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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.178 by root, Sun Dec 28 15:28:47 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 */
92 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
93 */ 91 */
94static int 92static int
95apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
96{ 94{
97 dynbuf_text buf; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 96
99 if (!pl || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
100 return 0; 98 return 0;
101 99
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
104 */ 102 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 104 return 0;
107 105
108 /* if the player has a marked item, identify that if it needs to be 106 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
110 */ 108 */
111 if (object *marked = find_marked_object (pl)) 109 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 111 {
114 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
115 { 113 {
116 identify (marked); 114 identify (marked);
117 115
118 buf.printf ("You have %s.\r", long_desc (marked, pl)); 116 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 117 if (marked->msg)
125 123
126 for (object *id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
127 { 125 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 127 {
130 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
131 { 129 {
132 identify (id); 130 identify (id);
133 131
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 132 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 133 if (id->msg)
160 * matching item. 158 * matching item.
161 **/ 159 **/
162void 160void
163handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
164{ 162{
165 if (shstr yield = tmp->kv (shstr_on_use_yield)) 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 165}
168 166
169/** 167/**
170 * Handles applying a potion. 168 * Handles applying a potion.
171 */ 169 */
172int 170int
173apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
174{ 172{
175 int got_one = 0, i; 173 int got_one = 0, i;
176 object *force = 0, *floor = 0; 174 object *force = 0;
177 175
178 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
179 177
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 { 179 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183 181
203 op->update_stats (); 201 op->update_stats ();
204 tmp->decrease (); 202 tmp->decrease ();
205 return 1; 203 return 1;
206 } 204 }
207 205
208 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
209 { 207 {
210 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
211 return 0; 209 return 0;
212 } 210 }
213 211
230 } 228 }
231 229
232 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 { 232 {
235 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
236 { 234 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 { 236 {
239 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
240 { 238 {
275 } 273 }
276 } 274 }
277 } 275 }
278 276
279 /* Just makes checking easier */ 277 /* Just makes checking easier */
280 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
281 got_one = 1; 279 got_one = 1;
282 280
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 { 282 {
285 if (got_one) 283 if (got_one)
315 */ 313 */
316 if (tmp->inv) 314 if (tmp->inv)
317 { 315 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 317 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 318 op->failmsg ("Yech! Your lungs are on fire!");
323 319 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 320 }
332 else 321 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 323
335 tmp->decrease (); 324 tmp->decrease ();
378 } 367 }
379 368
380 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 370 if (op->type == PLAYER)
382 { /* only for players */ 371 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 376 else
386 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
387 378
388 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
403/**************************************************************************** 394/****************************************************************************
404 * Weapon improvement code follows 395 * Weapon improvement code follows
405 ****************************************************************************/ 396 ****************************************************************************/
406 397
407/** 398/**
399 * This function just checks whether who can handle equipping an item
400 * with item_power.
401 */
402static bool
403check_item_power (object *who, int item_power)
404{
405 if (who->type == PLAYER
406 && item_power
407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408 return false;
409 else
410 return true;
411}
412
413/**
408 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
409 */ 415 */
410static int 416static int
411check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
412{ 418{
413 int count = 0; 419 int count = 0;
414 420
415 if (!item) 421 if (!item)
416 return 0; 422 return 0;
417 423
418 for (op = op->below; op; op = op->below) 424 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 425 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 428 count += op->number_of ();
429 }
430 }
431 }
432 429
433 return count; 430 return count;
434} 431}
435 432
436/** 433/**
438 * op is typically the player, which is only 435 * op is typically the player, which is only
439 * really used to determine what space to look at. 436 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
441 */ 438 */
442static void 439static void
443eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 441{
445 object *prev; 442 object *prev;
446 443
447 prev = op; 444 prev = op;
448 op = op->below; 445 op = op->below;
449 446
450 while (op) 447 while (op)
451 { 448 {
452 if (strcmp (op->arch->archname, item) == 0) 449 if (op->arch->archname == item)
453 { 450 {
454 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
455 { 452 {
456 op->decrease (nrof); 453 op->decrease (nrof);
457 return; 454 return;
466 } 463 }
467 464
468 prev = op; 465 prev = op;
469 op = op->below; 466 op = op->below;
470 } 467 }
471}
472
473/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522} 468}
523 469
524/** 470/**
525 * Returns how many items of type improver->slaying there are under op. 471 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 472 * Will display a message if none found, and 1 if improver->slaying is NULL.
582 528
583/** 529/**
584 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
586 */ 532 */
587int 533static int
588prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
589{ 535{
590 int sacrifice_count, i; 536 int sacrifice_count, i;
591 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
592 538
645 * 591 *
646 * We are hiding extra information about the weapon in the level and 592 * We are hiding extra information about the weapon in the level and
647 * last_eat numbers for an object. Hopefully this won't break anything ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
648 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
649 */ 595 */
650int 596static int
651improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
652{ 598{
653 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
654 600
655 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
657 603
658 if (weapon->level == 0) 604 if (weapon->level == 0)
659 { 605 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 609 return 0;
662 } 610 }
663 611
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 614 {
666 op->failmsg ("This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 616 return 0;
668 } 617 }
669 618
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
671 { 621 {
672 op->failmsg ("Improving the weapon will make it too " 622 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 623 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 624 "really want to improve it.");
675 return 0; 625 return 0;
753/** 703/**
754 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * Checks a few things (not on a non-magic square, marked weapon, ...), 705 * Checks a few things (not on a non-magic square, marked weapon, ...),
756 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
757 */ 707 */
758int 708static int
759check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
760{ 710{
761 object *otmp; 711 object *otmp;
762 712
763 if (op->type != PLAYER) 713 if (op->type != PLAYER)
810 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
811 * the users level or 90) 761 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now. 763 * changing of physical area right now.
814 */ 764 */
815int 765static int
816improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
817{ 767{
818 object *tmp; 768 object *tmp;
819 769
820 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
904 * Takes one type of items and makes another. 854 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
906 * item is the object that triggered the converter - if it is not 856 * item is the object that triggered the converter - if it is not
907 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
908 */ 858 */
909static int 859int
910convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
911{ 861{
912 sint64 nr, price_in; 862 sint64 nr = 0, price_in;
913 863
914 if (item->flag [FLAG_UNPAID]) 864 if (item->flag [FLAG_UNPAID])
915 return 0; 865 return 0;
916 866
917 shstr conv_from = converter->slaying; 867 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch; 868 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food; 869 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp; 870 sint64 give = converter->stats.sp;
921 871
998 item->nrof *= nr; 948 item->nrof *= nr;
999 949
1000 if (converter->flag [FLAG_PRECIOUS]) 950 if (converter->flag [FLAG_PRECIOUS])
1001 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
1002 952
1003 if (is_in_shop (converter)) 953 if (converter->is_in_shop ())
1004 { 954 {
1005 // converters on shop floors don't work anymore, bug lets check for it 955 // converters on shop floors don't work anymore, bug lets check for it
1006 // and report in case someone still does it. 956 // and report in case someone still does it.
