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

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.145 by root, Mon Apr 21 07:01:40 2008 UTC vs.
Revision 1.240 by root, Mon Apr 5 20:33:13 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
28#include <spells.h> 29#include <spells.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33
34/* Want this regardless of rplay. */
35#include <sounds.h>
36 34
37/** 35/**
38 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
40 */ 38 */
53 * subtype 5: arch or race 51 * subtype 5: arch or race
54 * subtype 7: all three 52 * subtype 7: all three
55 */ 53 */
56 if (op->subtype) 54 if (op->subtype)
57 { 55 {
58 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
61 } 59 }
62 else 60 else
63 { 61 {
64 arch_flag = 1; 62 arch_flag = 1;
65 name_flag = 1; 63 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
93 */ 91 */
94static int 92static int
95apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
96{ 94{
97 dynbuf_text buf; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 96
99 if (!pl || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
100 return 0; 98 return 0;
101 99
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
104 */ 102 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 104 return 0;
107 105
108 /* if the player has a marked item, identify that if it needs to be 106 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
110 */ 108 */
111 if (object *marked = find_marked_object (pl)) 109 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 111 {
114 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
115 { 113 {
116 identify (marked); 114 identify (marked);
117 115
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 116 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 117 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 119
122 return !money; 120 return !money;
123 } 121 }
124 } 122 }
125 123
126 for (object *id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
127 { 125 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 127 {
130 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
131 { 129 {
132 identify (id); 130 identify (id);
133 131
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 132 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 133 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 134 buf << "The item has a story:\r" << id->msg << "\n\n";
137 135
138 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
140 break; 138 break;
141 } 139 }
160 * matching item. 158 * matching item.
161 **/ 159 **/
162void 160void
163handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
164{ 162{
165 const char *yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 165}
186 166
187/** 167/**
188 * Handles applying a potion. 168 * Handles applying a potion.
189 */ 169 */
190int 170int
191apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
192{ 172{
193 int got_one = 0, i; 173 int got_one = 0, i;
194 object *force = 0, *floor = 0; 174 object *force = 0;
195 175
196 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
197 177
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 179 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201 181
221 op->update_stats (); 201 op->update_stats ();
222 tmp->decrease (); 202 tmp->decrease ();
223 return 1; 203 return 1;
224 } 204 }
225 205
226 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
227 { 207 {
228 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 209 return 0;
230 } 210 }
211
231 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
232 213
233 if (depl) 214 if (depl)
234 { 215 {
235 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
247 } 228 }
248 229
249 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 232 {
252 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
253 { 234 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 236 {
256 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
257 { 238 {
292 } 273 }
293 } 274 }
294 } 275 }
295 276
296 /* Just makes checking easier */ 277 /* Just makes checking easier */
297 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
298 got_one = 1; 279 got_one = 1;
299 280
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 282 {
302 if (got_one) 283 if (got_one)
332 */ 313 */
333 if (tmp->inv) 314 if (tmp->inv)
334 { 315 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 317 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 318 op->failmsg ("Yech! Your lungs are on fire!");
340 319 create_exploding_ball_at (op, op->level);
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 320 }
349 else 321 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 323
352 tmp->decrease (); 324 tmp->decrease ();
395 } 367 }
396 368
397 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 370 if (op->type == PLAYER)
399 { /* only for players */ 371 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 376 else
403 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
404 378
405 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 386 * up all the stats.
413 */ 387 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 389 op->update_stats ();
416 op->decrease (); 390 tmp->decrease ();
417 return 1; 391 return 1;
418} 392}
419 393
420/**************************************************************************** 394/****************************************************************************
421 * Weapon improvement code follows 395 * Weapon improvement code follows
422 ****************************************************************************/ 396 ****************************************************************************/
423 397
424/** 398/**
399 * This function just checks whether who can handle equipping an item
400 * with item_power.
401 */
402static bool
403check_item_power (object *who, int item_power)
404{
405 if (who->type == PLAYER
406 && item_power
407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408 return false;
409 else
410 return true;
411}
412
413/**
425 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
426 */ 415 */
427static int 416static int
428check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
429{ 418{
430 int count = 0; 419 int count = 0;
431 420
432 if (!item) 421 if (!item)
433 return 0; 422 return 0;
434 423
435 for (op = op->below; op; op = op->below) 424 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 425 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 428 count += op->number_of ();
446 }
447 }
448 }
449 429
450 return count; 430 return count;
451} 431}
452 432
453/** 433/**
455 * op is typically the player, which is only 435 * op is typically the player, which is only
456 * really used to determine what space to look at. 436 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
458 */ 438 */
459static void 439static void
460eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 441{
462 object *prev; 442 object *prev;
463 443
464 prev = op; 444 prev = op;
465 op = op->below; 445 op = op->below;
466 446
467 while (op) 447 while (op)
468 { 448 {
469 if (strcmp (op->arch->archname, item) == 0) 449 if (op->arch->archname == item)
470 { 450 {
471 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
472 { 452 {
473 op->decrease (nrof); 453 op->decrease (nrof);
474 return; 454 return;
483 } 463 }
484 464
485 prev = op; 465 prev = op;
486 op = op->below; 466 op = op->below;
487 } 467 }
488}
489
490/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539} 468}
540 469
541/** 470/**
542 * Returns how many items of type improver->slaying there are under op. 471 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 472 * Will display a message if none found, and 1 if improver->slaying is NULL.
599 528
600/** 529/**
601 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
603 */ 532 */
604int 533static int
605prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
606{ 535{
607 int sacrifice_count, i; 536 int sacrifice_count, i;
608 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
609 538
625 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
627 { 556 {
628 op->failmsg ("You cannot prepare magic weapons. " 557 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, " 558 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 559 "speed or ac, or has other protections.>");
631 return 0; 560 return 0;
632 } 561 }
633 562
634 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
650 slot at once! */ 579 slot at once! */
651 improver->decrease (); 580 improver->decrease ();
652 weapon->last_eat = 0; 581 weapon->last_eat = 0;
653 return 1; 582 return 1;
654} 583}
655
656 584
657/** 585/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 586 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 587 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason. 588 * Returns 0 if it was not able to work for some reason.
663 * 591 *
664 * We are hiding extra information about the weapon in the level and 592 * We are hiding extra information about the weapon in the level and
665 * last_eat numbers for an object. Hopefully this won't break anything ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
666 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
667 */ 595 */
668int 596static int
669improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
670{ 598{
671 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
672 600
673 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
675 603
676 if (weapon->level == 0) 604 if (weapon->level == 0)
677 { 605 {
678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
679 return 0; 609 return 0;
680 } 610 }
681 611
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
683 { 614 {
684 op->failmsg ("This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 616 return 0;
686 } 617 }
687 618
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
689 { 621 {
690 op->failmsg ("Improving the weapon will make it too " 622 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 623 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 624 "really want to improve it.");
693 return 0; 625 return 0;
721 weapon->last_eat++; 653 weapon->last_eat++;
722 weapon->item_power++; 654 weapon->item_power++;
723 improver->decrease (); 655 improver->decrease ();
724 return 1; 656 return 1;
725 } 657 }
658
726 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 660 {
728 weapon->magic++; 661 weapon->magic++;
729 weapon->last_eat++; 662 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
770/** 703/**
771 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * Checks a few things (not on a non-magic square, marked weapon, ...), 705 * Checks a few things (not on a non-magic square, marked weapon, ...),
773 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
774 */ 707 */
775int 708static int
776check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
777{ 710{
778 object *otmp; 711 object *otmp;
779 712
780 if (op->type != PLAYER) 713 if (op->type != PLAYER)
785 op->failmsg ("Something blocks the magic of the scroll!"); 718 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 719 return 0;
787 } 720 }
788 721
789 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
790 if (!otmp) 724 if (!otmp)
791 { 725 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 726 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 727 return 0;
794 } 728 }
826 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
827 * the users level or 90) 761 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now. 763 * changing of physical area right now.
830 */ 764 */
831int 765static int
832improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
833{ 767{
834 object *tmp; 768 object *tmp;
835 769
836 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 832 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
899 833
900 if (op->type == PLAYER) 834 if (op->type == PLAYER)
901 { 835 {
902 esrv_send_item (op, armour); 836 esrv_send_item (op, armour);
837
903 if (QUERY_FLAG (armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
904 op->update_stats (); 839 op->update_stats ();
905 } 840 }
906 841
907 improver->decrease (); 842 improver->decrease ();
908 843
909 if (tmp) 844 if (tmp)
910 { 845 op->insert (tmp);
911 insert_ob_in_ob (tmp, op);
912 esrv_send_item (op, tmp);
913 }
914 846
915 return 1; 847 return 1;
916} 848}
917 849
918/* 850/*
922 * Takes one type of items and makes another. 854 * Takes one type of items and makes another.
923 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
924 * 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
925 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
926 */ 858 */
927static int 859int
928convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
929{ 861{
930 sint64 nr, price_in; 862 sint64 nr = 0, price_in;
931 863
932 if (item->flag [FLAG_UNPAID]) 864 if (item->flag [FLAG_UNPAID])
933 return 0; 865 return 0;
934 866
935 shstr conv_from = converter->slaying; 867 shstr conv_from = converter->slaying;
936 archetype *conv_to = converter->other_arch; 868 archetype *conv_to = converter->other_arch;
937 sint64 need = converter->stats.food; 869 sint64 need = converter->stats.food;
938 sint64 give = converter->stats.sp; 870 sint64 give = converter->stats.sp;
939 871
990 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
992 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
993 ob_to_copy = ob; 925 ob_to_copy = ob;
994 926
995 item = object_create_clone (ob_to_copy); 927 item = ob_to_copy->deep_clone ();
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
998 } 930 }
999 else 931 else
1000 { 932 {
1013 item->nrof = give; 945 item->nrof = give;
1014 946
1015 if (nr) 947 if (nr)
1016 item->nrof *= nr; 948 item->nrof *= nr;
1017 949
1018 if (is_in_shop (converter)) 950 if (converter->flag [FLAG_PRECIOUS])
1019 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
952
953 if (converter->is_in_shop ())
954 {
955 // converters on shop floors don't work anymore, bug lets check for it
956 // and report in case someone still does it.
