/** 2268/**
2240 * 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
2241 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2242 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2243 * -You are
2244 * ° the owner of the exit
2245 * ° or in the same party as the owner
2246 * 2272 *
2247 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2248 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2249 * 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
2250 */ 2276 */
2251int 2277static object *
2252is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2253{ 2279{
2254 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2255 return 1; /*This is not a 2 way, so it is legal */
2256
2257#if 0 //TODO
2258 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2259 return 0; /* This is a reset town portal */
2260#endif
2261
2262 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2263
2264 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2265
2266 if (exitmap)
2267 { 2281 {
2268 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2269
2270 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2271
2272 if (!tmp)
2273 return 0;
2274
2275 for (; tmp; tmp = tmp->above)
2276 { 2283 {
2277 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2278 continue; /*Not an exit */
2279
2280 if (!EXIT_PATH (tmp))
2281 continue; /*Not a valid exit */
2282
2283 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2284 continue; /*Not in the same place */
2285
2286 if (exit->map->path != EXIT_PATH (tmp))
2287 continue; /*Not in the same map */
2288
2289 /* From here we have found the exit is valid. However we do
2290 * here the check of the exit owner. It is important for the
2291 * town portals to prevent strangers from visiting your appartments
2292 */
2293 if (!exit->race)
2294 return 1; /*No owner, free for all! */
2295
2296 object *exit_owner = 0;
2297
2298 for_all_players (pp)
2299 { 2285 {
2300 if (!pp->ob) 2286 lighter = tmp;
2301 continue;
2302
2303 if (pp->ob->name != exit->race)
2304 continue;
2305
2306 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2307 break; 2287 break;
2308 } 2288 }
2289 }
2309 2290
2310 if (!exit_owner) 2291 if (!lighter)
2311 return 0; /* No more owner */ 2292 {
2312 2293 who->failmsg (format (
2313 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2314 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2315 2296 &op->name));
2316 if (exit_owner && /*There is a owner */
2317 (op->contr) && /*A player tries to pass */
2318 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2319 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2320 return 0; 2297 return 0;
2298 }
2299 }
2321 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));
2322 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2323 } 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
2324 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2325 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)
2326 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 ();
2327} 2613}
2328 2614
2329/** 2615/**
2330 * Main apply handler. 2616 * Main apply handler.
2331 * 2617 *
2334 * Return value: 2620 * Return value:
2335 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2336 * 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
2337 * 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
2338 * 2624 *
2339 * 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
2340 * being applied. 2626 * being applied.
2341 * 2627 *
2342 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2343 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2344 */ 2630 */
2345int 2631static int
2346manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2347{ 2633{
2348 if (tmp->head) 2634 op = op->head_ ();
2349 tmp = tmp->head;
2350 2635
2351 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2352 { 2637 {
2353 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2354 { 2639 {
2640 examine (who, op);
2355 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
2356 return 1; 2642 return 1;
2357 } 2643 }
2358 else 2644 else
2359 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2360 } 2646 }
2361 2647
2362 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2363 return RESULT_INT (0); 2649 return RESULT_INT (0);
2364 2650
2365 switch (tmp->type) 2651 switch (op->type)
2366 { 2652 {
2367 case CF_HANDLE: 2653 case T_HANDLE:
2368 op->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2369 op->statusmsg ("You turn the handle."); 2655 who->statusmsg ("You turn the handle.");
2370 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2371 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2372 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2373 push_button (tmp); 2659 push_button (op, who);
2374 return 1; 2660 return 1;
2375 2661
2376 case TRIGGER: 2662 case TRIGGER:
2377 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2378 { 2664 {
2379 op->statusmsg ("You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2380 op->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2381 } 2667 }
2382 else 2668 else
2383 op->failmsg ("The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2384 2670
2385 return 1; 2671 return 1;
2386 2672
2387 case EXIT: 2673 case EXIT:
2388 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2389 return 0; 2675 return 0;
2390 2676
2391 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2392 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)));
2393 else 2679 else
2394 { 2680 {
2395 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2396 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2397 op->statusmsg (tmp->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2398 2684
2399 op->enter_exit (tmp); 2685 who->enter_exit (op);
2400 } 2686 }