1007 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
1008 converter->debug_desc ()); 958 converter->debug_desc ());
1031 * Handle apply on containers. 981 * Handle apply on containers.
1032 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1033 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 983 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1034 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1035 */ 985 */
1036int 986static int
1037apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1038{ 988{
1039 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1040 return 0; /* This might change */ 990 return 0; /* This might change */
1041 991
1054 } 1004 }
1055 1005
1056 // already applied == open on ground, or open in inv, or active in inv 1006 // already applied == open on ground, or open in inv, or active in inv
1057 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1058 { 1008 {
1059 if (op->container == sack) 1009 if (op->container_ () == sack)
1060 { 1010 {
1061 // open on ground or inv, so close 1011 // open on ground or inv, so close
1062 op->close_container (); 1012 op->close_container ();
1063 return 1; 1013 return 1;
1064 } 1014 }
1107{ 1057{
1108 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1109 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1110 return 0; 1060 return 0;
1111 1061
1112 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1113 { 1063 {
1114 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1115 * with an altar. We call it a Potion - altars are stationary - it 1065 * with an altar. We call it a Potion - altars are stationary - it
1116 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1117 */ 1067 */
1126/* push_button (altar);*/ 1076/* push_button (altar);*/
1127 } 1077 }
1128 else 1078 else
1129 { 1079 {
1130 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1131 push_button (altar); 1081 push_button (altar, originator);
1132 } 1082 }
1133 1083
1134 return !sacrifice; 1084 return !sacrifice;
1135 } 1085 }
1136 else 1086 else
1153 1103
1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1155 1105
1156 bool has_unpaid = false; 1106 bool has_unpaid = false;
1157 1107
1158 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1108 // quite inefficient to do this here twice, but the api doesn't lend itself to
1159 // a quick and small change :( 1109 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID]) 1111 if (item->flag [FLAG_UNPAID])
1162 { 1112 {
1163 has_unpaid = true; 1113 has_unpaid = true;
1211 /* this is only used for players */ 1161 /* this is only used for players */
1212 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1213 1163
1214 if (has_unpaid) 1164 if (has_unpaid)
1215 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1216 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1217 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1218 else 1168 else
1219 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1220 1170
1221 if (shop_mat->msg) 1171 if (shop_mat->msg)
1222 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1223 /* This check below is a bit simplistic - generally it should be correct, 1173 /* This check below is a bit simplistic - generally it should be correct,
1224 * but there is never a guarantee that the bottom space on the map is 1174 * but there is never a guarantee that the bottom space on the map is
1225 * actually the shop floor. 1175 * actually the shop floor.
1226 */ 1176 */
1227 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1228 { 1178 {
1229 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1230 1180
1231 op->statusmsg ( 1181 op->statusmsg (
1232 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1263 * Handles applying a sign. 1213 * Handles applying a sign.
1264 */ 1214 */
1265static void 1215static void
1266apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1267{ 1217{
1218 if (!op->is_player())
1219 return;
1220
1268 if (sign->has_dialogue ()) 1221 if (sign->has_dialogue ())
1269 { 1222 {
1270 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); 1223 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1271 return; 1224 return;
1272 } 1225 }
1368 return; 1321 return;
1369 1322
1370 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1371 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1372 */ 1325 */
1373 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1374 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1375 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1376 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1377 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1378 */ 1331 */
1385 1338
1386 recursion_depth++; 1339 recursion_depth++;
1387 if (trap->head) 1340 if (trap->head)
1388 trap = trap->head; 1341 trap = trap->head;
1389 1342
1390 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)))
1391 goto leave;
1392
1393 switch (trap->type) 1344 switch (trap->type)
1394 { 1345 {
1395 case PLAYERMOVER: 1346 case PLAYERMOVER:
1396 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:
1397 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1398 if (!trap->stats.maxsp) 1420 if (!trap->value)
1399 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1400 1423
1401 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1402 * 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
1403 */ 1439 */
1404 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1405 1441
1406 /* 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)
1407 * above with some objects have zero speed, and thus the player 1443 {
1408 * 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 }
1409 */ 1453 }
1410 if (victim->speed_left < -50.f) 1454 break;
1411 victim->speed_left = -50.f;
1412 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1413 } 1455 }
1414 goto leave;
1415 1456
1416 case SPINNER: 1457 case CONVERTER:
1417 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1418 {
1419 victim->direction = absdir (victim->direction - trap->stats.sp);
1420 update_turn_face (victim);
1421 }
1422 goto leave;
1423
1424 case DIRECTOR:
1425 if (victim->direction && !should_director_abort (trap, victim))
1426 {
1427 victim->direction = trap->stats.sp;
1428 update_turn_face (victim);
1429 }
1430 goto leave;
1431
1432 case BUTTON:
1433 case PEDESTAL:
1434 update_button (trap);
1435 goto leave;
1436
1437 case ALTAR:
1438 /* sacrifice victim on trap */
1439 apply_altar (trap, victim, originator);
1440 goto leave;
1441
1442 case THROWN_OBJ:
1443 if (trap->inv == NULL)
1444 goto leave;
1445 /* fallthrough */
1446
1447 case ARROW:
1448 /* bad bug: monster throw a object, make a step forwards, step on object ,
1449 * trigger this here and get hit by own missile - and will be own enemy.
1450 * Victim then is his own enemy and will start to kill herself (this is
1451 * removed) but we have not synced victim and his missile. To avoid senseless
1452 * action, we avoid hits here
1453 */
1454 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1455 hit_with_arrow (trap, victim);
1456 goto leave;
1457
1458 case SPELL_EFFECT:
1459 apply_spell_effect (trap, victim);
1460 goto leave;
1461
1462 case TRAPDOOR:
1463 {
1464 int max, sound_was_played;
1465 object *ab, *ab_next;
1466
1467 if (!trap->value)
1468 { 1459 {
1469 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1470 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1471 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1472 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1473 tot += ab->head_ ()->total_weight ();
1474
1475 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1476 goto leave;
1477
1478 SET_ANIMATION (trap, trap->value);
1479 update_object (trap, UP_OBJ_FACE);
1480 } 1462 }
1481 1463
1482 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))
1483 { 1486 {
1484 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1485 * ab->above would be bogus 1488 * players output.
1486 */ 1489 */
1487 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1488 1492
1489 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1490 { 1494 victim->enter_exit (trap);
1491 if (!sound_was_played)
1492 {
1493 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1494 sound_was_played = 1;
1495 }
1496
1497 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1498 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1499 }
1500 } 1495 }
1501 goto leave; 1496 break;
1502 }
1503 1497
1504 case CONVERTER:
1505 if (convert_item (victim, trap) < 0)
1506 {
1507 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1508 archetype::get (shstr_burnout)->insert_at (trap, trap);
1509 }
1510
1511 goto leave;
1512
1513 case TRIGGER_BUTTON:
1514 case TRIGGER_PEDESTAL:
1515 case TRIGGER_ALTAR:
1516 check_trigger (trap, victim);
1517 goto leave;
1518
1519 case DEEP_SWAMP:
1520 walk_on_deep_swamp (trap, victim);
1521 goto leave;
1522
1523 case CHECK_INV:
1524 check_inv (victim, trap);
1525 goto leave;
1526
1527 case HOLE:
1528 move_apply_hole (trap, victim);
1529 goto leave;
1530
1531 case EXIT:
1532 if (victim->type == PLAYER && EXIT_PATH (trap))
1533 {
1534 /* Basically, don't show exits leading to random maps the
1535 * players output.