957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
958 converter->debug_desc ());
959 SET_FLAG (item, FLAG_UNPAID);
960 }
1020 else if (price_in < sint64 (item->nrof) * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1021 { 962 {
1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 963 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 964 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1024 /** 965 /**
1025 * elmex: we are going to let the game continue, as the mapcreator 966 * elmex: we are going to let the game continue, as the mapcreator
1026 * hopefully had something in mind when doing this. 967 * hopefully had something in mind when doing this.
1027 */ 968 */
1028 } 969 }
1029 970
1030 SET_FLAG (item, FLAG_IDENTIFIED); 971 // elmex: only identify if we need to, for example so that generated money doesn't
972 // get an 'identified' flag so easily.
973 if (need_identify (item))
974 identify (item);
975
1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 976 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1032 return 1; 977 return 1;
1033} 978}
1034 979
1035/** 980/**
1036 * Handle apply on containers. 981 * Handle apply on containers.
1037 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1038 * 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]
1039 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1040 */ 985 */
1041int 986static int
1042apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1043{ 988{
1044 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1045 return 0; /* This might change */ 990 return 0; /* This might change */
1046 991
1059 } 1004 }
1060 1005
1061 // 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
1062 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1063 { 1008 {
1064 if (op->container == sack) 1009 if (op->container_ () == sack)
1065 { 1010 {
1066 // open on ground or inv, so close 1011 // open on ground or inv, so close
1067 op->close_container (); 1012 op->close_container ();
1068 return 1; 1013 return 1;
1069 } 1014 }
1112{ 1057{
1113 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1114 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1115 return 0; 1060 return 0;
1116 1061
1117 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1118 { 1063 {
1119 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1120 * 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
1121 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1122 */ 1067 */
1131/* push_button (altar);*/ 1076/* push_button (altar);*/
1132 } 1077 }
1133 else 1078 else
1134 { 1079 {
1135 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1136 push_button (altar); 1081 push_button (altar, originator);
1137 } 1082 }
1138 1083
1139 return !sacrifice; 1084 return !sacrifice;
1140 } 1085 }
1141 else 1086 else
1158 1103
1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1160 1105
1161 bool has_unpaid = false; 1106 bool has_unpaid = false;
1162 1107
1163 // 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
1164 // a quick and small change :( 1109 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID]) 1111 if (item->flag [FLAG_UNPAID])
1167 { 1112 {
1168 has_unpaid = true; 1113 has_unpaid = true;
1169 break; 1114 break;
1170 } 1115 }
1171 1116
1172 if (op->type != PLAYER) 1117 if (!op->is_player ())
1173 { 1118 {
1174 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1175 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1176 * the shop. 1121 * the shop.
1177 */ 1122 */
1181 1126
1182 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 { 1128 {
1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1129 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1185 1130
1131 if (i >= 0)
1186 tmp->remove (); 1132 tmp->move (i);
1187
1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1192 tmp->x = op->x + freearr_x[i];
1193 tmp->y = op->y + freearr_y[i];
1194 insert_ob_in_map (tmp, op->map, op, 0);
1195 } 1133 }
1196 } 1134 }
1197 1135
1198 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1199 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1210 if (i != -1) 1148 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1149 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212 1150
1213 return 0; 1151 return 0;
1214 } 1152 }
1153
1215 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1217 */ 1156 */
1218 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1219 } 1158 }
1222 /* this is only used for players */ 1161 /* this is only used for players */
1223 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1224 1163
1225 if (has_unpaid) 1164 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1228 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1229 else 1168 else
1230 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1231 1170
1232 if (shop_mat->msg) 1171 if (shop_mat->msg)
1233 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1234 /* 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,
1235 * 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
1236 * actually the shop floor. 1175 * actually the shop floor.
1237 */ 1176 */
1238 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1239 { 1178 {
1240 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1241 1180
1242 op->statusmsg ( 1181 op->statusmsg (
1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1274 * Handles applying a sign. 1213 * Handles applying a sign.
1275 */ 1214 */
1276static void 1215static void
1277apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1278{ 1217{
1279 readable_message_type *msgType; 1218 if (!op->is_player())
1219 return;
1220
1221 if (sign->has_dialogue ())
1222 {
1223 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1224 return;
1225 }
1280 1226
1281 if (!sign->msg) 1227 if (!sign->msg)
1282 { 1228 {
1283 op->statusmsg ("Nothing is written on it."); 1229 op->contr->infobox (MSG_CHANNEL ("examine"),
1230 format ("T<%s>\n\n Nothing %sis written on it.",
1231 &sign->name,
1232 sign->name == sign->arch->name ? "" : "else "));
1284 return; 1233 return;
1285 } 1234 }
1286 1235
1287 if (sign->stats.food) 1236 if (sign->stats.food)
1288 { 1237 {
1289 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1290 { 1239 {
1291 if (!sign->move_on) 1240 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1293 1242
1294 return; 1243 return;
1295 } 1244 }
1296 1245
1297 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1315 if (sign->sound) 1264 if (sign->sound)
1316 ns->play_sound (sign->sound); 1265 ns->play_sound (sign->sound);
1317 else if (autoapply) 1266 else if (autoapply)
1318 ns->play_sound (sound_find ("msg_voice")); 1267 ns->play_sound (sound_find ("msg_voice"));
1319 1268
1320 if (ns->can_msg)
1321 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1269 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1322 else
1323 {
1324 msgType = get_readable_message_type (sign);
1325 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1326 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1327 }
1328 } 1270 }
1271}
1272
1273static void
1274move_apply_hole (object *trap, object *victim)
1275{
1276 /* Hole not open? */
1277 if (trap->stats.wc > 0)
1278 return;
1279
1280 /* Is this a multipart monster and not the head? If so, return.
1281 * Processing will happen if the head runs into the pit
1282 */
1283 if (victim->head)
1284 return;
1285
1286 // now find all possible locations and randomly pick one
1287 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1288 trap->range >= 3 ? SIZEOFFREE3 + 1
1289 : trap->range >= 2 ? SIZEOFFREE2 + 1
1290 : trap->range >= 1 ? SIZEOFFREE1 + 1
1291 : SIZEOFFREE0 + 1);
1292
1293 if (dir < 0)
1294 return;
1295
1296 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1297 victim->statusmsg ("You fall through the hole!", NDI_RED);
1298
1299 transfer_ob (victim,
1300 EXIT_X (trap) + freearr_x[dir],
1301 EXIT_Y (trap) + freearr_y[dir],
1302 0, victim);
1329} 1303}
1330 1304
1331/** 1305/**
1332 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1333 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1347 return; 1321 return;
1348 1322
1349 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1350 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1351 */ 1325 */
1352 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1353 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1354 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1355 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1356 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1357 */ 1331 */
1364 1338
1365 recursion_depth++; 1339 recursion_depth++;
1366 if (trap->head) 1340 if (trap->head)
1367 trap = trap->head; 1341 trap = trap->head;
1368 1342
1369 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)))
1370 goto leave;
1371
1372 switch (trap->type) 1344 switch (trap->type)
1373 { 1345 {
1374 case PLAYERMOVER: 1346 case PLAYERMOVER:
1375 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:
1376 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1377 if (!trap->stats.maxsp) 1420 if (!trap->value)
1378 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1379 1423
1380 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1381 * 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
1382 */ 1439 */
1383 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1384 1441
1385 /* 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)
1386 * above with some objects have zero speed, and thus the player 1443 {
1387 * 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 }
1388 */ 1453 }
1389 if (victim->speed_left < -50.f) 1454 break;
1390 victim->speed_left = -50.f;
1391 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1392 } 1455 }
1393 goto leave;
1394 1456
1395 case SPINNER: 1457 case CONVERTER:
1396 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1397 {
1398 victim->direction = absdir (victim->direction - trap->stats.sp);
1399 update_turn_face (victim);
1400 }
1401 goto leave;
1402
1403 case DIRECTOR:
1404 if (victim->direction && !should_director_abort (trap, victim))
1405 {
1406 victim->direction = trap->stats.sp;
1407 update_turn_face (victim);
1408 }
1409 goto leave;
1410
1411 case BUTTON:
1412 case PEDESTAL:
1413 update_button (trap);
1414 goto leave;
1415
1416 case ALTAR:
1417 /* sacrifice victim on trap */
1418 apply_altar (trap, victim, originator);
1419 goto leave;
1420
1421 case THROWN_OBJ:
1422 if (trap->inv == NULL)
1423 goto leave;
1424 /* fallthrough */
1425
1426 case ARROW:
1427 /* bad bug: monster throw a object, make a step forwards, step on object ,
1428 * trigger this here and get hit by own missile - and will be own enemy.
1429 * Victim then is his own enemy and will start to kill herself (this is
1430 * removed) but we have not synced victim and his missile. To avoid senseless
1431 * action, we avoid hits here
1432 */
1433 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1434 hit_with_arrow (trap, victim);
1435 goto leave;
1436
1437 case SPELL_EFFECT:
1438 apply_spell_effect (trap, victim);
1439 goto leave;
1440
1441 case TRAPDOOR:
1442 {
1443 int max, sound_was_played;
1444 object *ab, *ab_next;
1445
1446 if (!trap->value)
1447 { 1459 {
1448 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1449 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1450 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1451 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1452 tot += ab->head_ ()->total_weight ();
1453
1454 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1455 goto leave;
1456
1457 SET_ANIMATION (trap, trap->value);
1458 update_object (trap, UP_OBJ_FACE);
1459 } 1462 }
1460 1463
1461 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))
1462 { 1486 {
1463 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1464 * ab->above would be bogus 1488 * players output.