2401 2687
2402 return 1; 2688 return 1;
2403 2689
2404 case INSCRIBABLE: 2690 case INSCRIBABLE:
2405 op->statusmsg (tmp->msg); 2691 who->statusmsg (op->msg);
2406 // 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
2407 return 1; 2693 return 1;
2408 2694
2409 case SIGN: 2695 case SIGN:
2410 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2411 return 1; 2697 return 1;
2412 2698
2413 case BOOK: 2699 case BOOK:
2414 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2415 { 2701 {
2416 apply_book (op, tmp); 2702 apply_book (who, op);
2417 return 1; 2703 return 1;
2418 } 2704 }
2419 else 2705 else
2420 return 0; 2706 return 0;
2421 2707
2422 case SKILLSCROLL: 2708 case SKILLSCROLL:
2423 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2424 { 2710 {
2425 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2426 return 1; 2712 return 1;
2427 } 2713 }
2428 else 2714 else
2429 return 0; 2715 return 0;
2430 2716
2431 case SPELLBOOK: 2717 case SPELLBOOK:
2432 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2433 { 2719 {
2434 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2435 return 1; 2721 return 1;
2436 } 2722 }
2437 else 2723 else
2438 return 0; 2724 return 0;
2439 2725
2440 case SCROLL: 2726 case SCROLL:
2441 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2442 return 1; 2728 return 1;
2443 2729
2444 case POTION: 2730 case POTION:
2445 apply_potion (op, tmp); 2731 apply_potion (who, op);
2446 return 1; 2732 return 1;
2447 2733
2448 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2449 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2450 case CLOSE_CON: 2736 case CLOSE_CON:
2451 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2452 return 1; 2738 return 1;
2453 2739
2454 case CONTAINER: 2740 case CONTAINER:
2455 apply_container (op, tmp); 2741 apply_container (who, op);
2456 return 1; 2742 return 1;
2457 2743
2458 case TREASURE: 2744 case TREASURE:
2459 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2460 { 2746 {
2461 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2462 return 1; 2748 return 1;
2463 } 2749 }
2464 else 2750 else
2465 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2466 2757
2467 case WEAPON: 2758 case WEAPON:
2468 case ARMOUR: 2759 case ARMOUR:
2469 case BOOTS: 2760 case BOOTS:
2470 case GLOVES: 2761 case GLOVES:
2477 case CLOAK: 2768 case CLOAK:
2478 case WAND: 2769 case WAND:
2479 case ROD: 2770 case ROD:
2480 case HORN: 2771 case HORN:
2481 case SKILL: 2772 case SKILL:
2773 case SPELL:
2482 case BOW: 2774 case BOW:
2483 case LAMP: 2775 case RANGED:
2484 case BUILDER: 2776 case BUILDER:
2485 case SKILL_TOOL: 2777 case SKILL_TOOL:
2486 if (tmp->env != op) 2778 if (op->env != who)
2487 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)));
2488 2780 else
2489 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2490 return 1; 2783 return 1;
2491 2784
2492 case DRINK: 2785 case DRINK:
2493 case FOOD: 2786 case FOOD:
2494 case FLESH: 2787 case FLESH:
2495 apply_food (op, tmp); 2788 apply_food (who, op);
2496 return 1; 2789 return 1;
2497 2790
2498 case POISON: 2791 case POISON:
2499 apply_poison (op, tmp); 2792 apply_poison (who, op);
2500 return 1; 2793 return 1;
2501 2794
2502 case SAVEBED: 2795 case SAVEBED:
2503 return 1; 2796 return 1;
2504 2797
2505 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2506 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2507 { 2800 {
2508 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2509 return 1; 2802 return 1;
2510 } 2803 }
2511 else 2804 else
2512 return 0; 2805 return 0;
2513 2806
2514 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2515 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2516 return 1; 2809 return 1;
2517 2810
2518 case CLOCK: 2811 case CLOCK:
2519 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2520 { 2813 {
2521 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2522 timeofday_t tod; 2815 timeofday_t tod;
2523 2816
2524 get_tod (&tod); 2817 get_tod (&tod);
2525 op->play_sound (sound_find ("sound_clock")); 2818 who->play_sound (sound_find ("sound_clock"));
2526 op->statusmsg (format ( 2819 who->statusmsg (format (
2527 "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2528 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2529 ((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")
2530 )); 2823 ));
2531 return 1; 2824 return 1;
2532 } 2825 }
2533 else 2826 else
2534 return 0; 2827 return 0;
2535 2828
2536 case MENU: 2829 case MENU:
2537 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2538 { 2831 {
2539 shop_listing (tmp, op); 2832 shop_listing (op, who);
2540 return 1; 2833 return 1;
2541 } 2834 }
2542 else 2835 else
2543 return 0; 2836 return 0;
2544 2837
2545 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2546 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2547 return 1; 2840 return 1;
2548 2841
2549 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2550 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2551 { 2844 {
2552 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2553 return 1; 2846 return 1;
2554 } 2847 }
2555 else 2848 else
2556 return 0; 2849 return 0;
2557 2850
2558 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2559 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2560 return 1; 2853 return 1;
2561 2854
2562 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2563 return 0; 2857 return 0;
2564 } 2858 }
2565} 2859}
2566 2860
2567 2861/*
2568/* quiet suppresses the "don't know how to apply" and "you must get it first"
2569 * messages as needed by player_apply_below(). But there can still be
2570 * "but you are floating high above the ground" messages.
2571 *
2572 * Same return value as apply() function. 2862 * Same return value as apply() function.