1536 */
1537 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1538 victim->statusmsg (trap->msg, NDI_NAVY);
1539
1540 trap->play_sound (trap->sound);
1541 victim->enter_exit (trap);
1542 }
1543 goto leave;
1544
1545 case ENCOUNTER: 1498 case ENCOUNTER:
1546 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1547 goto leave; 1500 break;
1548 1501
1549 case SHOP_MAT: 1502 case SHOP_MAT:
1550 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1551 goto leave; 1504 break;
1552 1505
1553 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1554 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1555 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1556 goto leave; 1509 break;
1557 1510
1558 case SIGN: 1511 case SIGN:
1559 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1560 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1561 1514
1562 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1563 goto leave; 1516 break;
1564 1517
1565 case CONTAINER: 1518 case CONTAINER:
1566 apply_container (victim, trap); 1519 apply_container (victim, trap);
1567 goto leave; 1520 break;
1568 1521
1569 case RUNE: 1522 case RUNE:
1570 case TRAP: 1523 case TRAP:
1571 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1572 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1573 goto leave; 1526 break;
1574 1527
1575 default: 1528 default:
1576 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 "
1577 "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);
1578 goto leave; 1531 break;
1579 } 1532 }
1580 1533
1581leave:
1582 recursion_depth--; 1534 recursion_depth--;
1583} 1535}
1584 1536
1585/** 1537/**
1586 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1597 return; 1549 return;
1598 } 1550 }
1599 1551
1600 if (!tmp->msg) 1552 if (!tmp->msg)
1601 { 1553 {
1602 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));
1603 return; 1555 return;
1604 } 1556 }
1605 1557
1606 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1607 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1621 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1622 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1623 return; 1575 return;
1624 } 1576 }
1625 1577
1578 // we currently don't use the message types for anything.
1626 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"));
1627 1582
1628 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1629 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1630 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1631 1586
1643 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1644 } 1599 }
1645 1600
1646 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1647 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 }
1648 } 1656 }
1649} 1657}
1650 1658
1651/** 1659/**
1652 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1731 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1732 return; 1740 return;
1733 } 1741 }
1734 1742
1735 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1736 player_unready_range_ob (op->contr, spob);
1737 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1738 spob->destroy (); 1745 spob->destroy ();
1739} 1746}
1740 1747
1741/** 1748/**
1758 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1759 * legacy spellbooks 1766 * legacy spellbooks
1760 */ 1767 */
1761 if (tmp->slaying) 1768 if (tmp->slaying)
1762 { 1769 {
1763 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1764 if (!spell) 1772 if (!spell)
1765 { 1773 {
1766 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));
1767 return; 1775 return;
1768 } 1776 }
1789 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);
1790 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!");
1791 return; 1799 return;
1792 } 1800 }
1793 1801
1794 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1795 { 1804 {
1796 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));
1797 return; 1807 return;
1798 } 1808 }
1799 1809
1800 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));
1801 1811
1817 { 1827 {
1818 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1819 1829
1820 if (!spell_skill) 1830 if (!spell_skill)
1821 { 1831 {
1822 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));
1823 return; 1833 return;
1824 } 1834 }
1825 1835
1826 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1827 { 1837 {
1843 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1844 */ 1854 */
1845 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1846 { 1856 {
1847 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!");
1848 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));
1849 } 1859 }
1850 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1851 (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])
1852 { 1862 {
1853 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1959 break; 1969 break;
1960 } 1970 }
1961 1971
1962 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1963 tmp->decrease (true); 1973 tmp->decrease (true);
1964}
1965
1966/**
1967 * op eats food.
1968 * If player, takes care of messages and dragon special food.
1969 */
1970static void
1971apply_food (object *op, object *tmp)
1972{
1973 int capacity_remaining;
1974
1975 if (op->type != PLAYER)
1976 op->stats.hp = op->stats.maxhp;
1977 else
1978 {
1979 /* check if this is a dragon (player), eating some flesh */
1980 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1981 ;
1982 else
1983 {
1984 /* usual case - no dragon meal: */
1985 if (op->stats.food + tmp->stats.food > 999)
1986 {
1987 if (tmp->type == FOOD || tmp->type == FLESH)
1988 op->failmsg ("You feel full, but what a waste of food!");
1989 else
1990 op->statusmsg ("Most of the drink goes down your face not your throat!");
1991 }
1992
1993 tmp->play_sound (
1994 tmp->sound
1995 ? tmp->sound
1996 : tmp->type == DRINK
1997 ? sound_find ("eat_drink")
1998 : sound_find ("eat_food")
1999 );
2000
2001 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2002 {
2003 const char *buf;
2004
2005 if (!is_dragon_pl (op))
2006 {
2007 /* eating message for normal players */
2008 if (tmp->type == DRINK)
2009 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2010 else
2011 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2012 }
2013 else
2014 /* eating message for dragon players */
2015 buf = format ("The %s tasted terrible!", &tmp->name);
2016
2017 op->statusmsg (buf);
2018
2019 capacity_remaining = 999 - op->stats.food;
2020 op->stats.food += tmp->stats.food;
2021 if (capacity_remaining < tmp->stats.food)
2022 op->stats.hp += capacity_remaining / 50;
2023 else
2024 op->stats.hp += tmp->stats.food / 50;
2025
2026 if (op->stats.hp > op->stats.maxhp)
2027 op->stats.hp = op->stats.maxhp;
2028 if (op->stats.food > 999)
2029 op->stats.food = 999;
2030 }
2031
2032 /* special food hack -b.t. */
2033 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2034 eat_special_food (op, tmp);
2035 }
2036 }
2037
2038 handle_apply_yield (tmp);
2039 tmp->decrease ();
2040} 1974}
2041 1975
2042/** 1976/**
2043 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2044 * 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.
2047 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2048 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2049 * return: 1983 * return:
2050 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2051 */ 1985 */
2052int 1986static int
2053dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2054{ 1988{
2055 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2056 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2057 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2063 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2064 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2065 int i; /* index */ 1999 int i; /* index */
2066 2000
2067 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2068 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2069 return 0; 2003 return 0;
2070 2004
2071 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2072 from the player's inventory */ 2006 from the player's inventory */
2073 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2081 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2082 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2083 return 0; 2017 return 0;
2084 2018
2085 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2086 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2087 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2088 else 2022 else
2089 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2090 2024
2091 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2092 op->stats.hp = op->stats.maxhp;
2093
2094 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2095 2027
2096 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2097 2029
2098 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2099 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2109 2041
2110 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2111 flesh is too rare */ 2043 flesh is too rare */
2112 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2113 2045
2114 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2115 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2116 2048
2117 if (chance >= 0.) 2049 if (chance >= 0.)