1465 */ 1489 */
1466 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1467 1492
1468 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1469 { 1494 victim->enter_exit (trap);
1470 if (!sound_was_played)
1471 {
1472 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1473 sound_was_played = 1;
1474 }
1475
1476 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1477 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1478 }
1479 } 1495 }
1480 goto leave; 1496 break;
1481 }
1482 1497
1483 case CONVERTER:
1484 if (convert_item (victim, trap) < 0)
1485 {
1486 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1487 get_archetype ("burnout")->insert_at (trap, trap);
1488 }
1489
1490 goto leave;
1491
1492 case TRIGGER_BUTTON:
1493 case TRIGGER_PEDESTAL:
1494 case TRIGGER_ALTAR:
1495 check_trigger (trap, victim);
1496 goto leave;
1497
1498 case DEEP_SWAMP:
1499 walk_on_deep_swamp (trap, victim);
1500 goto leave;
1501
1502 case CHECK_INV:
1503 check_inv (victim, trap);
1504 goto leave;
1505
1506 case HOLE:
1507 /* Hole not open? */
1508 if (trap->stats.wc > 0)
1509 goto leave;
1510
1511 /* Is this a multipart monster and not the head? If so, return.
1512 * Processing will happen if the head runs into the pit
1513 */
1514 if (victim->head)
1515 goto leave;
1516
1517 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1518 victim->statusmsg ("You fall through the hole!", NDI_RED);
1519 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1520 goto leave;
1521
1522 case EXIT:
1523 if (victim->type == PLAYER && EXIT_PATH (trap))
1524 {
1525 /* Basically, don't show exits leading to random maps the
1526 * players output.
1527 */
1528 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1529 victim->statusmsg (trap->msg, NDI_NAVY);
1530
1531 trap->play_sound (trap->sound);
1532 victim->enter_exit (trap);
1533 }
1534 goto leave;
1535
1536 case ENCOUNTER: 1498 case ENCOUNTER:
1537 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1538 goto leave; 1500 break;
1539 1501
1540 case SHOP_MAT: 1502 case SHOP_MAT:
1541 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1542 goto leave; 1504 break;
1543 1505
1544 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1545 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1546 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1547 goto leave; 1509 break;
1548 1510
1549 case SIGN: 1511 case SIGN:
1550 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1551 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1552 1514
1553 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1554 goto leave; 1516 break;
1555 1517
1556 case CONTAINER: 1518 case CONTAINER:
1557 apply_container (victim, trap); 1519 apply_container (victim, trap);
1558 goto leave; 1520 break;
1559 1521
1560 case RUNE: 1522 case RUNE:
1561 case TRAP: 1523 case TRAP:
1562 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1563 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1564 goto leave; 1526 break;
1565 1527
1566 default: 1528 default:
1567 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 "
1568 "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);
1569 goto leave; 1531 break;
1570 } 1532 }
1571 1533
1572leave:
1573 recursion_depth--; 1534 recursion_depth--;
1574} 1535}
1575 1536
1576/** 1537/**
1577 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1588 return; 1549 return;
1589 } 1550 }
1590 1551
1591 if (!tmp->msg) 1552 if (!tmp->msg)
1592 { 1553 {
1593 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));
1594 return; 1555 return;
1595 } 1556 }
1596 1557
1597 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1598 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1612 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1613 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1614 return; 1575 return;
1615 } 1576 }
1616 1577
1578 // we currently don't use the message types for anything.
1617 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"));
1618 1582
1619 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1620 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1621 if (ns->can_msg)
1622 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1623 else
1624 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1625 msgType->message_type, msgType->message_subtype,
1626 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1627 long_desc (tmp, op), &tmp->msg);
1628 1586
1629 /* gain xp from reading */ 1587 /* gain xp from reading */
1630 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1631 { /* only if not read before */ 1589 { /* only if not read before */
1632 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1634 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1635 { 1593 {
1636 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1637 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1638 1596
1639 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1640 if (tmp->env)
1641 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1642 else
1643 op->contr->ns->floorbox_update ();
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.", ordinal (spell->level), &spell->name));
1801 1811
1802 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1803 {
1804 identify (tmp); 1813 identify (tmp);
1805
1806 if (tmp->env)
1807 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1808 else
1809 op->contr->ns->floorbox_update ();
1810 }
1811 1814
1812 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
1813 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
1814 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1815 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1824 { 1827 {
1825 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1826 1829
1827 if (!spell_skill) 1830 if (!spell_skill)
1828 { 1831 {
1829 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));
1830 return; 1833 return;
1831 } 1834 }
1832 1835
1833 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1834 { 1837 {
1850 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1851 */ 1854 */
1852 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1853 { 1856 {
1854 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!");
1855 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));
1856 } 1859 }
1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1858 (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])
1859 { 1862 {
1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1965 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1966 break; 1969 break;
1967 } 1970 }
1968 1971
1969 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1970 tmp->decrease (); 1973 tmp->decrease (true);
1971}
1972
1973/**
1974 * op eats food.
1975 * If player, takes care of messages and dragon special food.
1976 */
1977static void
1978apply_food (object *op, object *tmp)
1979{
1980 int capacity_remaining;
1981
1982 if (op->type != PLAYER)
1983 op->stats.hp = op->stats.maxhp;
1984 else
1985 {
1986 /* check if this is a dragon (player), eating some flesh */
1987 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1988 ;
1989 else
1990 {
1991 /* usual case - no dragon meal: */
1992 if (op->stats.food + tmp->stats.food > 999)
1993 {
1994 if (tmp->type == FOOD || tmp->type == FLESH)
1995 op->failmsg ("You feel full, but what a waste of food!");
1996 else
1997 op->statusmsg ("Most of the drink goes down your face not your throat!");
1998 }
1999
2000 tmp->play_sound (
2001 tmp->sound
2002 ? tmp->sound
2003 : tmp->type == DRINK
2004 ? sound_find ("eat_drink")
2005 : sound_find ("eat_food")
2006 );
2007
2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2009 {
2010 const char *buf;
2011
2012 if (!is_dragon_pl (op))
2013 {
2014 /* eating message for normal players */
2015 if (tmp->type == DRINK)
2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2017 else
2018 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2019 }
2020 else
2021 /* eating message for dragon players */
2022 buf = format ("The %s tasted terrible!", &tmp->name);
2023
2024 op->statusmsg (buf);
2025
2026 capacity_remaining = 999 - op->stats.food;
2027 op->stats.food += tmp->stats.food;
2028 if (capacity_remaining < tmp->stats.food)
2029 op->stats.hp += capacity_remaining / 50;
2030 else
2031 op->stats.hp += tmp->stats.food / 50;
2032
2033 if (op->stats.hp > op->stats.maxhp)
2034 op->stats.hp = op->stats.maxhp;
2035 if (op->stats.food > 999)
2036 op->stats.food = 999;
2037 }
2038
2039 /* special food hack -b.t. */
2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2041 eat_special_food (op, tmp);
2042 }
2043 }
2044
2045 handle_apply_yield (tmp);
2046 tmp->decrease ();
2047} 1974}
2048 1975
2049/** 1976/**
2050 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2051 * 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.
2054 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2055 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2056 * return: 1983 * return:
2057 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2058 */ 1985 */
2059int 1986static int
2060dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2061{ 1988{
2062 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2063 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2064 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2071 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2072 int i; /* index */ 1999 int i; /* index */
2073 2000
2074 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2075 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2076 return 0; 2003 return 0;
2077 2004
2078 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2079 from the player's inventory */ 2006 from the player's inventory */
2080 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2088 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2089 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2090 return 0; 2017 return 0;
2091 2018
2092 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2093 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2094 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2095 else 2022 else
2096 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2097 2024
2098 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2099 op->stats.hp = op->stats.maxhp;
2100
2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2102 2027
2103 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2104 2029
2105 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2106 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2116 2041
2117 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2118 flesh is too rare */ 2043 flesh is too rare */
2119 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2120 2045
2121 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2122 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2123 2048
2124 if (chance >= 0.) 2049 if (chance >= 0.)