2573 */ 2863 */
2574int 2864bool
2575player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2576{ 2866{
2577 int tmp;
2578
2579 if (op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2580 { 2868 {
2581 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2582 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2583 { 2871 {
2584 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2872 pl->failmsg ("But you are floating high above the ground! "
2873 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2874 "or waiting till the levitation effect wears off.>");
2585 return 0; 2875 return 0;
2586 } 2876 }
2587 } 2877 }
2588 2878
2589 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2590 2880
2591 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2592 if (!quiet)
2593 {
2594 if (tmp == 0)
2595 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2596 else if (tmp == 2)
2597 pl->failmsg ("You must get it first!\n");
2598 }
2599
2600 return tmp;
2601} 2882}
2602 2883
2603/** 2884/**
2604 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2605 * 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
2616 * 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
2617 * 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
2618 * 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
2619 * not return a proper value. 2900 * not return a proper value.
2620 */ 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?
2621 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)
2622 { 2905 {
2623 next = tmp->below; 2906 next = tmp->below;
2624 2907
2625 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2626 floors++;
2627 else if (floors > 0)
2628 return; /* process only floor objects after first floor object */
2629
2630 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2631 * person moving on it, also activate. Added code to make it
2632 * so that at least one of players movement types be that which
2633 * the item needs.
2634 */ 2909 */
2635 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2636 {
2637 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2638 return; 2912 break;
2639 } 2913
2640 if (floors >= 2) 2914 break;
2641 return; /* process at most two floor objects */
2642 } 2915 }
2643} 2916}
2644 2917
2645/** 2918/**
2646 * Unapplies specified item. 2919 * Unapplies specified item.
2653{ 2926{
2654 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))
2655 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2656 return RESULT_INT (0); 2929 return RESULT_INT (0);
2657 2930
2658 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2659 2935
2660 switch (op->type) 2936 switch (op->type)
2661 { 2937 {
2662 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
2663 // 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
2664 // 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
2665 // be used for other reasons 2956 // be used for other reasons
2666 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2667 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2668 && tmp->type == SKILL
2669 && tmp->flag [FLAG_APPLIED]
2670 && !tmp->flag [FLAG_CAN_USE_SKILL])
2671 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2672 2960
2673 change_abil (who, op);
2674 break; 2961 break;
2675 2962
2963 case BOW:
2676 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2677 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2678 if (op == pl->combat_ob)
2679 {
2680 pl->combat_ob = 0;
2681 who->change_weapon (pl->ranged_ob);
2682 }
2683
2684 who->statusmsg (format ("You unwield %s.", query_name (op)));
2685
2686 change_abil (who, op);
2687 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2688 break;
2689
2690 case SKILL:
2691 if (who->contr)
2692 { 2969 {
2693 if (!op->invisible)
2694 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2971 change_abil (who, op);
2972 }
2973 else
2974 {
2975 who->change_skill (0);
2976
2977 if (op->type == BOW)
2978 op->flag [FLAG_READY_BOW ] = false;
2695 else 2979 else
2696 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2980 op->flag [FLAG_READY_RANGE] = false;
2697 } 2981 }
2698 2982
2699 change_abil (who, op);
2700 CLEAR_FLAG (who, FLAG_READY_SKILL);
2701 break; 2983 break;
2702 2984
2703 case ARMOUR: 2985 case ARMOUR:
2704 case HELMET: 2986 case HELMET:
2705 case SHIELD: 2987 case SHIELD:
2712 case CLOAK: 2994 case CLOAK:
2713 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2714 change_abil (who, op); 2996 change_abil (who, op);
2715 break; 2997 break;
2716 2998
2717 case LAMP: 2999 case SPELL:
2718 {
2719 who->statusmsg (format ("You turn off your %s.", &op->name));
2720
2721 object *tmp2 = arch_to_object (op->other_arch);
2722 tmp2->x = op->x;
2723 tmp2->y = op->y;
2724 tmp2->map = op->map;
2725 tmp2->below = op->below;
2726 tmp2->above = op->above;
2727 tmp2->stats.food = op->stats.food;
2728 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2729
2730 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2731 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2732
2733 op->destroy ();
2734 who->insert (tmp2);
2735 who->update_stats ();
2736
2737 if (who->contr)
2738 {
2739 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2740 {
2741 who->failmsg ("Oops, it feels deadly cold!");
2742 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2743 }
2744 }
2745 }
2746
2747 return 1; /* otherwise, an attempt to drop causes problems */
2748
2749 case BOW: 3000 case BUILDER:
2750 case WAND:
2751 case ROD:
2752 case HORN:
2753 if (player *pl = who->contr)
2754 {
2755 if (op == pl->ranged_ob)
2756 {
2757 pl->ranged_ob = 0;
2758 who->change_weapon (pl->combat_ob);
2759 }
2760
2761 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2762 }
2763 else
2764 {
2765 who->change_skill (0);
2766
2767 if (op->type == BOW)
2768 CLEAR_FLAG (who, FLAG_READY_BOW);
2769 else
2770 CLEAR_FLAG (who, FLAG_READY_RANGE);
2771 }
2772
2773 break; 3002 break;
2774 3003
2775 case BUILDER: 3004 //case SKILL_TOOL://TODO
2776 if (who->contr)
2777 who->statusmsg (format ("You unready %s.", query_name (op)));
2778 break;
2779
2780 default: 3005 default:
2781 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2782 break; 3007 break;
2783 } 3008 }
2784 3009
2808static object * 3033static object *
2809get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
2810{ 3035{
2811 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2812 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
2813 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
2814 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2815 return tmp; 3040 return tmp;
2816 3041
2817 return 0; 3042 return 0;
2818} 3043}
2819 3044
2832#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
2833 "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. " \
2834 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
2835 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
2836 3061
2837int 3062static int
2838unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2839{ 3064{
2840 if (op->is_range ()) 3065 if (op->is_range ())
2841 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2842 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2964 continue; 3189 continue;
2965 } 3190 }
2966 3191
2967 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2968 if (!tmp1) 3193 if (!tmp1)
2969 {
2970#if 0
2971 /* This is sort of an error, but happens a lot when old players
2972 * join in with more stuff equipped than they are now allowed.