2118 chance += 1.; 2050 chance += 1.;
2119 else 2051 else
2120 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2121 2053
2122 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2123 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2124 2056
2125 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2126 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2127 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2128 2060
2129 /* 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!) */
2130 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2131 { 2063 {
2132 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2133 winners++; 2065 winners++;
2134 } 2066 }
2135 2067
2198 2130
2199 return 1; 2131 return 1;
2200} 2132}
2201 2133
2202/** 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/**
2203 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2204 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2205 */ 2211 */
2206static void 2212static void
2207apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2258 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2259 poison->destroy (); 2265 poison->destroy ();
2260} 2266}
2261 2267
2262/** 2268/**
2263 * 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
2264 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2265 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2266 * -You are
2267 * ° the owner of the exit
2268 * ° or in the same party as the owner
2269 * 2272 *
2270 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2271 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2272 * 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
2273 */ 2276 */
2274int 2277static object *
2275is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2276{ 2279{
2277 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2278 return 1; /*This is not a 2 way, so it is legal */
2279
2280#if 0 //TODO
2281 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2282 return 0; /* This is a reset town portal */
2283#endif
2284
2285 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2286
2287 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2288
2289 if (exitmap)
2290 { 2281 {
2291 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2292
2293 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2294
2295 if (!tmp)
2296 return 0;
2297
2298 for (; tmp; tmp = tmp->above)
2299 { 2283 {
2300 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2301 continue; /*Not an exit */
2302
2303 if (!EXIT_PATH (tmp))
2304 continue; /*Not a valid exit */
2305
2306 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2307 continue; /*Not in the same place */
2308
2309 if (exit->map->path != EXIT_PATH (tmp))
2310 continue; /*Not in the same map */
2311
2312 /* From here we have found the exit is valid. However we do
2313 * here the check of the exit owner. It is important for the
2314 * town portals to prevent strangers from visiting your appartments
2315 */
2316 if (!exit->race)
2317 return 1; /*No owner, free for all! */
2318
2319 object *exit_owner = 0;
2320
2321 for_all_players (pp)
2322 { 2285 {
2323 if (!pp->ob) 2286 lighter = tmp;
2324 continue;
2325
2326 if (pp->ob->name != exit->race)
2327 continue;
2328
2329 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2330 break; 2287 break;
2331 } 2288 }
2289 }
2332 2290
2333 if (!exit_owner) 2291 if (!lighter)
2334 return 0; /* No more owner */ 2292 {
2335 2293 who->failmsg (format (
2336 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2337 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2338 2296 &op->name));
2339 if (exit_owner && /*There is a owner */
2340 (op->contr) && /*A player tries to pass */
2341 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2342 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2343 return 0; 2297 return 0;
2298 }
2299 }
2344 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));
2345 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2346 } 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
2347 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2348 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)
2349 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 ();
2350} 2613}
2351 2614
2352/** 2615/**
2353 * Main apply handler. 2616 * Main apply handler.
2354 * 2617 *
2357 * Return value: 2620 * Return value:
2358 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2359 * 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
2360 * 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
2361 * 2624 *
2362 * 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
2363 * being applied. 2626 * being applied.
2364 * 2627 *
2365 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2366 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2367 */ 2630 */
2368int 2631static int
2369manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2370{ 2633{
2371 tmp = tmp->head_ (); 2634 op = op->head_ ();
2372 2635
2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2374 { 2637 {
2375 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2376 { 2639 {
2640 examine (who, op);
2377 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
2378 return 1; 2642 return 1;
2379 } 2643 }
2380 else 2644 else
2381 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2382 } 2646 }
2383 2647
2384 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2385 return RESULT_INT (0); 2649 return RESULT_INT (0);
2386 2650
2387 switch (tmp->type) 2651 switch (op->type)
2388 { 2652 {
2389 case CF_HANDLE: 2653 case T_HANDLE:
2390 op->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2391 op->statusmsg ("You turn the handle."); 2655 who->statusmsg ("You turn the handle.");
2392 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2393 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2394 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2395 push_button (tmp); 2659 push_button (op, who);
2396 return 1; 2660 return 1;
2397 2661
2398 case TRIGGER: 2662 case TRIGGER:
2399 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2400 { 2664 {
2401 op->statusmsg ("You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2402 op->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2403 } 2667 }
2404 else 2668 else
2405 op->failmsg ("The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2406 2670
2407 return 1; 2671 return 1;
2408 2672
2409 case EXIT: 2673 case EXIT:
2410 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2411 return 0; 2675 return 0;
2412 2676
2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2414 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)));
2415 else 2679 else
2416 { 2680 {
2417 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2419 op->statusmsg (tmp->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2420 2684
2421 op->enter_exit (tmp); 2685 who->enter_exit (op);
2422 } 2686 }
2423 2687
2424 return 1; 2688 return 1;
2425 2689
2426 case INSCRIBABLE: 2690 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg); 2691 who->statusmsg (op->msg);
2428 // 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
2429 return 1; 2693 return 1;
2430 2694
2431 case SIGN: 2695 case SIGN:
2432 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2433 return 1; 2697 return 1;
2434 2698
2435 case BOOK: 2699 case BOOK:
2436 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2437 { 2701 {
2438 apply_book (op, tmp); 2702 apply_book (who, op);
2439 return 1; 2703 return 1;
2440 } 2704 }
2441 else 2705 else
2442 return 0; 2706 return 0;
2443 2707
2444 case SKILLSCROLL: 2708 case SKILLSCROLL:
2445 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2446 { 2710 {
2447 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2448 return 1; 2712 return 1;
2449 } 2713 }
2450 else 2714 else
2451 return 0; 2715 return 0;
2452 2716
2453 case SPELLBOOK: 2717 case SPELLBOOK:
2454 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2455 { 2719 {
2456 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2457 return 1; 2721 return 1;
2458 } 2722 }
2459 else 2723 else
2460 return 0; 2724 return 0;
2461 2725
2462 case SCROLL: 2726 case SCROLL:
2463 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2464 return 1; 2728 return 1;
2465 2729
2466 case POTION: 2730 case POTION:
2467 apply_potion (op, tmp); 2731 apply_potion (who, op);
2468 return 1; 2732 return 1;
2469 2733
2470 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2471 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2472 case CLOSE_CON: 2736 case CLOSE_CON:
2473 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2474 return 1; 2738 return 1;
2475 2739
2476 case CONTAINER: 2740 case CONTAINER:
2477 apply_container (op, tmp); 2741 apply_container (who, op);
2478 return 1; 2742 return 1;
2479 2743
2480 case TREASURE: 2744 case TREASURE:
2481 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2482 { 2746 {
2483 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2484 return 1; 2748 return 1;
2485 } 2749 }
2486 else 2750 else
2487 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2488 2757
2489 case WEAPON: 2758 case WEAPON:
2490 case ARMOUR: 2759 case ARMOUR:
2491 case BOOTS: 2760 case BOOTS:
2492 case GLOVES: 2761 case GLOVES:
2499 case CLOAK: 2768 case CLOAK:
2500 case WAND: 2769 case WAND:
2501 case ROD: 2770 case ROD:
2502 case HORN: 2771 case HORN:
2503 case SKILL: 2772 case SKILL:
2773 case SPELL:
2504 case BOW: 2774 case BOW:
2505 case LAMP: 2775 case RANGED:
2506 case BUILDER: 2776 case BUILDER:
2507 case SKILL_TOOL: 2777 case SKILL_TOOL:
2508 if (tmp->env != op) 2778 if (op->env != who)
2509 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)));
2510 2780 else
2511 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2512 return 1; 2783 return 1;
2513 2784
2514 case DRINK: 2785 case DRINK:
2515 case FOOD: 2786 case FOOD:
2516 case FLESH: 2787 case FLESH:
2517 apply_food (op, tmp); 2788 apply_food (who, op);
2518 return 1; 2789 return 1;
2519 2790
2520 case POISON: 2791 case POISON:
2521 apply_poison (op, tmp); 2792 apply_poison (who, op);
2522 return 1; 2793 return 1;
2523 2794
2524 case SAVEBED: 2795 case SAVEBED:
2525 return 1; 2796 return 1;
2526 2797
2527 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2528 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2529 { 2800 {
2530 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2531 return 1; 2802 return 1;
2532 } 2803 }
2533 else 2804 else
2534 return 0; 2805 return 0;
2535 2806
2536 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2537 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2538 return 1; 2809 return 1;
2539 2810
2540 case CLOCK: 2811 case CLOCK:
2541 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2542 { 2813 {
2543 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2544 timeofday_t tod; 2815 timeofday_t tod;
2545 2816
2546 get_tod (&tod); 2817 get_tod (&tod);
2547 op->play_sound (sound_find ("sound_clock")); 2818 who->play_sound (sound_find ("sound_clock"));
2548 op->statusmsg (format ( 2819 who->statusmsg (format (
2549 "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2551 ((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")
2552 )); 2823 ));
2553 return 1; 2824 return 1;
2554 } 2825 }
2555 else 2826 else
2556 return 0; 2827 return 0;
2557 2828
2558 case MENU: 2829 case MENU:
2559 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2560 { 2831 {
2561 shop_listing (tmp, op); 2832 shop_listing (op, who);
2562 return 1; 2833 return 1;
2563 } 2834 }
2564 else 2835 else
2565 return 0; 2836 return 0;
2566 2837
2567 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2568 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2569 return 1; 2840 return 1;
2570 2841
2571 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2572 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2573 { 2844 {
2574 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2575 return 1; 2846 return 1;
2576 } 2847 }
2577 else 2848 else
2578 return 0; 2849 return 0;
2579 2850
2580 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2581 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2582 return 1; 2853 return 1;
2583 2854
2584 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2585 return 0; 2857 return 0;
2586 } 2858 }
2587} 2859}
2588 2860
2589/* quiet suppresses the "don't know how to apply" and "you must get it first" 2861/*
2590 * messages as needed by player_apply_below(). But there can still be
2591 * "but you are floating high above the ground" messages.
2592 *
2593 * Same return value as apply() function. 2862 * Same return value as apply() function.
2594 */ 2863 */
2595int 2864bool
2596player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2597{ 2866{
2598 if (!op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2599 { 2868 {
2600 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2601 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2607 } 2876 }
2608 } 2877 }
2609 2878
2610 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2611 2880
2612 int tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2613
2614 if (!quiet)
2615 {
2616 if (tmp == 0)
2617 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2618 else if (tmp == 2)
2619 pl->failmsg ("You must get it first!\n");
2620 }
2621
2622 return tmp;
2623} 2882}
2624 2883
2625/** 2884/**
2626 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2627 * 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
2638 * 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
2639 * 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
2640 * 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
2641 * not return a proper value. 2900 * not return a proper value.
2642 */ 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?
2643 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)
2644 { 2905 {
2645 next = tmp->below; 2906 next = tmp->below;
2646 2907
2647 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2648 floors++;
2649 else if (floors > 0)
2650 return; /* process only floor objects after first floor object */
2651
2652 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2653 * person moving on it, also activate. Added code to make it
2654 * so that at least one of players movement types be that which
2655 * the item needs.
2656 */ 2909 */
2657 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2658 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2659 return; 2912 break;
2660 2913
2661 if (floors >= 2) 2914 break;
2662 return; /* process at most two floor objects */
2663 } 2915 }
2664} 2916}
2665 2917
2666/** 2918/**
2667 * Unapplies specified item. 2919 * Unapplies specified item.
2674{ 2926{
2675 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))
2676 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2677 return RESULT_INT (0); 2929 return RESULT_INT (0);
2678 2930
2679 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2680 2935
2681 switch (op->type) 2936 switch (op->type)
2682 { 2937 {
2683 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
2684 // 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
2685 // 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
2686 // be used for other reasons 2956 // be used for other reasons
2687 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2688 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2689 && tmp->type == SKILL
2690 && tmp->flag [FLAG_APPLIED]
2691 && !tmp->flag [FLAG_CAN_USE_SKILL])
2692 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2693 2960
2694 change_abil (who, op);
2695 break; 2961 break;
2696 2962
2963 case BOW:
2697 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2698 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2699 if (op == pl->combat_ob)
2700 {
2701 pl->combat_ob = 0;
2702 who->change_weapon (pl->ranged_ob);
2703 }
2704
2705 who->statusmsg (format ("You unwield %s.", query_name (op)));
2706
2707 change_abil (who, op);
2708 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2709 break;
2710
2711 case SKILL:
2712 if (who->contr)
2713 { 2969 {
2714 if (IS_COMBAT_SKILL (op->subtype)) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2715 who->change_weapon (who->contr->combat_ob = 0); 2971 change_abil (who, op);
2716 else if (IS_RANGED_SKILL (op->subtype)) 2972 }
2717 who->change_weapon (who->contr->ranged_ob = 0); 2973 else
2974 {
2975 who->change_skill (0);
2718 2976
2719 if (op->invisible) 2977 if (op->type == BOW)
2720 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2978 op->flag [FLAG_READY_BOW ] = false;
2721 else 2979 else
2722 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2980 op->flag [FLAG_READY_RANGE] = false;
2723 } 2981 }
2724 2982
2725 change_abil (who, op);
2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2727 break; 2983 break;
2728 2984
2729 case ARMOUR: 2985 case ARMOUR:
2730 case HELMET: 2986 case HELMET:
2731 case SHIELD: 2987 case SHIELD:
2738 case CLOAK: 2994 case CLOAK:
2739 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2740 change_abil (who, op); 2996 change_abil (who, op);
2741 break; 2997 break;
2742 2998
2743 case LAMP: 2999 case SPELL:
2744 {
2745 who->statusmsg (format ("You turn off your %s.", &op->name));
2746
2747 object *tmp2 = arch_to_object (op->other_arch);
2748 tmp2->x = op->x;
2749 tmp2->y = op->y;
2750 tmp2->map = op->map;
2751 tmp2->below = op->below;