2125 chance += 1.; 2050 chance += 1.;
2126 else 2051 else
2127 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2128 2053
2129 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2130 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2131 2056
2132 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2133 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2134 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2135 2060
2136 /* 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!) */
2137 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2138 { 2063 {
2139 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2140 winners++; 2065 winners++;
2141 } 2066 }
2142 2067
2170 op->statusmsg (buf); 2095 op->statusmsg (buf);
2171 2096
2172 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2173 i = -1; 2098 i = -1;
2174 if (winners > 0) 2099 if (winners > 0)
2175 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2176 2101
2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178 { 2103 {
2179 /* resistance increased! */ 2104 /* resistance increased! */
2180 skin->resist[i]++; 2105 skin->resist[i]++;
2205 2130
2206 return 1; 2131 return 1;
2207} 2132}
2208 2133
2209/** 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/**
2210 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2211 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2212 */ 2211 */
2213static void 2212static void
2214apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2239 2238
2240 op->statusmsg ("Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2241 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2242} 2241}
2243 2242
2244extern void 2243void
2245apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2246{ 2245{
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2249 object *poison = tmp->split (1);
2250
2247 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2248 { 2252 {
2249 op->contr->play_sound (sound_find ("drink_poison")); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2250 op->failmsg ("Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2251 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2252 } 2256 }
2253 2257
2254 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2255 { 2259 {
2256 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2257 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2258 } 2262 }
2259 2263
2260 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2261 handle_apply_yield (tmp); 2265 poison->destroy ();
2262 tmp->decrease ();
2263} 2266}
2264 2267
2265/** 2268/**
2266 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2269 * This function will try to apply a lighter and in case no lighter
2267 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2268 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2269 * -You are
2270 * ° the owner of the exit
2271 * ° or in the same party as the owner
2272 * 2272 *
2273 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2274 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2275 * survive in the swapping (in fact the whole exit doesn't survive). 2275 * lighter - the lighter or 0 if a lighter has yet to be found
2276 */ 2276 */
2277int 2277static object *
2278is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2279{ 2279{
2280 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2281 return 1; /*This is not a 2 way, so it is legal */
2282
2283#if 0 //TODO
2284 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2285 return 0; /* This is a reset town portal */
2286#endif
2287
2288 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2289
2290 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2291
2292 if (exitmap)
2293 { 2281 {
2294 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2295
2296 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2297
2298 if (!tmp)
2299 return 0;
2300
2301 for (; tmp; tmp = tmp->above)
2302 { 2283 {
2303 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2304 continue; /*Not an exit */
2305
2306 if (!EXIT_PATH (tmp))
2307 continue; /*Not a valid exit */
2308
2309 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2310 continue; /*Not in the same place */
2311
2312 if (exit->map->path != EXIT_PATH (tmp))
2313 continue; /*Not in the same map */
2314
2315 /* From here we have found the exit is valid. However we do
2316 * here the check of the exit owner. It is important for the
2317 * town portals to prevent strangers from visiting your appartments
2318 */
2319 if (!exit->race)
2320 return 1; /*No owner, free for all! */
2321
2322 object *exit_owner = 0;
2323
2324 for_all_players (pp)
2325 { 2285 {
2326 if (!pp->ob) 2286 lighter = tmp;
2327 continue;
2328
2329 if (pp->ob->name != exit->race)
2330 continue;
2331
2332 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2333 break; 2287 break;
2334 } 2288 }
2289 }
2335 2290
2336 if (!exit_owner) 2291 if (!lighter)
2337 return 0; /* No more owner */ 2292 {
2338 2293 who->failmsg (format (
2339 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2340 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2341 2296 &op->name));
2342 if (exit_owner && /*There is a owner */
2343 (op->contr) && /*A player tries to pass */
2344 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2345 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2346 return 0; 2297 return 0;
2298 }
2299 }
2347 2300
2301 // last_eat == 0 means the lighter is not being used up!
2302 if (lighter->last_eat && lighter->stats.food)
2303 {
2304 /* lighter gets used up */
2305 lighter = lighter->split ();
2306 lighter->stats.food--;
2307 who->insert (lighter);
2308 }
2309 else if (lighter->last_eat)
2310 {
2311 /* no charges left in lighter */
2312 who->failmsg (format (
2313 "You attempt to light the %s with a used up %s.",
2314 &op->name, &lighter->name));
2315 return 0;
2316 }
2317
2318 return lighter;
2319}
2320
2321/**
2322 * Designed primarily to light torches/lanterns/etc.
2323 * Also burns up burnable material too. First object in the inventory is
2324 * the selected object to "burn". -b.t.
2325 */
2326static void
2327apply_lighter (object *who, object *lighter)
2328{
2329 object *item;
2330 int is_player_env = 0;
2331
2332 item = find_marked_object (who);
2333 if (item)
2334 {
2335 if (!auto_apply_lighter (who, item, lighter))
2336 return;
2337
2338 /* Perhaps we should split what we are trying to light on fire?
2339 * I can't see many times when you would want to light multiple
2340 * objects at once.
2341 */
2342
2343 save_throw_object (item, AT_FIRE, who);
2344
2345 if (item->destroyed ()
2346 || ((item->type == LAMP || item->type == TORCH)
2347 && item->glow_radius > 0))
2348 who->statusmsg (format (
2349 "You light the %s with the %s.",
2350 &item->name, &lighter->name));
2351 else
2352 who->failmsg (format (
2353 "You attempt to light the %s with the %s and fail.",
2354 &item->name, &lighter->name));
2355 }
2356 else
2357 who->failmsg ("You need to mark a lightable object.");
2358}
2359
2360/**
2361 * This function generates a cursed effect for cursed lamps and torches.
2362 */
2363static void
2364player_apply_lamp_cursed_effect (object *who, object *op)
2365{
2366 if (op->level)
2367 {
2368 who->failmsg (format (
2369 "The %s was cursed, it explodes in a big fireball!",
2370 &op->name));
2371 create_exploding_ball_at (who, op->level);
2372 }
2373 else
2374 {
2375 who->failmsg (format (
2376 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2377 &op->name));
2378 }
2379
2380 op->destroy ();
2381}
2382
2383/**
2384 * Apply for players and lamps
2385 *
2386 * who - the player
2387 * op - the lamp
2388 */
2389static void
2390player_apply_lamp (object *who, object *op)
2391{
2392 bool switch_on = op->glow_radius ? false : true;
2393
2394 if (switch_on)
2395 {
2396 object *lighter = 0;
2397
2398 if (op->flag [FLAG_IS_LIGHTABLE]
2399 && !(lighter = auto_apply_lighter (who, op, 0)))
2400 return;
2401
2402 if (op->stats.food < 1)
2403 {
2404 if (op->type == LAMP)
2405 who->failmsg (format (
2406 "The %s is out of fuel! "
2407 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2408 &op->name));
2409 else
2410 who->failmsg (format (
2411 "The %s is burnt out! "
2412 "H<Torches and similar items burn out and become worthless.>",
2413 &op->name));
2348 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2349 } 2418 {
2419 player_apply_lamp_cursed_effect (who, op);
2420 return;
2421 }
2422
2423 if (lighter)
2424 who->statusmsg (format (
2425 "You light up the %s with the %s.", &op->name, &lighter->name));
2426 else
2427 who->statusmsg (format ("You light up the %s.", &op->name));
2428 }
2429 else
2350 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2351 2436
2437 if (op->type == TORCH)
2438 {
2439 if (!op->flag [FLAG_IS_LIGHTABLE])
2440 {
2441 who->statusmsg (format (
2442 "You put out the %s. "
2443 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2444 &op->name, &op->name));
2445 }
2446 else
2447 who->statusmsg (format (
2448 "You put out the %s."
2449 "H<Torches wear out if you put them out.>",
2450 &op->name));
2451 }
2452 else
2453 who->statusmsg (format ("You turn off the %s.", &op->name));
2454 }
2455
2456 apply_lamp (op, switch_on);
2457}
2458
2459void get_animation_from_arch (object *op, arch_ptr a)
2460{
2461 op->animation_id = a->animation_id;
2462 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2463 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2464 op->anim_speed = a->anim_speed;
2465 op->last_anim = 0;
2466 op->state = 0;
2467 op->face = a->face;
2468
2469 if (NUM_ANIMATIONS(op) > 1)
2470 {
2471 SET_ANIMATION(op, 0);
2472 animate_object (op, op->direction);
2473 }
2474 else
2475 update_object (op, UP_OBJ_FACE);
2476}
2477
2478/**
2479 * Apply for LAMPs and TORCHes.
2480 *
2481 * op - the lamp
2482 * switch_on - a flag which says whether the lamp should be switched on or off
2483 */
2484void apply_lamp (object *op, bool switch_on)
2485{
2486 op->set_glow_radius (switch_on ? op->range : 0);
2487 op->set_speed (switch_on ? op->arch->speed : 0);
2488
2489 // torches wear out if you put them out
2490 if (op->type == TORCH && !switch_on)
2491 {
2492 if (op->flag [FLAG_IS_LIGHTABLE])
2493 {
2494 op->stats.food -= (double) op->arch->stats.food / 15;
2495 if (op->stats.food < 0)
2496 op->stats.food = 0;
2497 }
2498 else
2499 op->stats.food = 0;
2500 }
2501
2502 // lamps and torched get worthless when used up
2503 if (op->stats.food <= 0)
2504 op->value = 0;
2505
2506 // FIXME: This is a hack to make the more sane torches and lamps
2507 // still animated ;-/
2508 if (op->other_arch)
2509 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2510
2511 if (object *pl = op->visible_to ())
2512 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2513}
2514
2515/**
2516 * This handles items of type 'transformer'.
2517 * Basically those items, used with a marked item, transform both items into something
2518 * else.
2519 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2520 * Change information is contained in the 'slaying' field of the marked item.
2521 * The format is as follow: transformer:[number ]yield[;transformer:...].
2522 * This way an item can be transformed in many things, and/or many objects.
2523 * The 'slaying' field for transformer is used as verb for the action.