2973 */
2974 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2975#endif
2976 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
2977 }
2978 else 3195 else
2979 { 3196 {
2980 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
2981 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
2982 * to apply multiple objects 3199 * to apply multiple objects
3033 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3034 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3035 } 3252 }
3036 3253
3037 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;
3038} 3344}
3039 3345
3040/** 3346/**
3041 * 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.
3042 * 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,
3065 " 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.>"
3066 3372
3067int 3373int
3068apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3069{ 3375{
3070 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3071 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3072 3378
3073 if (who == NULL) 3379 if (who == NULL)
3074 { 3380 {
3075 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3092 return 1; 3398 return 1;
3093 } 3399 }
3094 3400
3095 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3096 } 3402 }
3097
3098 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3099 return 0; 3404 return 0;
3100
3101 // if the item is combat/ranged, wield the relevant slot first
3102 // to resolve conflicts.
3103 if (player *pl = who->contr)
3104 switch (op->slottype ())
3105 {
3106 case slot_combat: who->change_weapon (pl->combat_ob); break;
3107 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3108 }
3109 3405
3110 splay (op); 3406 splay (op);
3111 3407
3112 /* 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 */
3113 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3147 } 3443 }
3148 } 3444 }
3149 3445
3150 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3151 { 3447 {
3448 // try to ready attached skill first
3152 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3153 3450
3154 if (!skop) 3451 if (!skop)
3155 { 3452 {
3156 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));
3157 return 1; 3454 return 1;
3158 } 3455 }
3159 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3160 /* While experience will be credited properly, we want to change the
3161 * skill so that the dam and wc get updated
3162 */ 3457 {
3163 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3164 } 3461 }
3165 3462
3166 if (who->type == PLAYER 3463 if (!check_item_power (who, op->item_power))
3167 && op->item_power
3168 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3169 { 3464 {
3170 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);
3171 return 1; 3466 return 1;
3172 } 3467 }
3173 3468
3174 /* 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.
3175 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3176 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3177 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3178 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3179 3476
3180 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)))
3181 return RESULT_INT (0); 3478 return RESULT_INT (0);
3182 3479
3183 switch (op->type) 3480 switch (op->type)
3184 { 3481 {
3185 case WEAPON: 3482 case WEAPON:
3186 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3187 {
3188 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3189
3190 if (tmp)
3191 insert_ob_in_ob (tmp, who);
3192
3193 return 1;
3194 }
3195
3196 //TODO: this obviously fails for players using a shorter prefix
3197 // i.e. "R" can use Ragnarok's sword.
3198 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3199 { 3484 {
3200 /* 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. */
3201 /* (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) */
3202 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. "
3203 3488 "H<Its name indicates that it belongs to somebody else.>");
3204 if (tmp) 3489 if (tmp) who->insert (tmp);
3205 insert_ob_in_ob (tmp, who);
3206
3207 return 1; 3490 return 1;
3208 } 3491 }
3209 3492
3210 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3211 { 3496 {
3212 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)));
3213 return 1; 3498 change_abil (who, op);
3214 } 3499 }
3215 3500 else
3216 SET_FLAG (op, FLAG_APPLIED);
3217 who->change_skill (skop); 3501 who->change_skill (skop);
3218 3502
3219 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3220 who->change_weapon (who->contr->combat_ob = op);
3221
3222 who->statusmsg (format ("You wield %s.", query_name (op)));
3223
3224 SET_FLAG (who, FLAG_READY_WEAPON);
3225 change_abil (who, op);
3226 break; 3504 break;
3227 3505
3228 case ARMOUR: 3506 case ARMOUR:
3229 case HELMET: 3507 case HELMET:
3230 case SHIELD: 3508 case SHIELD:
3238 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3239 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3240 change_abil (who, op); 3518 change_abil (who, op);
3241 break; 3519 break;
3242 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
3243 case LAMP: 3528 case SKILL:
3244 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3245 { 3530 {
3246 who->failmsg (format ( 3531 // skill is used on it's own, as opposed to being a chosen_skill
3247 "Your %s is out of fuel! "
3248 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3249 &op->name
3250 ));
3251 return 1;
3252 }
3253 3532
3254 who->statusmsg (format ("You turn on your %s.", &op->name)); 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3255
3256 tmp2 = arch_to_object (op->other_arch);
3257 tmp2->stats.food = op->stats.food;
3258 SET_FLAG (tmp2, FLAG_APPLIED);
3259
3260 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3261 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3262
3263 who->insert (tmp2);
3264
3265 /* Remove the old lantern */
3266 op->destroy ();
3267
3268 /* insert the portion that was split off */
3269 if (tmp)
3270 who->insert (tmp);
3271
3272 who->update_stats ();
3273
3274 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3275 if (who->type == PLAYER)
3276 {
3277 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3278 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3279 }
3280
3281 return 0;
3282
3283 case SKILL_TOOL:
3284 // applying a skill tool also readies the skill
3285 SET_FLAG (op, FLAG_APPLIED);
3286
3287 if (!(aflags & AP_NO_READY))
3288 {
3289 skop = find_skill_by_name (who, op->skill);
3290 if (!skop->flag [FLAG_APPLIED])
3291 apply_special (who, skop, AP_APPLY);
3292 }
3293 break;
3294
3295 case SKILL:
3296 if (player *pl = who->contr)
3297 {
3298 if (IS_COMBAT_SKILL (op->subtype))
3299 { 3534 {
3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3301 {
3302 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 {
3305 if (item->skill == op->skill)
3306 {
3307 who->change_weapon (pl->combat_ob = item);
3308 goto found_weapon;
3309 }
3310 }
3311
3312 who->failmsg (format ( 3535 who->failmsg (format (
3313 "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. "
3314 "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. "
3315 &op->skill 3538 "It cannot be used on its own.>",
3316 ));
3317 return 1;
3318
3319 found_weapon:;
3320 }
3321 else
3322 who->change_weapon (pl->combat_ob = op);
3323 }
3324 else if (IS_RANGED_SKILL (op->subtype))
3325 {
3326 if (skill_flags [op->subtype] & SF_NEED_BOW)
3327 {
3328 for (object *item = who->inv; item; item = item->below)
3329 if (item->type == BOW && item->flag [FLAG_APPLIED])
3330 {
3331 //TODO: bows should/must all have skill missile weapon right now
3332 who->change_weapon (pl->ranged_ob = item);
3333 goto found_bow;
3334 }
3335
3336 who->failmsg (
3337 "You need to apply a missile weapon before readying this skill. "
3338 "H<Some skills need an item, in this case a missile weapon, to function.>"
3339 );
3340 return 1;
3341
3342 found_bow:;
3343 }
3344 else
3345 who->change_weapon (pl->ranged_ob = op);
3346 }
3347
3348 if (!op->invisible)
3349 {
3350 who->statusmsg (format (
3351 "You ready %s."
3352 "You can now use the skill: %s.",
3353 query_name (op),
3354 &op->skill 3539 &op->skill
3355 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3356 } 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 ));
3357 else 3554 else
3358 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 ));
3359 } 3571 }
3360 else 3572
3361 {
3362 SET_FLAG (op, FLAG_APPLIED);
3363 change_abil (who, op);
3364 who->chosen_skill = op;
3365 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3366 } 3574 SET_FLAG (op, FLAG_APPLIED);
3367 3575 change_abil (who, op);
3368 break; 3576 break;
3369 3577
3370 case BOW: 3578 case BOW:
3371 if (!check_weapon_power (who, op->last_eat)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3372 {
3373 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3374
3375 if (tmp)
3376 insert_ob_in_ob (tmp, who);
3377
3378 return 1;
3379 }
3380
3381 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3382 { 3580 {
3383 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3384 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3385 if (tmp) 3583 if (tmp) who->insert (tmp);
3386 insert_ob_in_ob (tmp, who);
3387
3388 return 1; 3584 return 1;
3389 } 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;
3390 3610
3391 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3392 case WAND: 3612 case WAND:
3393 case ROD: 3613 case ROD:
3394 case HORN: 3614 case HORN:
3395 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3396 3616
3397 if (!skop) 3617 if (!skop)
3398 { 3618 {
3399 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);
3400 return 1; 3621 return 1;
3401 } 3622 }
3402 3623
3403 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3404 who->change_skill (skop);
3405 3625
3406 if (who->contr) 3626 if (player *pl = who->contr)
3407 { 3627 {
3408 who->contr->ranged_ob = op;
3409
3410 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3411 3629
3412 if (op->type == BOW) 3630 if (op->type == BOW)
3413 {
3414 who->current_weapon = op;
3415 change_abil (who, op);
3416 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)));
3417 } 3632
3633 change_abil (who, op);
3418 } 3634 }
3419 else 3635 else
3420 { 3636 {
3637 who->change_skill (skop);
3638
3421 if (op->type == BOW) 3639 if (op->type == BOW)
3422 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3423 else 3641 else
3424 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3425 } 3643 }
3426 3644
3427 break; 3645 break;
3428 3646
3429 case BUILDER: 3647 case BUILDER:
3430 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3431 { 3649 {
3432 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3434 unapply_special (who, who->contr->ranged_ob, 0);
3435
3436 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3437 3651 //TODO: change_abil?
3438 who->contr->ranged_ob = op;
3439 } 3652 }
3440 break; 3653 break;
3441 3654
3442 default: 3655 default:
3443 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3444 } 3657 }
3445 3658
3446 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3447 3660
3448 if (tmp)
3449 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3450 3662
3451 who->update_stats (); 3663 who->update_stats ();
3452 3664
3453 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3454 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3460 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3461 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3462 { 3674 {
3463 who->failmsg ( 3675 who->failmsg (
3464 "Oops, it feels deadly cold! " 3676 "Oops, it feels deadly cold! "
3465 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3677 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3466 ); 3678 );
3467 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3468 } 3680 }
3469 3681
3470 if (object *pl = op->visible_to ()) 3682 if (object *pl = op->visible_to ())
3471 esrv_send_item (pl, op); 3683 esrv_send_item (pl, op);
3472 3684
3473 return 0; 3685 return 0;
3474} 3686}
3475 3687
3476int
3477monster_apply_special (object *who, object *op, int aflags)
3478{
3479 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3480 return 1;
3481
3482 return apply_special (who, op, aflags);
3483}
3484
3485/** 3688/**
3486 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3487 * 3690 *
3488 * Generates shop floor's item, and treasures. 3691 * Generates shop floor's item, and treasures.
3489 */ 3692 */
3490int 3693int
3491auto_apply (object *op) 3694auto_apply (object *op)
3492{ 3695{
3493 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3494 int i; 3697 int i;
3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3495 3700
3496 switch (op->type) 3701 switch (op->type)
3497 { 3702 {
3498 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3499 if (!op->has_random_items ()) 3704 if (!op->has_random_items ())
3501 3706
3502 do 3707 do
3503 { 3708 {
3504 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3505 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3506 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3711 op->stats.exp
3712 ? (int) op->stats.exp
3713 : max (op->map->difficulty, 5)))
3714 == NULL && --i);
3715
3507 if (tmp == NULL) 3716 if (tmp == NULL)
3508 return 0; 3717 return 0;
3718
3509 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3510 { 3720 {
3511 tmp->destroy (); 3721 tmp->destroy ();
3512 tmp = NULL; 3722 tmp = NULL;
3513 } 3723 }
3516 3726
3517 tmp->x = op->x; 3727 tmp->x = op->x;
3518 tmp->y = op->y; 3728 tmp->y = op->y;
3519 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3520 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3521 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3522 identify (tmp); 3731 identify (tmp);
3523 break; 3732 break;
3524 3733
3525 case TREASURE: 3734 case TREASURE:
3526 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3533 /* If we generated an object and put it in this object inventory, 3742 /* If we generated an object and put it in this object inventory,
3534 * move it to the parent object as the current object is about 3743 * move it to the parent object as the current object is about
3535 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3536 * that is put inside other objects. 3745 * that is put inside other objects.
3537 */ 3746 */
3538 for (tmp = op->inv; tmp; tmp = tmp2)
3539 {
3540 tmp2 = tmp->below;
3541 tmp->remove ();
3542
3543 if (op->env) 3747 if (op->env)
3544 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3545 else 3749 op->env->insert (op->inv);
3546 tmp->destroy ();
3547 }
3548 3750
3549 op->destroy (); 3751 op->destroy ();
3550 break; 3752 break;
3551 } 3753 }
3552 return tmp ? 1 : 0; 3754
3755 return !!tmp;
3553} 3756}
3554 3757
3555/** 3758/**
3556 * fix_auto_apply goes through the entire map every time a map 3759 * fix_auto_apply goes through the entire map every time a map
3557 * is loaded or swapped in and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3571 3774
3572 if (tmp->inv) 3775 if (tmp->inv)
3573 { 3776 {
3574 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3575 3778
3576 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3577 { 3780 {
3578 invnext = invtmp->below; 3781 invnext = invtmp->below;
3579 3782
3580 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3581 auto_apply (invtmp); 3784 auto_apply (invtmp);
3582 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3583 { 3786 {
3584 while ((invtmp->stats.hp--) > 0) 3787 while (invtmp->stats.hp-- > 0)
3585 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3586 3789
3587 invtmp->randomitems = NULL; 3790 invtmp->randomitems = NULL;
3588 } 3791 }
3589 else if (invtmp && invtmp->arch 3792 else if (invtmp && invtmp->arch
3594 * treasure again for this object 3797 * treasure again for this object
3595 */ 3798 */
3596 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3597 } 3800 }
3598 } 3801 }
3802
3599 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3600 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3601 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3602 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3603 * MSW 2004-05-13 3807 * MSW 2004-05-13
3607 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3608 */ 3812 */
3609 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3610 || 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)
3611 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3612
3613 } 3816 }
3614 3817
3615 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3616 auto_apply (tmp); 3819 auto_apply (tmp);
3617 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 ())
3650 } 3853 }
3651 3854
3652 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3653 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3654 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3655 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3656} 3859}
3657 3860
3658/** 3861/**
3659 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3660 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3665eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3666{ 3869{
3667 object *force; 3870 object *force;
3668 int i, did_one = 0; 3871 int i, did_one = 0;
3669 3872
3670 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3671 3876
3672 for (i = 0; i < NUM_STATS; i++)
3673 if (sint8 k = food->stats.stat (i))
3674 {
3675 force->stats.stat (i) = k;
3676 did_one = 1;
3677 }
3678
3679 /* check if we can protect the eater */
3680 for (i = 0; i < NROFATTACKS; i++)
3681 {
3682 if (food->resist[i] > 0)
3683 {
3684 force->resist[i] = food->resist[i] / 2;
3685 did_one = 1;
3686 }
3687 }
3688
3689 if (did_one)
3690 {
3691 force->set_speed (0.1);
3692 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3693 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3694 SET_FLAG (force, FLAG_APPLIED); 3879
3695 change_abil (who, force); 3880 if (force = who->force_find (key))
3696 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;
3697 } 3891 }
3698 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
3699 force->destroy (); 3923 force->destroy ();
3924 }
3700 3925
3701 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3702 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3703 { 3928 {
3704 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3705 { 3930 {
3706 assign (who->contr->killer, food->name); 3931 who->contr->killer = food;
3707 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3708 who->failmsg ("Eck!...that was poisonous!"); 3933 who->failmsg ("Eck!...that was poisonous!");
3709 } 3934 }
3710 else 3935 else
3711 { 3936 {
3715 who->failmsg ("Eck!...that was poisonous!"); 3940 who->failmsg ("Eck!...that was poisonous!");
3716 3941
3717 who->stats.hp += food->stats.hp; 3942 who->stats.hp += food->stats.hp;
3718 } 3943 }
3719 } 3944 }
3945
3720 if (food->stats.sp != 0) 3946 if (food->stats.sp != 0)
3721 { 3947 {
3722 if (QUERY_FLAG (food, FLAG_CURSED)) 3948 if (QUERY_FLAG (food, FLAG_CURSED))
3723 { 3949 {
3724 who->failmsg ("You are drained of mana!"); 3950 who->failmsg ("You are drained of mana!");
3733 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3734 } 3960 }
3735 } 3961 }
3736 3962
3737 who->update_stats (); 3963 who->update_stats ();
3738}
3739
3740/**
3741 * Designed primarily to light torches/lanterns/etc.
3742 * Also burns up burnable material too. First object in the inventory is
3743 * the selected object to "burn". -b.t.
3744 */
3745void
3746apply_lighter (object *who, object *lighter)
3747{
3748 object *item;
3749 int is_player_env = 0;
3750
3751 item = find_marked_object (who);
3752 if (item)
3753 {
3754 if (lighter->last_eat && lighter->stats.food)
3755 { /* lighter gets used up */
3756 object *oneLighter = lighter->split ();
3757 oneLighter->stats.food--;
3758 who->insert (oneLighter);
3759 }
3760 else if (lighter->last_eat)
3761 {
3762 /* no charges left in lighter */
3763 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3764 return;
3765 }
3766
3767 /* Perhaps we should split what we are trying to light on fire?
3768 * I can't see many times when you would want to light multiple
3769 * objects at once.
3770 */
3771
3772 if (who == item->in_player ())
3773 is_player_env = 1;
3774
3775 save_throw_object (item, AT_FIRE, who);
3776
3777 if (item->destroyed ())
3778 {
3779 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3780 /* Need to update the player so that the players glow radius
3781 * gets changed.
3782 */
3783 if (is_player_env)
3784 who->update_stats ();
3785 }
3786 else
3787 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3788 }
3789 else
3790 who->failmsg ("You need to mark a lightable object.");
3791}
3792
3793/**
3794 * op made some mistake with a scroll, this takes care of punishment.
3795 * scroll_failure()- hacked directly from spell_failure
3796 */
3797void
3798scroll_failure (object *op, int failure, int power)
3799{
3800 if (abs (failure / 4) > power)
3801 power = abs (failure / 4); /* set minimum effect */
3802
3803 if (failure <= -1 && failure > -15)
3804 { /* wonder */
3805 object *tmp;
3806
3807 op->failmsg ("Your spell warps!");
3808 tmp = get_archetype (SPELL_WONDER);
3809 cast_wonder (op, op, 0, tmp);
3810 tmp->destroy ();
3811 }
3812 else if (failure <= -15 && failure > -35)
3813 { /* drain mana */
3814 op->failmsg ("Your mana is drained!");
3815 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3816 if (op->stats.sp < 0)
3817 op->stats.sp = 0;
3818 }
3819 else if (settings.spell_failure_effects == TRUE)
3820 {
3821 if (failure <= -35 && failure > -60)
3822 { /* confusion */
3823 op->failmsg ("The magic recoils on you!");
3824 confuse_player (op, op, power);
3825 }
3826 else if (failure <= -60 && failure > -70)
3827 { /* paralysis */
3828 op->failmsg ("The magic recoils and paralyzes you!");
3829 paralyze_player (op, op, power);
3830 }
3831 else if (failure <= -70 && failure > -80)
3832 { /* blind */
3833 op->failmsg ("The magic recoils on you!");
3834 blind_player (op, op, power);
3835 }
3836 else if (failure <= -80)
3837 { /* blast the immediate area */
3838 object *tmp = get_archetype (LOOSE_MANA);
3839 cast_magic_storm (op, tmp, power);
3840 op->failmsg ("You unleash uncontrolled mana!");
3841 tmp->destroy ();
3842 }
3843 }
3844} 3964}
3845 3965
3846void 3966void
3847apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3848{ 3968{
3896 } 4016 }
3897 4017
3898 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3899 * the player ref: player.c 4019 * the player ref: player.c
3900 */ 4020 */
3901 if (change->randomitems != NULL) 4021 if (change->randomitems)
3902 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3903 4023
3904 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3905 4025
3906 /* first, look for the force object banning 4026 /* first, look for the force object banning
3907 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3908 */ 4028 */
3909 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3910 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
3911 flag_change_face = 0; 4031 flag_change_face = 0;
3912 4032
3913 if (flag_change_face) 4033 if (flag_change_face)
3914 { 4034 {
3915 pl->animation_id = GET_ANIM_ID (change);
3916 pl->face = change->face; 4035 pl->face = change->face;
3917 4036 pl->animation_id = change->animation_id;
3918 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3919 SET_FLAG (pl, FLAG_ANIMATE);
3920 else
3921 CLEAR_FLAG (pl, FLAG_ANIMATE);
3922 } 4038 }
3923 4039
3924 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
3925 /*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); */
3926 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
3927 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3928 4044
3929 break; 4045 break;
3930 } 4046 }
3931 } 4047 }
3932} 4048}
3933 4049
3934/**
3935 * This handles items of type 'transformer'.
3936 * Basically those items, used with a marked item, transform both items into something
3937 * else.
3938 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3939 * Change information is contained in the 'slaying' field of the marked item.
3940 * The format is as follow: transformer:[number ]yield[;transformer:...].
3941 * This way an item can be transformed in many things, and/or many objects.
3942 * The 'slaying' field for transformer is used as verb for the action.
3943 */
3944void
3945apply_item_transformer (object *pl, object *transformer)
3946{
3947 object *marked;
3948 object *new_item;
3949 char *find;
3950 char *separator;
3951 int yield;
3952 char got[MAX_BUF];
3953 int len;
3954
3955 if (!pl || !transformer)
3956 return;
3957
3958 marked = find_marked_object (pl);
3959
3960 if (!marked)
3961 {
3962 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3963 return;
3964 }
3965
3966 if (!marked->slaying)
3967 {
3968 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3969 return;
3970 }
3971
3972 /* check whether they are compatible or not */
3973 find = strstr (marked->slaying, transformer->arch->archname);
3974 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3975 {
3976 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3977 return;
3978 }
3979
3980 find += strlen (transformer->arch->archname) + 1;
3981 /* Item can be used, now find how many and what it yields */
3982 if (isdigit (*(find)))
3983 {
3984 yield = atoi (find);
3985 if (yield < 1)
3986 {
3987 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3988 yield = 1;
3989 }
3990 }
3991 else
3992 yield = 1;
3993
3994 while (isdigit (*find))
3995 find++;
3996
3997 while (*find == ' ')
3998 find++;
3999
4000 memset (got, 0, MAX_BUF);
4001
4002 if ((separator = strchr (find, ';')) != NULL)
4003 len = separator - find;
4004 else
4005 len = strlen (find);
4006
4007 if (len > MAX_BUF - 1)
4008 len = MAX_BUF - 1;
4009
4010 strcpy (got, find);
4011 got[len] = '\0';
4012
4013 /* Now create new item, remove used ones when required. */
4014 new_item = get_archetype (got);
4015 if (!new_item)
4016 {
4017 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4018 return;
4019 }
4020
4021 new_item->nrof = yield;
4022
4023 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4024
4025 pl->insert (new_item);
4026 /* Eat up one item */
4027 marked->decrease ();
4028
4029 /* Eat one transformer if needed */
4030 if (transformer->stats.food)
4031 if (--transformer->stats.food == 0)
4032 transformer->decrease ();
4033}
4034

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