2752 tmp2->above = op->above;
2753 tmp2->stats.food = op->stats.food;
2754 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2755
2756 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2757 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2758
2759 op->destroy ();
2760 who->insert (tmp2);
2761 who->update_stats ();
2762
2763 if (who->contr)
2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2765 {
2766 who->failmsg ("Oops, it feels deadly cold!");
2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2768 }
2769 }
2770
2771 return 1; /* otherwise, an attempt to drop causes problems */
2772
2773 case BOW: 3000 case BUILDER:
2774 case WAND:
2775 case ROD:
2776 case HORN:
2777 if (player *pl = who->contr)
2778 {
2779 if (op == pl->ranged_ob)
2780 {
2781 pl->ranged_ob = 0;
2782 who->change_weapon (pl->combat_ob);
2783 }
2784
2785 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2786 }
2787 else
2788 {
2789 who->change_skill (0);
2790
2791 if (op->type == BOW)
2792 CLEAR_FLAG (who, FLAG_READY_BOW);
2793 else
2794 CLEAR_FLAG (who, FLAG_READY_RANGE);
2795 }
2796
2797 break; 3002 break;
2798 3003
2799 case BUILDER: 3004 //case SKILL_TOOL://TODO
2800 if (who->contr)
2801 who->statusmsg (format ("You unready %s.", query_name (op)));
2802 break;
2803
2804 default: 3005 default:
2805 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2806 break; 3007 break;
2807 } 3008 }
2808 3009
2832static object * 3033static object *
2833get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
2834{ 3035{
2835 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2836 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
2837 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
2838 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2839 return tmp; 3040 return tmp;
2840 3041
2841 return 0; 3042 return 0;
2842} 3043}
2843 3044
2856#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
2857 "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. " \
2858 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
2859 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
2860 3061
2861int 3062static int
2862unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2863{ 3064{
2864 if (op->is_range ()) 3065 if (op->is_range ())
2865 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2866 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2988 continue; 3189 continue;
2989 } 3190 }
2990 3191
2991 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2992 if (!tmp1) 3193 if (!tmp1)
2993 {
2994#if 0
2995 /* This is sort of an error, but happens a lot when old players
2996 * join in with more stuff equipped than they are now allowed.
2997 */
2998 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2999#endif
3000 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3001 }
3002 else 3195 else
3003 { 3196 {
3004 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3005 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3006 * to apply multiple objects 3199 * to apply multiple objects
3057 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3059 } 3252 }
3060 3253
3061 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;
3062} 3344}
3063 3345
3064/** 3346/**
3065 * 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.
3066 * 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,
3089 " 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.>"
3090 3372
3091int 3373int
3092apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3093{ 3375{
3094 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3095 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3096 3378
3097 if (who == NULL) 3379 if (who == NULL)
3098 { 3380 {
3099 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3118 3400
3119 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3120 } 3402 }
3121 else if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3122 return 0; 3404 return 0;
3123
3124 // if the item is combat/ranged, wield the relevant slot first
3125 // to resolve conflicts.
3126 if (player *pl = who->contr)
3127 switch (op->slottype ())
3128 {
3129 case slot_combat: who->change_weapon (pl->combat_ob); break;
3130 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3131 }
3132 3405
3133 splay (op); 3406 splay (op);
3134 3407
3135 /* 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 */
3136 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3170 } 3443 }
3171 } 3444 }
3172 3445
3173 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3174 { 3447 {
3448 // try to ready attached skill first
3175 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3176 3450
3177 if (!skop) 3451 if (!skop)
3178 { 3452 {
3179 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));
3180 return 1; 3454 return 1;
3181 } 3455 }
3182 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3183 /* While experience will be credited properly, we want to change the
3184 * skill so that the dam and wc get updated
3185 */ 3457 {
3186 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3187 } 3461 }
3188 3462
3189 if (who->type == PLAYER 3463 if (!check_item_power (who, op->item_power))
3190 && op->item_power
3191 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3192 { 3464 {
3193 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);
3194 return 1; 3466 return 1;
3195 } 3467 }
3196 3468
3197 /* 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.
3198 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3199 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3200 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3201 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3202 3476
3203 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)))
3204 return RESULT_INT (0); 3478 return RESULT_INT (0);
3205 3479
3206 switch (op->type) 3480 switch (op->type)
3207 { 3481 {
3208 case WEAPON: 3482 case WEAPON:
3209 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3210 {
3211 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3212
3213 if (tmp)
3214 insert_ob_in_ob (tmp, who);
3215
3216 return 1;
3217 }
3218
3219 //TODO: this obviously fails for players using a shorter prefix
3220 // i.e. "R" can use Ragnarok's sword.
3221 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3222 { 3484 {
3223 /* 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. */
3224 /* (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) */
3225 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. "
3226 3488 "H<Its name indicates that it belongs to somebody else.>");
3227 if (tmp) 3489 if (tmp) who->insert (tmp);
3228 insert_ob_in_ob (tmp, who);
3229
3230 return 1; 3490 return 1;
3231 } 3491 }
3232 3492
3233 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3234 { 3496 {
3235 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)));
3236 return 1; 3498 change_abil (who, op);
3237 } 3499 }
3238 3500 else
3239 SET_FLAG (op, FLAG_APPLIED);
3240 who->change_skill (skop); 3501 who->change_skill (skop);
3241 3502
3242 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3243 who->change_weapon (who->contr->combat_ob = op);
3244
3245 who->statusmsg (format ("You wield %s.", query_name (op)));
3246
3247 SET_FLAG (who, FLAG_READY_WEAPON);
3248 change_abil (who, op);
3249 break; 3504 break;
3250 3505
3251 case ARMOUR: 3506 case ARMOUR:
3252 case HELMET: 3507 case HELMET:
3253 case SHIELD: 3508 case SHIELD:
3261 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3262 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3263 change_abil (who, op); 3518 change_abil (who, op);
3264 break; 3519 break;
3265 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
3266 case LAMP: 3528 case SKILL:
3267 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3268 { 3530 {
3269 who->failmsg (format ( 3531 // skill is used on it's own, as opposed to being a chosen_skill
3270 "Your %s is out of fuel! "
3271 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3272 &op->name
3273 ));
3274 return 1;
3275 }
3276 3532
3277 who->statusmsg (format ("You turn on your %s.", &op->name)); 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3278
3279 tmp2 = arch_to_object (op->other_arch);
3280 tmp2->stats.food = op->stats.food;
3281 SET_FLAG (tmp2, FLAG_APPLIED);
3282
3283 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3284 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3285
3286 who->insert (tmp2);
3287
3288 /* Remove the old lantern */
3289 op->destroy ();
3290
3291 /* insert the portion that was split off */
3292 if (tmp)
3293 who->insert (tmp);
3294
3295 who->update_stats ();
3296
3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3298 if (who->type == PLAYER)
3299 {