2524 */
2525static void
2526apply_item_transformer (object *pl, object *transformer)
2527{
2528 object *marked;
2529 object *new_item;
2530 const char *find;
2531 char *separator;
2532 int yield;
2533 char got[MAX_BUF];
2534 int len;
2535
2536 if (!pl || !transformer)
2352 return 0; 2537 return;
2538
2539 marked = find_marked_object (pl);
2540
2541 if (!marked)
2542 {
2543 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2544 return;
2545 }
2546
2547 if (!marked->slaying)
2548 {
2549 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2550 return;
2551 }
2552
2553 /* check whether they are compatible or not */
2554 find = strstr (&marked->slaying, transformer->arch->archname);
2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 find += strlen (transformer->arch->archname) + 1;
2562 /* Item can be used, now find how many and what it yields */
2563 if (isdigit (*(find)))
2564 {
2565 yield = atoi (find);
2566 if (yield < 1)
2567 {
2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2569 yield = 1;
2570 }
2571 }
2572 else
2573 yield = 1;
2574
2575 while (isdigit (*find))
2576 find++;
2577
2578 while (*find == ' ')
2579 find++;
2580
2581 memset (got, 0, MAX_BUF);
2582
2583 if ((separator = (char *) strchr (find, ';')))
2584 len = separator - find;
2585 else
2586 len = strlen (find);
2587
2588 min_it (len, MAX_BUF - 1);
2589
2590 strcpy (got, find);
2591 got[len] = '\0';
2592
2593 /* Now create new item, remove used ones when required. */
2594 new_item = get_archetype (got);
2595 if (!new_item)
2596 {
2597 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2598 return;
2599 }
2600
2601 new_item->nrof = yield;
2602
2603 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604
2605 pl->insert (new_item);
2606 /* Eat up one item */
2607 marked->decrease ();
2608
2609 /* Eat one transformer if needed */
2610 if (transformer->stats.food)
2611 if (--transformer->stats.food == 0)
2612 transformer->decrease ();
2353} 2613}
2354 2614
2355/** 2615/**
2356 * Main apply handler. 2616 * Main apply handler.
2357 * 2617 *
2360 * Return value: 2620 * Return value:
2361 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2362 * 1: has been applied, or there was an error applying the object 2622 * 1: has been applied, or there was an error applying the object
2363 * 2: objects of that type can't be applied if not in inventory 2623 * 2: objects of that type can't be applied if not in inventory
2364 * 2624 *
2365 * op is the object that is causing object to be applied, tmp is the object 2625 * who is the object that is causing object to be applied, op is the object
2366 * being applied. 2626 * being applied.
2367 * 2627 *
2368 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2369 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2370 */ 2630 */
2371int 2631static int
2372manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2373{ 2633{
2374 if (tmp->head) 2634 op = op->head_ ();
2375 tmp = tmp->head;
2376 2635
2377 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2378 { 2637 {
2379 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2380 { 2639 {
2640 examine (who, op);
2381 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
2382 return 1; 2642 return 1;
2383 } 2643 }
2384 else 2644 else
2385 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2386 } 2646 }
2387 2647
2388 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2389 return RESULT_INT (0); 2649 return RESULT_INT (0);
2390 2650
2391 switch (tmp->type) 2651 switch (op->type)
2392 { 2652 {
2393 case CF_HANDLE: 2653 case T_HANDLE:
2394 op->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2395 op->statusmsg ("You turn the handle."); 2655 who->statusmsg ("You turn the handle.");
2396 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2397 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2398 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2399 push_button (tmp); 2659 push_button (op, who);
2400 return 1; 2660 return 1;
2401 2661
2402 case TRIGGER: 2662 case TRIGGER:
2403 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2404 { 2664 {
2405 op->statusmsg ("You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2406 op->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2407 } 2667 }
2408 else 2668 else
2409 op->failmsg ("The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2410 2670
2411 return 1; 2671 return 1;
2412 2672
2413 case EXIT: 2673 case EXIT:
2414 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2415 return 0; 2675 return 0;
2416 2676
2417 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2418 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)));
2419 else 2679 else
2420 { 2680 {
2421 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2422 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2423 op->statusmsg (tmp->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2424 2684
2425 op->enter_exit (tmp); 2685 who->enter_exit (op);
2426 } 2686 }
2427 2687
2428 return 1; 2688 return 1;
2429 2689
2430 case INSCRIBABLE: 2690 case INSCRIBABLE:
2431 op->statusmsg (tmp->msg); 2691 who->statusmsg (op->msg);
2432 // 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
2433 return 1; 2693 return 1;
2434 2694
2435 case SIGN: 2695 case SIGN:
2436 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2437 return 1; 2697 return 1;
2438 2698
2439 case BOOK: 2699 case BOOK:
2440 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2441 { 2701 {
2442 apply_book (op, tmp); 2702 apply_book (who, op);
2443 return 1; 2703 return 1;
2444 } 2704 }
2445 else 2705 else
2446 return 0; 2706 return 0;
2447 2707
2448 case SKILLSCROLL: 2708 case SKILLSCROLL:
2449 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2450 { 2710 {
2451 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2452 return 1; 2712 return 1;
2453 } 2713 }
2454 else 2714 else
2455 return 0; 2715 return 0;
2456 2716
2457 case SPELLBOOK: 2717 case SPELLBOOK:
2458 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2459 { 2719 {
2460 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2461 return 1; 2721 return 1;
2462 } 2722 }
2463 else 2723 else
2464 return 0; 2724 return 0;
2465 2725
2466 case SCROLL: 2726 case SCROLL:
2467 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2468 return 1; 2728 return 1;
2469 2729
2470 case POTION: 2730 case POTION:
2471 apply_potion (op, tmp); 2731 apply_potion (who, op);
2472 return 1; 2732 return 1;
2473 2733
2474 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2475 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2476 case CLOSE_CON: 2736 case CLOSE_CON:
2477 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2478 return 1; 2738 return 1;
2479 2739
2480 case CONTAINER: 2740 case CONTAINER:
2481 apply_container (op, tmp); 2741 apply_container (who, op);
2482 return 1; 2742 return 1;
2483 2743
2484 case TREASURE: 2744 case TREASURE:
2485 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2486 { 2746 {
2487 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2488 return 1; 2748 return 1;
2489 } 2749 }
2490 else 2750 else
2491 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2492 2757
2493 case WEAPON: 2758 case WEAPON:
2494 case ARMOUR: 2759 case ARMOUR:
2495 case BOOTS: 2760 case BOOTS:
2496 case GLOVES: 2761 case GLOVES:
2503 case CLOAK: 2768 case CLOAK:
2504 case WAND: 2769 case WAND:
2505 case ROD: 2770 case ROD:
2506 case HORN: 2771 case HORN:
2507 case SKILL: 2772 case SKILL:
2773 case SPELL:
2508 case BOW: 2774 case BOW:
2509 case LAMP: 2775 case RANGED:
2510 case BUILDER: 2776 case BUILDER:
2511 case SKILL_TOOL: 2777 case SKILL_TOOL:
2512 if (tmp->env != op) 2778 if (op->env != who)
2513 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)));
2514 2780 else
2515 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2516 return 1; 2783 return 1;
2517 2784
2518 case DRINK: 2785 case DRINK:
2519 case FOOD: 2786 case FOOD:
2520 case FLESH: 2787 case FLESH:
2521 apply_food (op, tmp); 2788 apply_food (who, op);
2522 return 1; 2789 return 1;
2523 2790
2524 case POISON: 2791 case POISON:
2525 apply_poison (op, tmp); 2792 apply_poison (who, op);
2526 return 1; 2793 return 1;
2527 2794
2528 case SAVEBED: 2795 case SAVEBED:
2529 return 1; 2796 return 1;
2530 2797
2531 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2532 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2533 { 2800 {
2534 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2535 return 1; 2802 return 1;
2536 } 2803 }
2537 else 2804 else
2538 return 0; 2805 return 0;
2539 2806
2540 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2541 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2542 return 1; 2809 return 1;
2543 2810
2544 case CLOCK: 2811 case CLOCK:
2545 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2546 { 2813 {
2547 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2548 timeofday_t tod; 2815 timeofday_t tod;
2549 2816
2550 get_tod (&tod); 2817 get_tod (&tod);
2551 op->play_sound (sound_find ("sound_clock")); 2818 who->play_sound (sound_find ("sound_clock"));
2552 op->statusmsg (format ( 2819 who->statusmsg (format (
2553 "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2554 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2555 ((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")
2556 )); 2823 ));
2557 return 1; 2824 return 1;
2558 } 2825 }
2559 else 2826 else
2560 return 0; 2827 return 0;
2561 2828
2562 case MENU: 2829 case MENU:
2563 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2564 { 2831 {
2565 shop_listing (tmp, op); 2832 shop_listing (op, who);
2566 return 1; 2833 return 1;
2567 } 2834 }
2568 else 2835 else
2569 return 0; 2836 return 0;
2570 2837
2571 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2572 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2573 return 1; 2840 return 1;
2574 2841
2575 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2576 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2577 { 2844 {
2578 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2579 return 1; 2846 return 1;
2580 } 2847 }
2581 else 2848 else
2582 return 0; 2849 return 0;
2583 2850
2584 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2585 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2586 return 1; 2853 return 1;
2587 2854
2588 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2589 return 0; 2857 return 0;
2590 } 2858 }
2591} 2859}
2592 2860
2593 2861/*
2594/* quiet suppresses the "don't know how to apply" and "you must get it first"
2595 * messages as needed by player_apply_below(). But there can still be
2596 * "but you are floating high above the ground" messages.
2597 *
2598 * Same return value as apply() function. 2862 * Same return value as apply() function.
2599 */ 2863 */
2600int 2864bool
2601player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2602{ 2866{
2603 int tmp;
2604
2605 if (op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2606 { 2868 {
2607 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2609 { 2871 {
2610 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2872 pl->failmsg ("But you are floating high above the ground! "
2873 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2874 "or waiting till the levitation effect wears off.>");
2611 return 0; 2875 return 0;
2612 } 2876 }
2613 } 2877 }
2614 2878
2615 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2616 2880
2617 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2618 if (!quiet)
2619 {
2620 if (tmp == 0)
2621 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2622 else if (tmp == 2)
2623 pl->failmsg ("You must get it first!\n");
2624 }
2625
2626 return tmp;
2627} 2882}
2628 2883
2629/** 2884/**
2630 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2631 * 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
2642 * 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
2643 * 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
2644 * 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
2645 * not return a proper value. 2900 * not return a proper value.
2646 */ 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?