3300 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3301 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3302 }
3303
3304 return 0;
3305
3306 case SKILL_TOOL:
3307 // applying a skill tool also readies the skill
3308 SET_FLAG (op, FLAG_APPLIED);
3309
3310 if (!(aflags & AP_NO_READY))
3311 {
3312 skop = find_skill_by_name (who, op->skill);
3313 if (!skop->flag [FLAG_APPLIED])
3314 apply_special (who, skop, AP_APPLY);
3315 }
3316 break;
3317
3318 case SKILL:
3319 if (player *pl = who->contr)
3320 {
3321 if (IS_COMBAT_SKILL (op->subtype))
3322 { 3534 {
3323 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3324 {
3325 for (object *item = who->inv; item; item = item->below)
3326 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3327 {
3328 if (item->skill == op->skill)
3329 {
3330 who->change_weapon (pl->combat_ob = item);
3331 goto found_weapon;
3332 }
3333 }
3334
3335 who->failmsg (format ( 3535 who->failmsg (format (
3336 "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. "
3337 "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. "
3338 &op->skill 3538 "It cannot be used on its own.>",
3339 ));
3340 return 1;
3341
3342 found_weapon:;
3343 }
3344 else
3345 who->change_weapon (pl->combat_ob = op);
3346 }
3347 else if (IS_RANGED_SKILL (op->subtype))
3348 {
3349 if (skill_flags [op->subtype] & SF_NEED_BOW)
3350 {
3351 for (object *item = who->inv; item; item = item->below)
3352 if (item->type == BOW && item->flag [FLAG_APPLIED])
3353 {
3354 //TODO: bows should/must all have skill missile weapon right now
3355 who->change_weapon (pl->ranged_ob = item);
3356 goto found_bow;
3357 }
3358
3359 who->failmsg (
3360 "You need to apply a missile weapon before readying this skill. "
3361 "H<Some skills need an item, in this case a missile weapon, to function.>"
3362 );
3363 return 1;
3364
3365 found_bow:;
3366 }
3367 else
3368 who->change_weapon (pl->ranged_ob = op);
3369 }
3370
3371 if (!op->invisible)
3372 {
3373 who->statusmsg (format (
3374 "You ready %s."
3375 "You can now use the skill: %s.",
3376 query_name (op),
3377 &op->skill 3539 &op->skill
3378 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3379 } 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 ));
3380 else 3554 else
3381 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 ));
3382 } 3571 }
3383 else 3572
3384 {
3385 SET_FLAG (op, FLAG_APPLIED);
3386 change_abil (who, op);
3387 who->chosen_skill = op;
3388 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3389 } 3574 SET_FLAG (op, FLAG_APPLIED);
3390 3575 change_abil (who, op);
3391 break; 3576 break;
3392 3577
3393 case BOW: 3578 case BOW:
3394 if (!check_weapon_power (who, op->last_eat)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3395 {
3396 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3397
3398 if (tmp)
3399 insert_ob_in_ob (tmp, who);
3400
3401 return 1;
3402 }
3403
3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3405 { 3580 {
3406 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3407 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3408 if (tmp) 3583 if (tmp) who->insert (tmp);
3409 insert_ob_in_ob (tmp, who);
3410
3411 return 1; 3584 return 1;
3412 } 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;
3413 3610
3414 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3415 case WAND: 3612 case WAND:
3416 case ROD: 3613 case ROD:
3417 case HORN: 3614 case HORN:
3418 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3419 3616
3420 if (!skop) 3617 if (!skop)
3421 { 3618 {
3422 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);
3423 return 1; 3621 return 1;
3424 } 3622 }
3425 3623
3426 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3427 who->change_skill (skop);
3428 3625
3429 if (who->contr) 3626 if (player *pl = who->contr)
3430 { 3627 {
3431 who->contr->ranged_ob = op;
3432
3433 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3434 3629
3435 if (op->type == BOW) 3630 if (op->type == BOW)
3436 {
3437 who->current_weapon = op;
3438 change_abil (who, op);
3439 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)));
3440 } 3632
3633 change_abil (who, op);
3441 } 3634 }
3442 else 3635 else
3443 { 3636 {
3637 who->change_skill (skop);
3638
3444 if (op->type == BOW) 3639 if (op->type == BOW)
3445 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3446 else 3641 else
3447 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3448 } 3643 }
3449 3644
3450 break; 3645 break;
3451 3646
3452 case BUILDER: 3647 case BUILDER:
3453 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3454 { 3649 {
3455 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3456 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3457 unapply_special (who, who->contr->ranged_ob, 0);
3458
3459 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3460 3651 //TODO: change_abil?
3461 who->contr->ranged_ob = op;
3462 } 3652 }
3463 break; 3653 break;
3464 3654
3465 default: 3655 default:
3466 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3467 } 3657 }
3468 3658
3469 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3470 3660
3471 if (tmp)
3472 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3473 3662
3474 who->update_stats (); 3663 who->update_stats ();
3475 3664
3476 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3477 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3492 3681
3493 if (object *pl = op->visible_to ()) 3682 if (object *pl = op->visible_to ())
3494 esrv_send_item (pl, op); 3683 esrv_send_item (pl, op);
3495 3684
3496 return 0; 3685 return 0;
3497}
3498
3499int
3500monster_apply_special (object *who, object *op, int aflags)
3501{
3502 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3503 return 1;
3504
3505 return apply_special (who, op, aflags);
3506} 3686}
3507 3687
3508/** 3688/**
3509 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3510 * 3690 *
3617 * treasure again for this object 3797 * treasure again for this object
3618 */ 3798 */
3619 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3620 } 3800 }
3621 } 3801 }
3802
3622 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3623 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3624 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3625 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3626 * MSW 2004-05-13 3807 * MSW 2004-05-13
3630 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3631 */ 3812 */
3632 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3633 || 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)
3634 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3635
3636 } 3816 }
3637 3817
3638 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3639 auto_apply (tmp); 3819 auto_apply (tmp);
3640 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 ())
3673 } 3853 }
3674 3854
3675 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3676 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3677 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3678 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3679} 3859}
3680 3860
3681/** 3861/**
3682 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3683 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3688eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3689{ 3869{
3690 object *force; 3870 object *force;
3691 int i, did_one = 0; 3871 int i, did_one = 0;
3692 3872
3693 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3694 3876
3695 for (i = 0; i < NUM_STATS; i++)
3696 if (sint8 k = food->stats.stat (i))
3697 {
3698 force->stats.stat (i) = k;
3699 did_one = 1;
3700 }
3701
3702 /* check if we can protect the eater */
3703 for (i = 0; i < NROFATTACKS; i++)
3704 {
3705 if (food->resist[i] > 0)
3706 {
3707 force->resist[i] = food->resist[i] / 2;
3708 did_one = 1;
3709 }
3710 }
3711
3712 if (did_one)
3713 {
3714 force->set_speed (0.1);
3715 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3716 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3717 SET_FLAG (force, FLAG_APPLIED); 3879
3718 change_abil (who, force); 3880 if (force = who->force_find (key))
3719 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;
3720 } 3891 }
3721 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
3722 force->destroy (); 3923 force->destroy ();
3924 }
3723 3925
3724 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3725 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3726 { 3928 {
3727 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3757 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3758 } 3960 }
3759 } 3961 }
3760 3962
3761 who->update_stats (); 3963 who->update_stats ();
3762}
3763
3764/**
3765 * Designed primarily to light torches/lanterns/etc.
3766 * Also burns up burnable material too. First object in the inventory is
3767 * the selected object to "burn". -b.t.
3768 */
3769void
3770apply_lighter (object *who, object *lighter)
3771{
3772 object *item;
3773 int is_player_env = 0;
3774
3775 item = find_marked_object (who);
3776 if (item)
3777 {
3778 if (lighter->last_eat && lighter->stats.food)
3779 { /* lighter gets used up */
3780 object *oneLighter = lighter->split ();
3781 oneLighter->stats.food--;
3782 who->insert (oneLighter);
3783 }
3784 else if (lighter->last_eat)
3785 {
3786 /* no charges left in lighter */
3787 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3788 return;
3789 }
3790
3791 /* Perhaps we should split what we are trying to light on fire?
3792 * I can't see many times when you would want to light multiple
3793 * objects at once.
3794 */
3795
3796 if (who == item->in_player ())
3797 is_player_env = 1;
3798
3799 save_throw_object (item, AT_FIRE, who);
3800
3801 if (item->destroyed ())
3802 {
3803 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3804 /* Need to update the player so that the players glow radius
3805 * gets changed.
3806 */
3807 if (is_player_env)
3808 who->update_stats ();
3809 }
3810 else
3811 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3812 }
3813 else
3814 who->failmsg ("You need to mark a lightable object.");
3815}
3816
3817/**
3818 * op made some mistake with a scroll, this takes care of punishment.
3819 * scroll_failure()- hacked directly from spell_failure
3820 */
3821void
3822scroll_failure (object *op, int failure, int power)
3823{
3824 if (abs (failure / 4) > power)
3825 power = abs (failure / 4); /* set minimum effect */
3826
3827 if (failure <= -1 && failure > -15)
3828 { /* wonder */
3829 object *tmp;
3830
3831 op->failmsg ("Your spell warps!");
3832 tmp = get_archetype (SPELL_WONDER);
3833 cast_wonder (op, op, 0, tmp);
3834 tmp->destroy ();
3835 }
3836 else if (failure <= -15 && failure > -35)
3837 { /* drain mana */
3838 op->failmsg ("Your mana is drained!");
3839 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3840 if (op->stats.sp < 0)
3841 op->stats.sp = 0;
3842 }
3843 else if (settings.spell_failure_effects == TRUE)
3844 {
3845 if (failure <= -35 && failure > -60)
3846 { /* confusion */
3847 op->failmsg ("The magic recoils on you!");
3848 confuse_player (op, op, power);
3849 }
3850 else if (failure <= -60 && failure > -70)
3851 { /* paralysis */
3852 op->failmsg ("The magic recoils and paralyzes you!");
3853 paralyze_player (op, op, power);
3854 }
3855 else if (failure <= -70 && failure > -80)
3856 { /* blind */
3857 op->failmsg ("The magic recoils on you!");
3858 blind_player (op, op, power);
3859 }
3860 else if (failure <= -80)
3861 { /* blast the immediate area */
3862 object *tmp = get_archetype (LOOSE_MANA);
3863 cast_magic_storm (op, tmp, power);
3864 op->failmsg ("You unleash uncontrolled mana!");
3865 tmp->destroy ();
3866 }
3867 }
3868} 3964}
3869 3965
3870void 3966void
3871apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3872{ 3968{
3920 } 4016 }
3921 4017
3922 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3923 * the player ref: player.c 4019 * the player ref: player.c
3924 */ 4020 */
3925 if (change->randomitems != NULL) 4021 if (change->randomitems)
3926 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3927 4023
3928 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3929 4025
3930 /* first, look for the force object banning 4026 /* first, look for the force object banning
3931 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3932 */ 4028 */
3933 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
3935 flag_change_face = 0; 4031 flag_change_face = 0;
3936 4032
3937 if (flag_change_face) 4033 if (flag_change_face)
3938 { 4034 {
3939 pl->face = change->face; 4035 pl->face = change->face;
3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3942 } 4038 }
3943 4039
3944 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
3945 /*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); */
3946 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
3947 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3948 4044
3949 break; 4045 break;
3950 } 4046 }
3951 } 4047 }
3952} 4048}
3953 4049
3954/**
3955 * This handles items of type 'transformer'.
3956 * Basically those items, used with a marked item, transform both items into something
3957 * else.
3958 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3959 * Change information is contained in the 'slaying' field of the marked item.
3960 * The format is as follow: transformer:[number ]yield[;transformer:...].
3961 * This way an item can be transformed in many things, and/or many objects.
3962 * The 'slaying' field for transformer is used as verb for the action.
3963 */
3964void
3965apply_item_transformer (object *pl, object *transformer)
3966{
3967 object *marked;
3968 object *new_item;
3969 char *find;
3970 char *separator;
3971 int yield;
3972 char got[MAX_BUF];
3973 int len;
3974
3975 if (!pl || !transformer)
3976 return;
3977
3978 marked = find_marked_object (pl);
3979
3980 if (!marked)
3981 {
3982 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3983 return;
3984 }
3985
3986 if (!marked->slaying)
3987 {
3988 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3989 return;
3990 }
3991
3992 /* check whether they are compatible or not */
3993 find = strstr (marked->slaying, transformer->arch->archname);
3994 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3995 {
3996 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3997 return;
3998 }
3999
4000 find += strlen (transformer->arch->archname) + 1;
4001 /* Item can be used, now find how many and what it yields */
4002 if (isdigit (*(find)))
4003 {
4004 yield = atoi (find);
4005 if (yield < 1)
4006 {
4007 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4008 yield = 1;
4009 }
4010 }
4011 else
4012 yield = 1;
4013
4014 while (isdigit (*find))
4015 find++;
4016
4017 while (*find == ' ')
4018 find++;
4019
4020 memset (got, 0, MAX_BUF);
4021
4022 if ((separator = strchr (find, ';')) != NULL)
4023 len = separator - find;
4024 else
4025 len = strlen (find);
4026
4027 if (len > MAX_BUF - 1)
4028 len = MAX_BUF - 1;
4029
4030 strcpy (got, find);
4031 got[len] = '\0';
4032
4033 /* Now create new item, remove used ones when required. */
4034 new_item = get_archetype (got);
4035 if (!new_item)
4036 {
4037 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4038 return;
4039 }
4040
4041 new_item->nrof = yield;
4042
4043 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4044
4045 pl->insert (new_item);
4046 /* Eat up one item */
4047 marked->decrease ();
4048
4049 /* Eat one transformer if needed */
4050 if (transformer->stats.food)
4051 if (--transformer->stats.food == 0)
4052 transformer->decrease ();
4053}
4054

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