2647 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)
2648 { 2905 {
2649 next = tmp->below; 2906 next = tmp->below;
2650 2907
2651 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2652 floors++;
2653 else if (floors > 0)
2654 return; /* process only floor objects after first floor object */
2655
2656 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2657 * person moving on it, also activate. Added code to make it
2658 * so that at least one of players movement types be that which
2659 * the item needs.
2660 */ 2909 */
2661 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2662 {
2663 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2664 return; 2912 break;
2665 } 2913
2666 if (floors >= 2) 2914 break;
2667 return; /* process at most two floor objects */
2668 } 2915 }
2669} 2916}
2670 2917
2671/** 2918/**
2672 * Unapplies specified item. 2919 * Unapplies specified item.
2679{ 2926{
2680 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))
2681 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2682 return RESULT_INT (0); 2929 return RESULT_INT (0);
2683 2930
2684 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2685 2935
2686 switch (op->type) 2936 switch (op->type)
2687 { 2937 {
2688 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
2689 // 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
2690 // 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
2691 // be used for other reasons 2956 // be used for other reasons
2692 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2693 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2694 && tmp->type == SKILL
2695 && tmp->flag [FLAG_APPLIED]
2696 && !tmp->flag [FLAG_CAN_USE_SKILL])
2697 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2698 2960
2699 change_abil (who, op);
2700 break; 2961 break;
2701 2962
2963 case BOW:
2702 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2703 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2704 if (op == pl->combat_ob)
2705 {
2706 pl->combat_ob = 0;
2707 who->change_weapon (pl->ranged_ob);
2708 }
2709
2710 who->statusmsg (format ("You unwield %s.", query_name (op)));
2711
2712 change_abil (who, op);
2713 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2714 break;
2715
2716 case SKILL:
2717 if (who->contr)
2718 { 2969 {
2719 if (!op->invisible)
2720 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2971 change_abil (who, op);
2972 }
2973 else
2974 {
2975 who->change_skill (0);
2976
2977 if (op->type == BOW)
2978 op->flag [FLAG_READY_BOW ] = false;
2721 else 2979 else
2722 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 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 if (who->contr)
2760 esrv_del_item (who->contr, op->count);
2761
2762 op->destroy ();
2763 insert_ob_in_ob (tmp2, who);
2764 who->update_stats ();
2765
2766 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2767 {
2768 if (who->contr)
2769 {
2770 who->failmsg ("Oops, it feels deadly cold!");
2771 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2772 }
2773 }
2774
2775 if (who->contr)
2776 esrv_send_item (who, tmp2);
2777 }
2778
2779 return 1; /* otherwise, an attempt to drop causes problems */
2780
2781 case BOW: 3000 case BUILDER:
2782 case WAND:
2783 case ROD:
2784 case HORN:
2785 if (player *pl = who->contr)
2786 {
2787 if (op == pl->ranged_ob)
2788 {
2789 pl->ranged_ob = 0;
2790 who->change_weapon (pl->combat_ob);
2791 }
2792
2793 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2794 }
2795 else
2796 {
2797 who->change_skill (0);
2798
2799 if (op->type == BOW)
2800 CLEAR_FLAG (who, FLAG_READY_BOW);
2801 else
2802 CLEAR_FLAG (who, FLAG_READY_RANGE);
2803 }
2804
2805 break; 3002 break;
2806 3003
2807 case BUILDER: 3004 //case SKILL_TOOL://TODO
2808 if (who->contr)
2809 who->statusmsg (format ("You unready %s.", query_name (op)));
2810 break;
2811
2812 default: 3005 default:
2813 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2814 break; 3007 break;
2815 } 3008 }
2816 3009
3010 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3011 if (object *pl = op->visible_to ())
3012 esrv_send_item (pl, op);
3013
2817 who->update_stats (); 3014 who->update_stats ();
2818
2819 if (!(aflags & AP_NO_MERGE))
2820 {
2821 object *tmp = merge_ob (op, 0);
2822
2823 if (who->contr)
2824 {
2825 if (tmp)
2826 { /* it was merged */
2827 esrv_del_item (who->contr, op->count);
2828 op = tmp;
2829 }
2830
2831 esrv_send_item (who, op);
2832 }
2833 }
2834 3015
2835 return 0; 3016 return 0;
2836} 3017}
2837 3018
2838/** 3019/**
2852static object * 3033static object *
2853get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
2854{ 3035{
2855 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2856 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
2857 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
2858 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2859 return tmp; 3040 return tmp;
2860 3041
2861 return 0; 3042 return 0;
2862} 3043}
2863 3044
2876#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
2877 "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. " \
2878 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
2879 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
2880 3061
2881int 3062static int
2882unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2883{ 3064{
2884 if (op->is_range ()) 3065 if (op->is_range ())
2885 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2886 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3008 continue; 3189 continue;
3009 } 3190 }
3010 3191
3011 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3012 if (!tmp1) 3193 if (!tmp1)
3013 {
3014#if 0
3015 /* This is sort of an error, but happens a lot when old players
3016 * join in with more stuff equipped than they are now allowed.
3017 */
3018 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3019#endif
3020 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3021 }
3022 else 3195 else
3023 { 3196 {
3024 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3025 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3026 * to apply multiple objects 3199 * to apply multiple objects
3077 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3078 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3079 } 3252 }
3080 3253
3081 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;
3082} 3344}
3083 3345
3084/** 3346/**
3085 * 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.
3086 * 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,
3109 " 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.>"
3110 3372
3111int 3373int
3112apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3113{ 3375{
3114 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3115 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3116 3378
3117 if (who == NULL) 3379 if (who == NULL)
3118 { 3380 {
3119 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3136 return 1; 3398 return 1;
3137 } 3399 }
3138 3400
3139 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3140 } 3402 }
3141
3142 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3143 return 0; 3404 return 0;
3144
3145 // if the item is combat/ranged, wield the relevant slot first
3146 // to resolve conflicts.
3147 if (player *pl = who->contr)
3148 switch (op->slottype ())
3149 {
3150 case slot_combat: who->change_weapon (pl->combat_ob); break;
3151 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3152 }
3153 3405
3154 splay (op); 3406 splay (op);
3155 3407
3156 /* 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 */
3157 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3191 } 3443 }
3192 } 3444 }
3193 3445
3194 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3195 { 3447 {
3448 // try to ready attached skill first
3196 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3197 3450
3198 if (!skop) 3451 if (!skop)
3199 { 3452 {
3200 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));
3201 return 1; 3454 return 1;
3202 } 3455 }
3203 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3204 /* While experience will be credited properly, we want to change the
3205 * skill so that the dam and wc get updated
3206 */ 3457 {
3207 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3208 } 3461 }
3209 3462
3210 if (who->type == PLAYER 3463 if (!check_item_power (who, op->item_power))
3211 && op->item_power
3212 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3213 { 3464 {
3214 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);
3215 return 1; 3466 return 1;
3216 } 3467 }
3217 3468
3218 /* 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.
3219 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3220 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3221 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3222 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3223 3476
3224 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)))
3225 return RESULT_INT (0); 3478 return RESULT_INT (0);
3226 3479
3227 switch (op->type) 3480 switch (op->type)
3228 { 3481 {
3229 case WEAPON: 3482 case WEAPON:
3230 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3231 {
3232 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3233
3234 if (tmp)
3235 insert_ob_in_ob (tmp, who);
3236
3237 return 1;
3238 }
3239
3240 //TODO: this obviously fails for players using a shorter prefix
3241 // i.e. "R" can use Ragnarok's sword.
3242 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3243 { 3484 {
3244 /* 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. */
3245 /* (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) */
3246 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. "
3247 3488 "H<Its name indicates that it belongs to somebody else.>");
3248 if (tmp) 3489 if (tmp) who->insert (tmp);
3249 insert_ob_in_ob (tmp, who);
3250
3251 return 1; 3490 return 1;
3252 } 3491 }
3253 3492
3254 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3255 { 3496 {
3256 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)));
3257 return 1; 3498 change_abil (who, op);
3258 } 3499 }
3259 3500 else
3260 SET_FLAG (op, FLAG_APPLIED);
3261 who->change_skill (skop); 3501 who->change_skill (skop);
3262 3502
3263 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3264 who->change_weapon (who->contr->combat_ob = op);
3265
3266 who->statusmsg (format ("You wield %s.", query_name (op)));
3267
3268 SET_FLAG (who, FLAG_READY_WEAPON);
3269 change_abil (who, op);
3270 break; 3504 break;
3271 3505
3272 case ARMOUR: 3506 case ARMOUR:
3273 case HELMET: 3507 case HELMET:
3274 case SHIELD: 3508 case SHIELD:
3282 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3283 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3284 change_abil (who, op); 3518 change_abil (who, op);
3285 break; 3519 break;
3286 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
3287 case LAMP: 3528 case SKILL:
3288 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3289 { 3530 {
3290 who->failmsg (format ( 3531 // skill is used on it's own, as opposed to being a chosen_skill
3291 "Your %s is out of fuel! "
3292 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3293 &op->name
3294 ));
3295 return 1;
3296 }
3297 3532
3298 who->statusmsg (format ("You turn on your %s.", &op->name)); 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3299
3300 tmp2 = arch_to_object (op->other_arch);
3301 tmp2->stats.food = op->stats.food;
3302 SET_FLAG (tmp2, FLAG_APPLIED);
3303
3304 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3305 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3306
3307 insert_ob_in_ob (tmp2, who);
3308
3309 /* Remove the old lantern */
3310 if (who->type == PLAYER)
3311 esrv_del_item (who->contr, op->count);
3312
3313 op->destroy ();
3314
3315 /* insert the portion that was split off */
3316 if (tmp)
3317 {
3318 insert_ob_in_ob (tmp, who);
3319 if (who->type == PLAYER)
3320 esrv_send_item (who, tmp);
3321 }
3322
3323 who->update_stats ();
3324
3325 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3326 if (who->type == PLAYER)
3327 {
3328 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3329 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3330 }
3331
3332 if (who->type == PLAYER)
3333 esrv_send_item (who, tmp2);
3334
3335 return 0;
3336
3337 case SKILL_TOOL:
3338 // applying a skill tool also readies the skill
3339 SET_FLAG (op, FLAG_APPLIED);
3340
3341 if (!(aflags & AP_NO_READY))
3342 {
3343 skop = find_skill_by_name (who, op->skill);
3344 if (!skop->flag [FLAG_APPLIED])
3345 apply_special (who, skop, AP_APPLY);
3346 }
3347 break;
3348
3349 case SKILL:
3350 if (player *pl = who->contr)
3351 {
3352 if (IS_COMBAT_SKILL (op->subtype))
3353 { 3534 {
3354 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3355 {
3356 for (object *item = who->inv; item; item = item->below)
3357 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3358 {
3359 if (item->skill == op->skill)
3360 {
3361 who->change_weapon (pl->combat_ob = item);
3362 goto found_weapon;
3363 }
3364 }
3365
3366 who->failmsg (format ( 3535 who->failmsg (format (
3367 "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. "
3368 "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. "
3369 &op->skill 3538 "It cannot be used on its own.>",
3370 ));
3371 return 1;
3372
3373 found_weapon:;
3374 }
3375 else
3376 who->change_weapon (pl->combat_ob = op);
3377 }
3378 else if (IS_RANGED_SKILL (op->subtype))
3379 {
3380 if (skill_flags [op->subtype] & SF_NEED_BOW)
3381 {
3382 for (object *item = who->inv; item; item = item->below)
3383 if (item->type == BOW && item->flag [FLAG_APPLIED])
3384 {
3385 //TODO: bows should/must all have skill missile weapon right now
3386 who->change_weapon (pl->ranged_ob = item);
3387 goto found_bow;
3388 }
3389
3390 who->failmsg (
3391 "You need to apply a missile weapon before readying this skill. "
3392 "H<Some skills need an item, in this case a missile weapon, to function.>"
3393 );
3394 return 1;
3395
3396 found_bow:;
3397 }
3398 else
3399 who->change_weapon (pl->ranged_ob = op);
3400 }
3401
3402 if (!op->invisible)
3403 {
3404 who->statusmsg (format (
3405 "You ready %s."
3406 "You can now use the skill: %s.",
3407 query_name (op),
3408 &op->skill 3539 &op->skill
3409 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3410 } 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 ));
3411 else 3554 else
3412 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 ));
3413 } 3571 }
3414 else 3572
3415 {
3416 SET_FLAG (op, FLAG_APPLIED);
3417 change_abil (who, op);
3418 who->chosen_skill = op;
3419 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3420 } 3574 SET_FLAG (op, FLAG_APPLIED);
3421 3575 change_abil (who, op);
3422 break; 3576 break;
3423 3577
3424 case BOW: 3578 case BOW:
3425 if (!check_weapon_power (who, op->last_eat)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3426 {
3427 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3428
3429 if (tmp)
3430 insert_ob_in_ob (tmp, who);
3431
3432 return 1;
3433 }
3434
3435 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3436 { 3580 {
3437 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3438 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3439 if (tmp) 3583 if (tmp) who->insert (tmp);
3440 insert_ob_in_ob (tmp, who);
3441
3442 return 1; 3584 return 1;
3443 } 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;
3444 3610
3445 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3446 case WAND: 3612 case WAND:
3447 case ROD: 3613 case ROD:
3448 case HORN: 3614 case HORN:
3449 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3450 3616
3451 if (!skop) 3617 if (!skop)
3452 { 3618 {
3453 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);
3454 return 1; 3621 return 1;
3455 } 3622 }
3456 3623
3457 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3458 who->change_skill (skop);
3459 3625
3460 if (who->contr) 3626 if (player *pl = who->contr)
3461 { 3627 {
3462 who->contr->ranged_ob = op;
3463
3464 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3465 3629
3466 if (op->type == BOW) 3630 if (op->type == BOW)
3467 {
3468 who->current_weapon = op;
3469 change_abil (who, op);
3470 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)));
3471 } 3632
3633 change_abil (who, op);
3472 } 3634 }
3473 else 3635 else
3474 { 3636 {
3637 who->change_skill (skop);
3638
3475 if (op->type == BOW) 3639 if (op->type == BOW)
3476 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3477 else 3641 else
3478 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3479 } 3643 }
3480 3644
3481 break; 3645 break;
3482 3646
3483 case BUILDER: 3647 case BUILDER:
3484 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3485 { 3649 {
3486 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3487 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3488 unapply_special (who, who->contr->ranged_ob, 0);
3489
3490 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3491 3651 //TODO: change_abil?
3492 who->contr->ranged_ob = op;
3493 } 3652 }
3494 break; 3653 break;
3495 3654
3496 default: 3655 default:
3497 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3498 } 3657 }
3499 3658
3500 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3501 3660
3502 if (tmp) 3661 if (tmp) who->insert (tmp);
3503 tmp = insert_ob_in_ob (tmp, who);
3504 3662
3505 who->update_stats (); 3663 who->update_stats ();
3506 3664
3507 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3508 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3514 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3515 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3516 { 3674 {
3517 who->failmsg ( 3675 who->failmsg (
3518 "Oops, it feels deadly cold! " 3676 "Oops, it feels deadly cold! "
3519 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3677 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3520 ); 3678 );
3521 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3522 } 3680 }
3523 3681
3524 if (who->type == PLAYER) 3682 if (object *pl = op->visible_to ())
3525 {
3526 /* if multiple objects were applied, update both slots */
3527 if (tmp)
3528 esrv_send_item (who, tmp);
3529
3530 esrv_send_item (who, op); 3683 esrv_send_item (pl, op);
3531 }
3532 3684
3533 return 0; 3685 return 0;
3534}
3535
3536int
3537monster_apply_special (object *who, object *op, int aflags)
3538{
3539 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3540 return 1;
3541
3542 return apply_special (who, op, aflags);
3543} 3686}
3544 3687
3545/** 3688/**
3546 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3547 * 3690 *
3550int 3693int
3551auto_apply (object *op) 3694auto_apply (object *op)
3552{ 3695{
3553 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3554 int i; 3697 int i;
3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3555 3700
3556 switch (op->type) 3701 switch (op->type)
3557 { 3702 {
3558 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3559 if (!op->has_random_items ()) 3704 if (!op->has_random_items ())
3561 3706
3562 do 3707 do
3563 { 3708 {
3564 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3565 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3566 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3711 op->stats.exp
3712 ? (int) op->stats.exp
3713 : max (op->map->difficulty, 5)))
3714 == NULL && --i);
3715
3567 if (tmp == NULL) 3716 if (tmp == NULL)
3568 return 0; 3717 return 0;
3718
3569 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3570 { 3720 {
3571 tmp->destroy (); 3721 tmp->destroy ();
3572 tmp = NULL; 3722 tmp = NULL;
3573 } 3723 }
3576 3726
3577 tmp->x = op->x; 3727 tmp->x = op->x;
3578 tmp->y = op->y; 3728 tmp->y = op->y;
3579 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3580 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3581 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3582 identify (tmp); 3731 identify (tmp);
3583 break; 3732 break;
3584 3733
3585 case TREASURE: 3734 case TREASURE:
3586 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3593 /* If we generated an object and put it in this object inventory, 3742 /* If we generated an object and put it in this object inventory,
3594 * move it to the parent object as the current object is about 3743 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3745 * that is put inside other objects.
3597 */ 3746 */
3598 for (tmp = op->inv; tmp; tmp = tmp2)
3599 {
3600 tmp2 = tmp->below;
3601 tmp->remove ();
3602
3603 if (op->env) 3747 if (op->env)
3604 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3605 else 3749 op->env->insert (op->inv);
3606 tmp->destroy ();
3607 }
3608 3750
3609 op->destroy (); 3751 op->destroy ();
3610 break; 3752 break;
3611 } 3753 }
3612 return tmp ? 1 : 0; 3754
3755 return !!tmp;
3613} 3756}
3614 3757
3615/** 3758/**
3616 * fix_auto_apply goes through the entire map every time a map 3759 * fix_auto_apply goes through the entire map every time a map
3617 * is loaded or swapped in and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3631 3774
3632 if (tmp->inv) 3775 if (tmp->inv)
3633 { 3776 {
3634 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3635 3778
3636 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3637 { 3780 {
3638 invnext = invtmp->below; 3781 invnext = invtmp->below;
3639 3782
3640 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3641 auto_apply (invtmp); 3784 auto_apply (invtmp);
3642 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3643 { 3786 {
3644 while ((invtmp->stats.hp--) > 0) 3787 while (invtmp->stats.hp-- > 0)
3645 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3646 3789
3647 invtmp->randomitems = NULL; 3790 invtmp->randomitems = NULL;
3648 } 3791 }
3649 else if (invtmp && invtmp->arch 3792 else if (invtmp && invtmp->arch
3654 * treasure again for this object 3797 * treasure again for this object
3655 */ 3798 */
3656 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3657 } 3800 }
3658 } 3801 }
3802
3659 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3660 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3661 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3662 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3663 * MSW 2004-05-13 3807 * MSW 2004-05-13
3667 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3668 */ 3812 */
3669 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3670 || 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)
3671 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3672
3673 } 3816 }
3674 3817
3675 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3676 auto_apply (tmp); 3819 auto_apply (tmp);
3677 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 ())
3710 } 3853 }
3711 3854
3712 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3713 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3714 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3715 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3716} 3859}
3717 3860
3718/** 3861/**
3719 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3720 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3725eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3726{ 3869{
3727 object *force; 3870 object *force;
3728 int i, did_one = 0; 3871 int i, did_one = 0;
3729 3872
3730 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3731 3876
3732 for (i = 0; i < NUM_STATS; i++)
3733 if (sint8 k = food->stats.stat (i))
3734 {
3735 force->stats.stat (i) = k;
3736 did_one = 1;
3737 }
3738
3739 /* check if we can protect the eater */
3740 for (i = 0; i < NROFATTACKS; i++)
3741 {
3742 if (food->resist[i] > 0)
3743 {
3744 force->resist[i] = food->resist[i] / 2;
3745 did_one = 1;
3746 }
3747 }
3748
3749 if (did_one)
3750 {
3751 force->set_speed (0.1);
3752 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3753 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3754 SET_FLAG (force, FLAG_APPLIED); 3879
3755 change_abil (who, force); 3880 if (force = who->force_find (key))
3756 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;
3757 } 3891 }
3758 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
3759 force->destroy (); 3923 force->destroy ();
3924 }
3760 3925
3761 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3762 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3763 { 3928 {
3764 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3765 { 3930 {
3766 assign (who->contr->killer, food->name); 3931 who->contr->killer = food;
3767 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3768 who->failmsg ("Eck!...that was poisonous!"); 3933 who->failmsg ("Eck!...that was poisonous!");
3769 } 3934 }
3770 else 3935 else
3771 { 3936 {
3775 who->failmsg ("Eck!...that was poisonous!"); 3940 who->failmsg ("Eck!...that was poisonous!");
3776 3941
3777 who->stats.hp += food->stats.hp; 3942 who->stats.hp += food->stats.hp;
3778 } 3943 }
3779 } 3944 }
3945
3780 if (food->stats.sp != 0) 3946 if (food->stats.sp != 0)
3781 { 3947 {
3782 if (QUERY_FLAG (food, FLAG_CURSED)) 3948 if (QUERY_FLAG (food, FLAG_CURSED))
3783 { 3949 {
3784 who->failmsg ("You are drained of mana!"); 3950 who->failmsg ("You are drained of mana!");
3793 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3794 } 3960 }
3795 } 3961 }
3796 3962
3797 who->update_stats (); 3963 who->update_stats ();
3798}
3799
3800/**
3801 * Designed primarily to light torches/lanterns/etc.
3802 * Also burns up burnable material too. First object in the inventory is
3803 * the selected object to "burn". -b.t.
3804 */
3805void
3806apply_lighter (object *who, object *lighter)
3807{
3808 object *item;
3809 int is_player_env = 0;
3810
3811 item = find_marked_object (who);
3812 if (item)
3813 {
3814 if (lighter->last_eat && lighter->stats.food)
3815 { /* lighter gets used up */
3816 /* Split multiple lighters if they're being used up. Otherwise *
3817 * one charge from each would be used up. --DAMN */
3818 if (lighter->nrof > 1)
3819 {
3820 object *oneLighter = lighter->clone ();
3821
3822 lighter->nrof -= 1;
3823 oneLighter->nrof = 1;
3824 oneLighter->stats.food--;
3825 esrv_send_item (who, lighter);
3826 oneLighter = insert_ob_in_ob (oneLighter, who);
3827 esrv_send_item (who, oneLighter);
3828 }
3829 else
3830 lighter->stats.food--;
3831 }
3832 else if (lighter->last_eat)
3833 {
3834 /* no charges left in lighter */
3835 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3836 return;
3837 }
3838
3839 /* Perhaps we should split what we are trying to light on fire?
3840 * I can't see many times when you would want to light multiple
3841 * objects at once.
3842 */
3843
3844 if (who == item->in_player ())
3845 is_player_env = 1;
3846
3847 save_throw_object (item, AT_FIRE, who);
3848
3849 if (item->destroyed ())
3850 {
3851 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3852 /* Need to update the player so that the players glow radius
3853 * gets changed.
3854 */
3855 if (is_player_env)
3856 who->update_stats ();
3857 }
3858 else
3859 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3860 }
3861 else
3862 who->failmsg ("You need to mark a lightable object.");
3863}
3864
3865/**
3866 * op made some mistake with a scroll, this takes care of punishment.
3867 * scroll_failure()- hacked directly from spell_failure
3868 */
3869void
3870scroll_failure (object *op, int failure, int power)
3871{
3872 if (abs (failure / 4) > power)
3873 power = abs (failure / 4); /* set minimum effect */
3874
3875 if (failure <= -1 && failure > -15)
3876 { /* wonder */
3877 object *tmp;
3878
3879 op->failmsg ("Your spell warps!");
3880 tmp = get_archetype (SPELL_WONDER);
3881 cast_wonder (op, op, 0, tmp);
3882 tmp->destroy ();
3883 }
3884 else if (failure <= -15 && failure > -35)
3885 { /* drain mana */
3886 op->failmsg ("Your mana is drained!");
3887 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3888 if (op->stats.sp < 0)
3889 op->stats.sp = 0;
3890 }
3891 else if (settings.spell_failure_effects == TRUE)
3892 {
3893 if (failure <= -35 && failure > -60)
3894 { /* confusion */
3895 op->failmsg ("The magic recoils on you!");
3896 confuse_player (op, op, power);
3897 }
3898 else if (failure <= -60 && failure > -70)
3899 { /* paralysis */
3900 op->failmsg ("The magic recoils and paralyzes you!");
3901 paralyze_player (op, op, power);
3902 }
3903 else if (failure <= -70 && failure > -80)
3904 { /* blind */
3905 op->failmsg ("The magic recoils on you!");
3906 blind_player (op, op, power);
3907 }
3908 else if (failure <= -80)
3909 { /* blast the immediate area */
3910 object *tmp = get_archetype (LOOSE_MANA);
3911 cast_magic_storm (op, tmp, power);
3912 op->failmsg ("You unleash uncontrolled mana!");
3913 tmp->destroy ();
3914 }
3915 }
3916} 3964}
3917 3965
3918void 3966void
3919apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3920{ 3968{
3968 } 4016 }
3969 4017
3970 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3971 * the player ref: player.c 4019 * the player ref: player.c
3972 */ 4020 */
3973 if (change->randomitems != NULL) 4021 if (change->randomitems)
3974 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3975 4023
3976 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3977 4025
3978 /* first, look for the force object banning 4026 /* first, look for the force object banning
3979 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3980 */ 4028 */
3981 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3982 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
3983 flag_change_face = 0; 4031 flag_change_face = 0;
3984 4032
3985 if (flag_change_face) 4033 if (flag_change_face)
3986 { 4034 {
3987 pl->animation_id = GET_ANIM_ID (change);
3988 pl->face = change->face; 4035 pl->face = change->face;
3989 4036 pl->animation_id = change->animation_id;
3990 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3991 SET_FLAG (pl, FLAG_ANIMATE);
3992 else
3993 CLEAR_FLAG (pl, FLAG_ANIMATE);
3994 } 4038 }
3995 4039
3996 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
3997 /*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); */
3998 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
3999 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4000 4044
4001 break; 4045 break;
4002 } 4046 }
4003 } 4047 }
4004} 4048}
4005 4049
4006/**
4007 * This handles items of type 'transformer'.
4008 * Basically those items, used with a marked item, transform both items into something
4009 * else.
4010 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4011 * Change information is contained in the 'slaying' field of the marked item.
4012 * The format is as follow: transformer:[number ]yield[;transformer:...].
4013 * This way an item can be transformed in many things, and/or many objects.
4014 * The 'slaying' field for transformer is used as verb for the action.
4015 */
4016void
4017apply_item_transformer (object *pl, object *transformer)
4018{
4019 object *marked;
4020 object *new_item;
4021 char *find;
4022 char *separator;
4023 int yield;
4024 char got[MAX_BUF];
4025 int len;
4026
4027 if (!pl || !transformer)
4028 return;
4029
4030 marked = find_marked_object (pl);
4031
4032 if (!marked)
4033 {
4034 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4035 return;
4036 }
4037
4038 if (!marked->slaying)
4039 {
4040 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4041 return;
4042 }
4043
4044 /* check whether they are compatible or not */
4045 find = strstr (marked->slaying, transformer->arch->archname);
4046 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4047 {
4048 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4049 return;
4050 }
4051
4052 find += strlen (transformer->arch->archname) + 1;
4053 /* Item can be used, now find how many and what it yields */
4054 if (isdigit (*(find)))
4055 {
4056 yield = atoi (find);
4057 if (yield < 1)
4058 {
4059 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4060 yield = 1;
4061 }
4062 }
4063 else
4064 yield = 1;
4065
4066 while (isdigit (*find))
4067 find++;
4068
4069 while (*find == ' ')
4070 find++;
4071
4072 memset (got, 0, MAX_BUF);
4073
4074 if ((separator = strchr (find, ';')) != NULL)
4075 len = separator - find;
4076 else
4077 len = strlen (find);
4078
4079 if (len > MAX_BUF - 1)
4080 len = MAX_BUF - 1;
4081
4082 strcpy (got, find);
4083 got[len] = '\0';
4084
4085 /* Now create new item, remove used ones when required. */
4086 new_item = get_archetype (got);
4087 if (!new_item)
4088 {
4089 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4090 return;
4091 }
4092
4093 new_item->nrof = yield;
4094
4095 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4096
4097 insert_ob_in_ob (new_item, pl);
4098 esrv_send_inventory (pl, pl);
4099 /* Eat up one item */
4100 marked->decrease ();
4101
4102 /* Eat one transformer if needed */
4103 if (transformer->stats.food)
4104 if (--transformer->stats.food == 0)
4105 transformer->decrease ();
4106}
4107

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines