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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.163 by elmex, Mon Jul 14 10:26:43 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
28#include <spells.h> 29#include <spells.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33
34/* Want this regardless of rplay. */
35#include <sounds.h>
36 34
37/** 35/**
38 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
40 */ 38 */
53 * subtype 5: arch or race 51 * subtype 5: arch or race
54 * subtype 7: all three 52 * subtype 7: all three
55 */ 53 */
56 if (op->subtype) 54 if (op->subtype)
57 { 55 {
58 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
61 } 59 }
62 else 60 else
63 { 61 {
64 arch_flag = 1; 62 arch_flag = 1;
65 name_flag = 1; 63 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
93 */ 91 */
94static int 92static int
95apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
96{ 94{
97 dynbuf_text buf; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 96
99 if (!pl || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
100 return 0; 98 return 0;
101 99
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
104 */ 102 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 104 return 0;
107 105
108 /* if the player has a marked item, identify that if it needs to be 106 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
110 */ 108 */
111 if (object *marked = find_marked_object (pl)) 109 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 111 {
114 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
115 { 113 {
116 identify (marked); 114 identify (marked);
117 115
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 116 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 117 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 119
122 return !money; 120 return !money;
123 } 121 }
124 } 122 }
125 123
126 for (object *id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
127 { 125 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 127 {
130 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
131 { 129 {
132 identify (id); 130 identify (id);
133 131
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 132 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 133 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 134 buf << "The item has a story:\r" << id->msg << "\n\n";
137 135
138 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
140 break; 138 break;
141 } 139 }
160 * matching item. 158 * matching item.
161 **/ 159 **/
162void 160void
163handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
164{ 162{
165 if (shstr yield = tmp->kv (shstr_on_use_yield)) 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167} 165}
168 166
169/** 167/**
170 * Handles applying a potion. 168 * Handles applying a potion.
171 */ 169 */
172int 170int
173apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
174{ 172{
175 int got_one = 0, i; 173 int got_one = 0, i;
176 object *force = 0, *floor = 0; 174 object *force = 0;
177 175
178 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
179 177
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 { 179 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183 181
203 op->update_stats (); 201 op->update_stats ();
204 tmp->decrease (); 202 tmp->decrease ();
205 return 1; 203 return 1;
206 } 204 }
207 205
208 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
209 { 207 {
210 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
211 return 0; 209 return 0;
212 } 210 }
213 211
230 } 228 }
231 229
232 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 { 232 {
235 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
236 { 234 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 { 236 {
239 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
240 { 238 {
275 } 273 }
276 } 274 }
277 } 275 }
278 276
279 /* Just makes checking easier */ 277 /* Just makes checking easier */
280 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
281 got_one = 1; 279 got_one = 1;
282 280
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 { 282 {
285 if (got_one) 283 if (got_one)
315 */ 313 */
316 if (tmp->inv) 314 if (tmp->inv)
317 { 315 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 317 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 318 op->failmsg ("Yech! Your lungs are on fire!");
323 319 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 320 }
332 else 321 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 323
335 tmp->decrease (); 324 tmp->decrease ();
378 } 367 }
379 368
380 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 370 if (op->type == PLAYER)
382 { /* only for players */ 371 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 376 else
386 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
387 378
388 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
403/**************************************************************************** 394/****************************************************************************
404 * Weapon improvement code follows 395 * Weapon improvement code follows
405 ****************************************************************************/ 396 ****************************************************************************/
406 397
407/** 398/**
399 * This function just checks whether who can handle equipping an item
400 * with item_power.
401 */
402static bool
403check_item_power (object *who, int item_power)
404{
405 if (who->type == PLAYER
406 && item_power
407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408 return false;
409 else
410 return true;
411}
412
413/**
408 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
409 */ 415 */
410static int 416static int
411check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
412{ 418{
413 int count = 0; 419 int count = 0;
414 420
415 if (!item) 421 if (!item)
416 return 0; 422 return 0;
417 423
418 for (op = op->below; op; op = op->below) 424 for (op = op->below; op; op = op->below)
419 {
420 if (strcmp (op->arch->archname, item) == 0) 425 if (op->arch->archname == item)
421 {
422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
424 {
425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
426 count++;
427 else
428 count += op->nrof; 428 count += op->number_of ();
429 }
430 }
431 }
432 429
433 return count; 430 return count;
434} 431}
435 432
436/** 433/**
438 * op is typically the player, which is only 435 * op is typically the player, which is only
439 * really used to determine what space to look at. 436 * really used to determine what space to look at.
440 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
441 */ 438 */
442static void 439static void
443eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
444{ 441{
445 object *prev; 442 object *prev;
446 443
447 prev = op; 444 prev = op;
448 op = op->below; 445 op = op->below;
449 446
450 while (op) 447 while (op)
451 { 448 {
452 if (strcmp (op->arch->archname, item) == 0) 449 if (op->arch->archname == item)
453 { 450 {
454 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
455 { 452 {
456 op->decrease (nrof); 453 op->decrease (nrof);
457 return; 454 return;
466 } 463 }
467 464
468 prev = op; 465 prev = op;
469 op = op->below; 466 op = op->below;
470 } 467 }
471}
472
473/**
474 * This checks to see of the player (who) is sufficient level to use a weapon
475 * with improvs improvements (typically last_eat). We take an int here
476 * instead of the object so that the improvement code can pass along the
477 * increased value to see if the object is usuable.
478 * we return 1 (true) if the player can use the weapon.
479 */
480static int
481check_weapon_power (const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
491 return 0;
492
493#else
494 int level = 0;
495
496 /* The skill system hands out wc and dam bonuses to fighters
497 * more generously than the old system (see fix_player). Thus
498 * we need to curtail the power of player enchanted weapons.
499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
500 * Note: Nothing should break by allowing this ratio to be different or
501 * using normal level - it is just a matter of play balance.
502 */
503 if (who->type == PLAYER)
504 {
505 object *wc_obj = NULL;
506
507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
509 level = wc_obj->level;
510
511 if (!level)
512 {
513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
518 level = who->level;
519
520 return (improvs <= ((level / 5) + 5));
521#endif
522} 468}
523 469
524/** 470/**
525 * Returns how many items of type improver->slaying there are under op. 471 * Returns how many items of type improver->slaying there are under op.
526 * Will display a message if none found, and 1 if improver->slaying is NULL. 472 * Will display a message if none found, and 1 if improver->slaying is NULL.
582 528
583/** 529/**
584 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
585 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
586 */ 532 */
587int 533static int
588prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
589{ 535{
590 int sacrifice_count, i; 536 int sacrifice_count, i;
591 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
592 538
645 * 591 *
646 * We are hiding extra information about the weapon in the level and 592 * We are hiding extra information about the weapon in the level and
647 * last_eat numbers for an object. Hopefully this won't break anything ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
648 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
649 */ 595 */
650int 596static int
651improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
652{ 598{
653 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
654 600
655 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
656 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
657 603
658 if (weapon->level == 0) 604 if (weapon->level == 0)
659 { 605 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
661 return 0; 609 return 0;
662 } 610 }
663 611
664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
665 { 614 {
666 op->failmsg ("This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
667 return 0; 616 return 0;
668 } 617 }
669 618
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
671 { 621 {
672 op->failmsg ("Improving the weapon will make it too " 622 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you " 623 "powerful for you to use. Unready it if you "
674 "really want to improve it."); 624 "really want to improve it.");
675 return 0; 625 return 0;
753/** 703/**
754 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
755 * Checks a few things (not on a non-magic square, marked weapon, ...), 705 * Checks a few things (not on a non-magic square, marked weapon, ...),
756 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
757 */ 707 */
758int 708static int
759check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
760{ 710{
761 object *otmp; 711 object *otmp;
762 712
763 if (op->type != PLAYER) 713 if (op->type != PLAYER)
810 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
811 * the users level or 90) 761 * the users level or 90)
812 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
813 * changing of physical area right now. 763 * changing of physical area right now.
814 */ 764 */
815int 765static int
816improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
817{ 767{
818 object *tmp; 768 object *tmp;
819 769
820 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
904 * Takes one type of items and makes another. 854 * Takes one type of items and makes another.
905 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
906 * item is the object that triggered the converter - if it is not 856 * item is the object that triggered the converter - if it is not
907 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
908 */ 858 */
909static int 859int
910convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
911{ 861{
912 sint64 nr, price_in; 862 sint64 nr = 0, price_in;
913 863
914 if (item->flag [FLAG_UNPAID]) 864 if (item->flag [FLAG_UNPAID])
915 return 0; 865 return 0;
916 866
917 shstr conv_from = converter->slaying; 867 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch; 868 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food; 869 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp; 870 sint64 give = converter->stats.sp;
921 871
995 item->nrof = give; 945 item->nrof = give;
996 946
997 if (nr) 947 if (nr)
998 item->nrof *= nr; 948 item->nrof *= nr;
999 949
1000 if (is_in_shop (converter)) 950 if (converter->flag [FLAG_PRECIOUS])
1001 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 }
1002 else if (price_in < sint64 (item->nrof) * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 962 {
1004 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",
1005 &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);
1006 /** 965 /**
1022 * Handle apply on containers. 981 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1024 * 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]
1025 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1026 */ 985 */
1027int 986static int
1028apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1029{ 988{
1030 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 990 return 0; /* This might change */
1032 991
1045 } 1004 }
1046 1005
1047 // 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
1048 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1049 { 1008 {
1050 if (op->container == sack) 1009 if (op->container_ () == sack)
1051 { 1010 {
1052 // open on ground or inv, so close 1011 // open on ground or inv, so close
1053 op->close_container (); 1012 op->close_container ();
1054 return 1; 1013 return 1;
1055 } 1014 }
1098{ 1057{
1099 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 1060 return 0;
1102 1061
1103 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1104 { 1063 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * 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
1107 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1108 */ 1067 */
1117/* push_button (altar);*/ 1076/* push_button (altar);*/
1118 } 1077 }
1119 else 1078 else
1120 { 1079 {
1121 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1122 push_button (altar); 1081 push_button (altar, originator);
1123 } 1082 }
1124 1083
1125 return !sacrifice; 1084 return !sacrifice;
1126 } 1085 }
1127 else 1086 else
1144 1103
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 1105
1147 bool has_unpaid = false; 1106 bool has_unpaid = false;
1148 1107
1149 // 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
1150 // a quick and small change :( 1109 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 1111 if (item->flag [FLAG_UNPAID])
1153 { 1112 {
1154 has_unpaid = true; 1113 has_unpaid = true;
1155 break; 1114 break;
1156 } 1115 }
1157 1116
1158 if (op->type != PLAYER) 1117 if (!op->is_player ())
1159 { 1118 {
1160 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1161 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1162 * the shop. 1121 * the shop.
1163 */ 1122 */
1167 1126
1168 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 { 1128 {
1170 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);
1171 1130
1131 if (i >= 0)
1172 tmp->remove (); 1132 tmp->move (i);
1173
1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1178 tmp->x = op->x + freearr_x[i];
1179 tmp->y = op->y + freearr_y[i];
1180 insert_ob_in_map (tmp, op->map, op, 0);
1181 } 1133 }
1182 } 1134 }
1183 1135
1184 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1185 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1196 if (i != -1) 1148 if (i != -1)
1197 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);
1198 1150
1199 return 0; 1151 return 0;
1200 } 1152 }
1153
1201 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1203 */ 1156 */
1204 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1205 } 1158 }
1208 /* this is only used for players */ 1161 /* this is only used for players */
1209 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1210 1163
1211 if (has_unpaid) 1164 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1214 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1215 else 1168 else
1216 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1217 1170
1218 if (shop_mat->msg) 1171 if (shop_mat->msg)
1219 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1220 /* 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,
1221 * 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
1222 * actually the shop floor. 1175 * actually the shop floor.
1223 */ 1176 */
1224 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1225 { 1178 {
1226 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1227 1180
1228 op->statusmsg ( 1181 op->statusmsg (
1229 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1260 * Handles applying a sign. 1213 * Handles applying a sign.
1261 */ 1214 */
1262static void 1215static void
1263apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1264{ 1217{
1265 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 }
1266 1226
1267 if (!sign->msg) 1227 if (!sign->msg)
1268 { 1228 {
1269 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 "));
1270 return; 1233 return;
1271 } 1234 }
1272 1235
1273 if (sign->stats.food) 1236 if (sign->stats.food)
1274 { 1237 {
1275 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1276 { 1239 {
1277 if (!sign->move_on) 1240 if (!sign->move_on)
1278 op->statusmsg ("You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1279 1242
1280 return; 1243 return;
1281 } 1244 }
1282 1245
1283 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1301 if (sign->sound) 1264 if (sign->sound)
1302 ns->play_sound (sign->sound); 1265 ns->play_sound (sign->sound);
1303 else if (autoapply) 1266 else if (autoapply)
1304 ns->play_sound (sound_find ("msg_voice")); 1267 ns->play_sound (sound_find ("msg_voice"));
1305 1268
1306 if (ns->can_msg)
1307 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));
1308 else
1309 {
1310 msgType = get_readable_message_type (sign);
1311 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1312 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1313 }
1314 } 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);
1315} 1303}
1316 1304
1317/** 1305/**
1318 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1319 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1333 return; 1321 return;
1334 1322
1335 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1336 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1337 */ 1325 */
1338 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1339 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1340 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1341 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1342 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1343 */ 1331 */
1350 1338
1351 recursion_depth++; 1339 recursion_depth++;
1352 if (trap->head) 1340 if (trap->head)
1353 trap = trap->head; 1341 trap = trap->head;
1354 1342
1355 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)))
1356 goto leave;
1357
1358 switch (trap->type) 1344 switch (trap->type)
1359 { 1345 {
1360 case PLAYERMOVER: 1346 case PLAYERMOVER:
1361 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:
1362 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1363 if (!trap->stats.maxsp) 1420 if (!trap->value)
1364 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1365 1423
1366 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1367 * 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
1368 */ 1439 */
1369 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1370 1441
1371 /* 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)
1372 * above with some objects have zero speed, and thus the player 1443 {
1373 * 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 }
1374 */ 1453 }
1375 if (victim->speed_left < -50.f) 1454 break;
1376 victim->speed_left = -50.f;
1377 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1378 } 1455 }
1379 goto leave;
1380 1456
1381 case SPINNER: 1457 case CONVERTER:
1382 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1383 {
1384 victim->direction = absdir (victim->direction - trap->stats.sp);
1385 update_turn_face (victim);
1386 }
1387 goto leave;
1388
1389 case DIRECTOR:
1390 if (victim->direction && !should_director_abort (trap, victim))
1391 {
1392 victim->direction = trap->stats.sp;
1393 update_turn_face (victim);
1394 }
1395 goto leave;
1396
1397 case BUTTON:
1398 case PEDESTAL:
1399 update_button (trap);
1400 goto leave;
1401
1402 case ALTAR:
1403 /* sacrifice victim on trap */
1404 apply_altar (trap, victim, originator);
1405 goto leave;
1406
1407 case THROWN_OBJ:
1408 if (trap->inv == NULL)
1409 goto leave;
1410 /* fallthrough */
1411
1412 case ARROW:
1413 /* bad bug: monster throw a object, make a step forwards, step on object ,
1414 * trigger this here and get hit by own missile - and will be own enemy.
1415 * Victim then is his own enemy and will start to kill herself (this is
1416 * removed) but we have not synced victim and his missile. To avoid senseless
1417 * action, we avoid hits here
1418 */
1419 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1420 hit_with_arrow (trap, victim);
1421 goto leave;
1422
1423 case SPELL_EFFECT:
1424 apply_spell_effect (trap, victim);
1425 goto leave;
1426
1427 case TRAPDOOR:
1428 {
1429 int max, sound_was_played;
1430 object *ab, *ab_next;
1431
1432 if (!trap->value)
1433 { 1459 {
1434 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1435 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1436 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1438 tot += ab->head_ ()->total_weight ();
1439
1440 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1441 goto leave;
1442
1443 SET_ANIMATION (trap, trap->value);
1444 update_object (trap, UP_OBJ_FACE);
1445 } 1462 }
1446 1463
1447 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))
1448 { 1486 {
1449 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1450 * ab->above would be bogus 1488 * players output.
1451 */ 1489 */
1452 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1453 1492
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1455 { 1494 victim->enter_exit (trap);
1456 if (!sound_was_played)
1457 {
1458 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1459 sound_was_played = 1;
1460 }
1461
1462 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1463 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1464 }
1465 } 1495 }
1466 goto leave; 1496 break;
1467 }
1468 1497
1469 case CONVERTER:
1470 if (convert_item (victim, trap) < 0)
1471 {
1472 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1473 archetype::get (shstr_burnout)->insert_at (trap, trap);
1474 }
1475
1476 goto leave;
1477
1478 case TRIGGER_BUTTON:
1479 case TRIGGER_PEDESTAL:
1480 case TRIGGER_ALTAR:
1481 check_trigger (trap, victim);
1482 goto leave;
1483
1484 case DEEP_SWAMP:
1485 walk_on_deep_swamp (trap, victim);
1486 goto leave;
1487
1488 case CHECK_INV:
1489 check_inv (victim, trap);
1490 goto leave;
1491
1492 case HOLE:
1493 /* Hole not open? */
1494 if (trap->stats.wc > 0)
1495 goto leave;
1496
1497 /* Is this a multipart monster and not the head? If so, return.
1498 * Processing will happen if the head runs into the pit
1499 */
1500 if (victim->head)
1501 goto leave;
1502
1503 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1504 victim->statusmsg ("You fall through the hole!", NDI_RED);
1505 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1506 goto leave;
1507
1508 case EXIT:
1509 if (victim->type == PLAYER && EXIT_PATH (trap))
1510 {
1511 /* Basically, don't show exits leading to random maps the
1512 * players output.
1513 */
1514 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1515 victim->statusmsg (trap->msg, NDI_NAVY);
1516
1517 trap->play_sound (trap->sound);
1518 victim->enter_exit (trap);
1519 }
1520 goto leave;
1521
1522 case ENCOUNTER: 1498 case ENCOUNTER:
1523 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1524 goto leave; 1500 break;
1525 1501
1526 case SHOP_MAT: 1502 case SHOP_MAT:
1527 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1528 goto leave; 1504 break;
1529 1505
1530 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1531 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1532 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1533 goto leave; 1509 break;
1534 1510
1535 case SIGN: 1511 case SIGN:
1536 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1537 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1538 1514
1539 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1540 goto leave; 1516 break;
1541 1517
1542 case CONTAINER: 1518 case CONTAINER:
1543 apply_container (victim, trap); 1519 apply_container (victim, trap);
1544 goto leave; 1520 break;
1545 1521
1546 case RUNE: 1522 case RUNE:
1547 case TRAP: 1523 case TRAP:
1548 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1549 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1550 goto leave; 1526 break;
1551 1527
1552 default: 1528 default:
1553 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 "
1554 "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);
1555 goto leave; 1531 break;
1556 } 1532 }
1557 1533
1558leave:
1559 recursion_depth--; 1534 recursion_depth--;
1560} 1535}
1561 1536
1562/** 1537/**
1563 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1574 return; 1549 return;
1575 } 1550 }
1576 1551
1577 if (!tmp->msg) 1552 if (!tmp->msg)
1578 { 1553 {
1579 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));
1580 return; 1555 return;
1581 } 1556 }
1582 1557
1583 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1584 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1598 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1599 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1600 return; 1575 return;
1601 } 1576 }
1602 1577
1578 // we currently don't use the message types for anything.
1603 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"));
1604 1582
1605 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1606 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1607 if (ns->can_msg)
1608 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));
1609 else
1610 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1611 msgType->message_type, msgType->message_subtype,
1612 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1613 long_desc (tmp, op), &tmp->msg);
1614 1586
1615 /* gain xp from reading */ 1587 /* gain xp from reading */
1616 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1617 { /* only if not read before */ 1589 { /* only if not read before */
1618 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1626 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1627 } 1599 }
1628 1600
1629 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1630 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 }
1631 } 1656 }
1632} 1657}
1633 1658
1634/** 1659/**
1635 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1714 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1715 return; 1740 return;
1716 } 1741 }
1717 1742
1718 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1719 player_unready_range_ob (op->contr, spob);
1720 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1721 spob->destroy (); 1745 spob->destroy ();
1722} 1746}
1723 1747
1724/** 1748/**
1741 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1742 * legacy spellbooks 1766 * legacy spellbooks
1743 */ 1767 */
1744 if (tmp->slaying) 1768 if (tmp->slaying)
1745 { 1769 {
1746 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1747 if (!spell) 1772 if (!spell)
1748 { 1773 {
1749 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));
1750 return; 1775 return;
1751 } 1776 }
1772 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);
1773 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!");
1774 return; 1799 return;
1775 } 1800 }
1776 1801
1777 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1778 { 1804 {
1779 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));
1780 return; 1807 return;
1781 } 1808 }
1782 1809
1783 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));
1784 1811
1785 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1786 identify (tmp); 1813 identify (tmp);
1787 1814
1788 /* 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
1800 { 1827 {
1801 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1802 1829
1803 if (!spell_skill) 1830 if (!spell_skill)
1804 { 1831 {
1805 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));
1806 return; 1833 return;
1807 } 1834 }
1808 1835
1809 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1810 { 1837 {
1826 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1827 */ 1854 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 { 1856 {
1830 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!");
1831 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));
1832 } 1859 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834 (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])
1835 { 1862 {
1836 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1941 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1942 break; 1969 break;
1943 } 1970 }
1944 1971
1945 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1946 tmp->decrease (); 1973 tmp->decrease (true);
1947}
1948
1949/**
1950 * op eats food.
1951 * If player, takes care of messages and dragon special food.
1952 */
1953static void
1954apply_food (object *op, object *tmp)
1955{
1956 int capacity_remaining;
1957
1958 if (op->type != PLAYER)
1959 op->stats.hp = op->stats.maxhp;
1960 else
1961 {
1962 /* check if this is a dragon (player), eating some flesh */
1963 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1964 ;
1965 else
1966 {
1967 /* usual case - no dragon meal: */
1968 if (op->stats.food + tmp->stats.food > 999)
1969 {
1970 if (tmp->type == FOOD || tmp->type == FLESH)
1971 op->failmsg ("You feel full, but what a waste of food!");
1972 else
1973 op->statusmsg ("Most of the drink goes down your face not your throat!");
1974 }
1975
1976 tmp->play_sound (
1977 tmp->sound
1978 ? tmp->sound
1979 : tmp->type == DRINK
1980 ? sound_find ("eat_drink")
1981 : sound_find ("eat_food")
1982 );
1983
1984 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1985 {
1986 const char *buf;
1987
1988 if (!is_dragon_pl (op))
1989 {
1990 /* eating message for normal players */
1991 if (tmp->type == DRINK)
1992 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1993 else
1994 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1995 }
1996 else
1997 /* eating message for dragon players */
1998 buf = format ("The %s tasted terrible!", &tmp->name);
1999
2000 op->statusmsg (buf);
2001
2002 capacity_remaining = 999 - op->stats.food;
2003 op->stats.food += tmp->stats.food;
2004 if (capacity_remaining < tmp->stats.food)
2005 op->stats.hp += capacity_remaining / 50;
2006 else
2007 op->stats.hp += tmp->stats.food / 50;
2008
2009 if (op->stats.hp > op->stats.maxhp)
2010 op->stats.hp = op->stats.maxhp;
2011 if (op->stats.food > 999)
2012 op->stats.food = 999;
2013 }
2014
2015 /* special food hack -b.t. */
2016 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2017 eat_special_food (op, tmp);
2018 }
2019 }
2020
2021 handle_apply_yield (tmp);
2022 tmp->decrease ();
2023} 1974}
2024 1975
2025/** 1976/**
2026 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2027 * 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.
2030 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2031 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2032 * return: 1983 * return:
2033 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2034 */ 1985 */
2035int 1986static int
2036dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2037{ 1988{
2038 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2039 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2040 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2046 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2047 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2048 int i; /* index */ 1999 int i; /* index */
2049 2000
2050 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2051 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2052 return 0; 2003 return 0;
2053 2004
2054 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2055 from the player's inventory */ 2006 from the player's inventory */
2056 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2064 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2065 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2066 return 0; 2017 return 0;
2067 2018
2068 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2069 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2070 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2071 else 2022 else
2072 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2073 2024
2074 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2075 op->stats.hp = op->stats.maxhp;
2076
2077 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2078 2027
2079 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2080 2029
2081 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2082 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2092 2041
2093 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2094 flesh is too rare */ 2043 flesh is too rare */
2095 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2096 2045
2097 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2098 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2099 2048
2100 if (chance >= 0.) 2049 if (chance >= 0.)
2101 chance += 1.; 2050 chance += 1.;
2102 else 2051 else
2103 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2104 2053
2105 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2106 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2107 2056
2108 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2109 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2110 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2111 2060
2112 /* 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!) */
2113 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2114 { 2063 {
2115 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2116 winners++; 2065 winners++;
2117 } 2066 }
2118 2067
2146 op->statusmsg (buf); 2095 op->statusmsg (buf);
2147 2096
2148 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2149 i = -1; 2098 i = -1;
2150 if (winners > 0) 2099 if (winners > 0)
2151 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2152 2101
2153 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2154 { 2103 {
2155 /* resistance increased! */ 2104 /* resistance increased! */
2156 skin->resist[i]++; 2105 skin->resist[i]++;
2181 2130
2182 return 1; 2131 return 1;
2183} 2132}
2184 2133
2185/** 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/**
2186 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2187 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2188 */ 2211 */
2189static void 2212static void
2190apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2241 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2242 poison->destroy (); 2265 poison->destroy ();
2243} 2266}
2244 2267
2245/** 2268/**
2246 * 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
2247 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2248 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2249 * -You are
2250 * ° the owner of the exit
2251 * ° or in the same party as the owner
2252 * 2272 *
2253 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2254 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2255 * 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
2256 */ 2276 */
2257int 2277static object *
2258is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2259{ 2279{
2260 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2261 return 1; /*This is not a 2 way, so it is legal */
2262
2263#if 0 //TODO
2264 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2265 return 0; /* This is a reset town portal */
2266#endif
2267
2268 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2269
2270 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2271
2272 if (exitmap)
2273 { 2281 {
2274 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2275
2276 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2277
2278 if (!tmp)
2279 return 0;
2280
2281 for (; tmp; tmp = tmp->above)
2282 { 2283 {
2283 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2284 continue; /*Not an exit */
2285
2286 if (!EXIT_PATH (tmp))
2287 continue; /*Not a valid exit */
2288
2289 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2290 continue; /*Not in the same place */
2291
2292 if (exit->map->path != EXIT_PATH (tmp))
2293 continue; /*Not in the same map */
2294
2295 /* From here we have found the exit is valid. However we do
2296 * here the check of the exit owner. It is important for the
2297 * town portals to prevent strangers from visiting your appartments
2298 */
2299 if (!exit->race)
2300 return 1; /*No owner, free for all! */
2301
2302 object *exit_owner = 0;
2303
2304 for_all_players (pp)
2305 { 2285 {
2306 if (!pp->ob) 2286 lighter = tmp;
2307 continue;
2308
2309 if (pp->ob->name != exit->race)
2310 continue;
2311
2312 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2313 break; 2287 break;
2314 } 2288 }
2289 }
2315 2290
2316 if (!exit_owner) 2291 if (!lighter)
2317 return 0; /* No more owner */ 2292 {
2318 2293 who->failmsg (format (
2319 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2320 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2321 2296 &op->name));
2322 if (exit_owner && /*There is a owner */
2323 (op->contr) && /*A player tries to pass */
2324 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2325 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2326 return 0; 2297 return 0;
2298 }
2299 }
2327 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));
2328 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2329 } 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
2330 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2331 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)
2332 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 ();
2333} 2613}
2334 2614
2335/** 2615/**
2336 * Main apply handler. 2616 * Main apply handler.
2337 * 2617 *
2340 * Return value: 2620 * Return value:
2341 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2342 * 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
2343 * 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
2344 * 2624 *
2345 * 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
2346 * being applied. 2626 * being applied.
2347 * 2627 *
2348 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2349 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2350 */ 2630 */
2351int 2631static int
2352manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2353{ 2633{
2354 tmp = tmp->head_ (); 2634 op = op->head_ ();
2355 2635
2356 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2357 { 2637 {
2358 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2359 { 2639 {
2640 examine (who, op);
2360 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
2361 return 1; 2642 return 1;
2362 } 2643 }
2363 else 2644 else
2364 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2365 } 2646 }
2366 2647
2367 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2368 return RESULT_INT (0); 2649 return RESULT_INT (0);
2369 2650
2370 switch (tmp->type) 2651 switch (op->type)
2371 { 2652 {
2372 case CF_HANDLE: 2653 case T_HANDLE:
2373 op->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2374 op->statusmsg ("You turn the handle."); 2655 who->statusmsg ("You turn the handle.");
2375 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2376 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2377 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2378 push_button (tmp); 2659 push_button (op, who);
2379 return 1; 2660 return 1;
2380 2661
2381 case TRIGGER: 2662 case TRIGGER:
2382 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2383 { 2664 {
2384 op->statusmsg ("You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2385 op->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2386 } 2667 }
2387 else 2668 else
2388 op->failmsg ("The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2389 2670
2390 return 1; 2671 return 1;
2391 2672
2392 case EXIT: 2673 case EXIT:
2393 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2394 return 0; 2675 return 0;
2395 2676
2396 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2397 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)));
2398 else 2679 else
2399 { 2680 {
2400 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2401 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2402 op->statusmsg (tmp->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2403 2684
2404 op->enter_exit (tmp); 2685 who->enter_exit (op);
2405 } 2686 }
2406 2687
2407 return 1; 2688 return 1;
2408 2689
2409 case INSCRIBABLE: 2690 case INSCRIBABLE:
2410 op->statusmsg (tmp->msg); 2691 who->statusmsg (op->msg);
2411 // 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
2412 return 1; 2693 return 1;
2413 2694
2414 case SIGN: 2695 case SIGN:
2415 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2416 return 1; 2697 return 1;
2417 2698
2418 case BOOK: 2699 case BOOK:
2419 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2420 { 2701 {
2421 apply_book (op, tmp); 2702 apply_book (who, op);
2422 return 1; 2703 return 1;
2423 } 2704 }
2424 else 2705 else
2425 return 0; 2706 return 0;
2426 2707
2427 case SKILLSCROLL: 2708 case SKILLSCROLL:
2428 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2429 { 2710 {
2430 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2431 return 1; 2712 return 1;
2432 } 2713 }
2433 else 2714 else
2434 return 0; 2715 return 0;
2435 2716
2436 case SPELLBOOK: 2717 case SPELLBOOK:
2437 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2438 { 2719 {
2439 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2440 return 1; 2721 return 1;
2441 } 2722 }
2442 else 2723 else
2443 return 0; 2724 return 0;
2444 2725
2445 case SCROLL: 2726 case SCROLL:
2446 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2447 return 1; 2728 return 1;
2448 2729
2449 case POTION: 2730 case POTION:
2450 apply_potion (op, tmp); 2731 apply_potion (who, op);
2451 return 1; 2732 return 1;
2452 2733
2453 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2454 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2455 case CLOSE_CON: 2736 case CLOSE_CON:
2456 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2457 return 1; 2738 return 1;
2458 2739
2459 case CONTAINER: 2740 case CONTAINER:
2460 apply_container (op, tmp); 2741 apply_container (who, op);
2461 return 1; 2742 return 1;
2462 2743
2463 case TREASURE: 2744 case TREASURE:
2464 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2465 { 2746 {
2466 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2467 return 1; 2748 return 1;
2468 } 2749 }
2469 else 2750 else
2470 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2471 2757
2472 case WEAPON: 2758 case WEAPON:
2473 case ARMOUR: 2759 case ARMOUR:
2474 case BOOTS: 2760 case BOOTS:
2475 case GLOVES: 2761 case GLOVES:
2482 case CLOAK: 2768 case CLOAK:
2483 case WAND: 2769 case WAND:
2484 case ROD: 2770 case ROD:
2485 case HORN: 2771 case HORN:
2486 case SKILL: 2772 case SKILL:
2773 case SPELL:
2487 case BOW: 2774 case BOW:
2488 case LAMP: 2775 case RANGED:
2489 case BUILDER: 2776 case BUILDER:
2490 case SKILL_TOOL: 2777 case SKILL_TOOL:
2491 if (tmp->env != op) 2778 if (op->env != who)
2492 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)));
2493 2780 else
2494 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2495 return 1; 2783 return 1;
2496 2784
2497 case DRINK: 2785 case DRINK:
2498 case FOOD: 2786 case FOOD:
2499 case FLESH: 2787 case FLESH:
2500 apply_food (op, tmp); 2788 apply_food (who, op);
2501 return 1; 2789 return 1;
2502 2790
2503 case POISON: 2791 case POISON:
2504 apply_poison (op, tmp); 2792 apply_poison (who, op);
2505 return 1; 2793 return 1;
2506 2794
2507 case SAVEBED: 2795 case SAVEBED:
2508 return 1; 2796 return 1;
2509 2797
2510 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2511 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2512 { 2800 {
2513 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2514 return 1; 2802 return 1;
2515 } 2803 }
2516 else 2804 else
2517 return 0; 2805 return 0;
2518 2806
2519 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2520 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2521 return 1; 2809 return 1;
2522 2810
2523 case CLOCK: 2811 case CLOCK:
2524 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2525 { 2813 {
2526 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2527 timeofday_t tod; 2815 timeofday_t tod;
2528 2816
2529 get_tod (&tod); 2817 get_tod (&tod);
2530 op->play_sound (sound_find ("sound_clock")); 2818 who->play_sound (sound_find ("sound_clock"));
2531 op->statusmsg (format ( 2819 who->statusmsg (format (
2532 "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2533 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2534 ((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")
2535 )); 2823 ));
2536 return 1; 2824 return 1;
2537 } 2825 }
2538 else 2826 else
2539 return 0; 2827 return 0;
2540 2828
2541 case MENU: 2829 case MENU:
2542 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2543 { 2831 {
2544 shop_listing (tmp, op); 2832 shop_listing (op, who);
2545 return 1; 2833 return 1;
2546 } 2834 }
2547 else 2835 else
2548 return 0; 2836 return 0;
2549 2837
2550 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2551 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2552 return 1; 2840 return 1;
2553 2841
2554 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2555 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2556 { 2844 {
2557 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2558 return 1; 2846 return 1;
2559 } 2847 }
2560 else 2848 else
2561 return 0; 2849 return 0;
2562 2850
2563 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2564 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2565 return 1; 2853 return 1;
2566 2854
2567 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2568 return 0; 2857 return 0;
2569 } 2858 }
2570} 2859}
2571 2860
2572/* quiet suppresses the "don't know how to apply" and "you must get it first" 2861/*
2573 * messages as needed by player_apply_below(). But there can still be
2574 * "but you are floating high above the ground" messages.
2575 *
2576 * Same return value as apply() function. 2862 * Same return value as apply() function.
2577 */ 2863 */
2578int 2864bool
2579player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2580{ 2866{
2581 if (!op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2582 { 2868 {
2583 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2584 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2590 } 2876 }
2591 } 2877 }
2592 2878
2593 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2594 2880
2595 int tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2596
2597 if (!quiet)
2598 {
2599 if (tmp == 0)
2600 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2601 else if (tmp == 2)
2602 pl->failmsg ("You must get it first!\n");
2603 }
2604
2605 return tmp;
2606} 2882}
2607 2883
2608/** 2884/**
2609 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2610 * 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
2621 * 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
2622 * 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
2623 * 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
2624 * not return a proper value. 2900 * not return a proper value.
2625 */ 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?
2626 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)
2627 { 2905 {
2628 next = tmp->below; 2906 next = tmp->below;
2629 2907
2630 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2631 floors++;
2632 else if (floors > 0)
2633 return; /* process only floor objects after first floor object */
2634
2635 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2636 * person moving on it, also activate. Added code to make it
2637 * so that at least one of players movement types be that which
2638 * the item needs.
2639 */ 2909 */
2640 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2641 {
2642 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2643 return; 2912 break;
2644 } 2913
2645 if (floors >= 2) 2914 break;
2646 return; /* process at most two floor objects */
2647 } 2915 }
2648} 2916}
2649 2917
2650/** 2918/**
2651 * Unapplies specified item. 2919 * Unapplies specified item.
2658{ 2926{
2659 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))
2660 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2661 return RESULT_INT (0); 2929 return RESULT_INT (0);
2662 2930
2663 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2664 2935
2665 switch (op->type) 2936 switch (op->type)
2666 { 2937 {
2667 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
2668 // 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
2669 // 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
2670 // be used for other reasons 2956 // be used for other reasons
2671 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2672 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2673 && tmp->type == SKILL
2674 && tmp->flag [FLAG_APPLIED]
2675 && !tmp->flag [FLAG_CAN_USE_SKILL])
2676 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2677 2960
2678 change_abil (who, op);
2679 break; 2961 break;
2680 2962
2963 case BOW:
2681 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2682 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2683 if (op == pl->combat_ob)
2684 {
2685 pl->combat_ob = 0;
2686 who->change_weapon (pl->ranged_ob);
2687 }
2688
2689 who->statusmsg (format ("You unwield %s.", query_name (op)));
2690
2691 change_abil (who, op);
2692 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2693 break;
2694
2695 case SKILL:
2696 if (who->contr)
2697 { 2969 {
2698 if (IS_COMBAT_SKILL (op->subtype)) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2699 who->change_weapon (who->contr->combat_ob = 0); 2971 change_abil (who, op);
2700 else if (IS_RANGED_SKILL (op->subtype)) 2972 }
2701 who->change_weapon (who->contr->ranged_ob = 0); 2973 else
2974 {
2975 who->change_skill (0);
2702 2976
2703 if (op->invisible) 2977 if (op->type == BOW)
2704 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2978 op->flag [FLAG_READY_BOW ] = false;
2705 else 2979 else
2706 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2980 op->flag [FLAG_READY_RANGE] = false;
2707 } 2981 }
2708 2982
2709 change_abil (who, op);
2710 CLEAR_FLAG (who, FLAG_READY_SKILL);
2711 break; 2983 break;
2712 2984
2713 case ARMOUR: 2985 case ARMOUR:
2714 case HELMET: 2986 case HELMET:
2715 case SHIELD: 2987 case SHIELD:
2722 case CLOAK: 2994 case CLOAK:
2723 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2724 change_abil (who, op); 2996 change_abil (who, op);
2725 break; 2997 break;
2726 2998
2727 case LAMP: 2999 case SPELL:
2728 {
2729 who->statusmsg (format ("You turn off your %s.", &op->name));
2730
2731 object *tmp2 = arch_to_object (op->other_arch);
2732 tmp2->x = op->x;
2733 tmp2->y = op->y;
2734 tmp2->map = op->map;
2735 tmp2->below = op->below;
2736 tmp2->above = op->above;
2737 tmp2->stats.food = op->stats.food;
2738 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2739
2740 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2741 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2742
2743 op->destroy ();
2744 who->insert (tmp2);
2745 who->update_stats ();
2746
2747 if (who->contr)
2748 {
2749 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2750 {
2751 who->failmsg ("Oops, it feels deadly cold!");
2752 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2753 }
2754 }
2755 }
2756
2757 return 1; /* otherwise, an attempt to drop causes problems */
2758
2759 case BOW: 3000 case BUILDER:
2760 case WAND:
2761 case ROD:
2762 case HORN:
2763 if (player *pl = who->contr)
2764 {
2765 if (op == pl->ranged_ob)
2766 {
2767 pl->ranged_ob = 0;
2768 who->change_weapon (pl->combat_ob);
2769 }
2770
2771 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2772 }
2773 else
2774 {
2775 who->change_skill (0);
2776
2777 if (op->type == BOW)
2778 CLEAR_FLAG (who, FLAG_READY_BOW);
2779 else
2780 CLEAR_FLAG (who, FLAG_READY_RANGE);
2781 }
2782
2783 break; 3002 break;
2784 3003
2785 case BUILDER: 3004 //case SKILL_TOOL://TODO
2786 if (who->contr)
2787 who->statusmsg (format ("You unready %s.", query_name (op)));
2788 break;
2789
2790 default: 3005 default:
2791 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2792 break; 3007 break;
2793 } 3008 }
2794 3009
2818static object * 3033static object *
2819get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
2820{ 3035{
2821 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2822 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
2823 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
2824 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2825 return tmp; 3040 return tmp;
2826 3041
2827 return 0; 3042 return 0;
2828} 3043}
2829 3044
2842#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
2843 "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. " \
2844 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
2845 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
2846 3061
2847int 3062static int
2848unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2849{ 3064{
2850 if (op->is_range ()) 3065 if (op->is_range ())
2851 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2852 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2974 continue; 3189 continue;
2975 } 3190 }
2976 3191
2977 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2978 if (!tmp1) 3193 if (!tmp1)
2979 {
2980#if 0
2981 /* This is sort of an error, but happens a lot when old players
2982 * join in with more stuff equipped than they are now allowed.
2983 */
2984 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2985#endif
2986 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
2987 }
2988 else 3195 else
2989 { 3196 {
2990 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
2991 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
2992 * to apply multiple objects 3199 * to apply multiple objects
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3045 } 3252 }
3046 3253
3047 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;
3048} 3344}
3049 3345
3050/** 3346/**
3051 * 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.
3052 * 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,
3075 " 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.>"
3076 3372
3077int 3373int
3078apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3079{ 3375{
3080 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3081 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3082 3378
3083 if (who == NULL) 3379 if (who == NULL)
3084 { 3380 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3104 3400
3105 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3106 } 3402 }
3107 else if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3108 return 0; 3404 return 0;
3109
3110 // if the item is combat/ranged, wield the relevant slot first
3111 // to resolve conflicts.
3112 if (player *pl = who->contr)
3113 switch (op->slottype ())
3114 {
3115 case slot_combat: who->change_weapon (pl->combat_ob); break;
3116 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3117 }
3118 3405
3119 splay (op); 3406 splay (op);
3120 3407
3121 /* 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 */
3122 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3156 } 3443 }
3157 } 3444 }
3158 3445
3159 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3160 { 3447 {
3448 // try to ready attached skill first
3161 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3162 3450
3163 if (!skop) 3451 if (!skop)
3164 { 3452 {
3165 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));
3166 return 1; 3454 return 1;
3167 } 3455 }
3168 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3169 /* While experience will be credited properly, we want to change the
3170 * skill so that the dam and wc get updated
3171 */ 3457 {
3172 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3173 } 3461 }
3174 3462
3175 if (who->type == PLAYER 3463 if (!check_item_power (who, op->item_power))
3176 && op->item_power
3177 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3178 { 3464 {
3179 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);
3180 return 1; 3466 return 1;
3181 } 3467 }
3182 3468
3183 /* 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.
3184 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3185 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3186 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3187 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3188 3476
3189 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)))
3190 return RESULT_INT (0); 3478 return RESULT_INT (0);
3191 3479
3192 switch (op->type) 3480 switch (op->type)
3193 { 3481 {
3194 case WEAPON: 3482 case WEAPON:
3195 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3196 {
3197 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3198
3199 if (tmp)
3200 insert_ob_in_ob (tmp, who);
3201
3202 return 1;
3203 }
3204
3205 //TODO: this obviously fails for players using a shorter prefix
3206 // i.e. "R" can use Ragnarok's sword.
3207 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3208 { 3484 {
3209 /* 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. */
3210 /* (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) */
3211 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. "
3212 3488 "H<Its name indicates that it belongs to somebody else.>");
3213 if (tmp) 3489 if (tmp) who->insert (tmp);
3214 insert_ob_in_ob (tmp, who);
3215
3216 return 1; 3490 return 1;
3217 } 3491 }
3218 3492
3219 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3220 { 3496 {
3221 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)));
3222 return 1; 3498 change_abil (who, op);
3223 } 3499 }
3224 3500 else
3225 SET_FLAG (op, FLAG_APPLIED);
3226 who->change_skill (skop); 3501 who->change_skill (skop);
3227 3502
3228 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3229 who->change_weapon (who->contr->combat_ob = op);
3230
3231 who->statusmsg (format ("You wield %s.", query_name (op)));
3232
3233 SET_FLAG (who, FLAG_READY_WEAPON);
3234 change_abil (who, op);
3235 break; 3504 break;
3236 3505
3237 case ARMOUR: 3506 case ARMOUR:
3238 case HELMET: 3507 case HELMET:
3239 case SHIELD: 3508 case SHIELD:
3247 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3248 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3249 change_abil (who, op); 3518 change_abil (who, op);
3250 break; 3519 break;
3251 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
3252 case LAMP: 3528 case SKILL:
3253 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3254 { 3530 {
3255 who->failmsg (format ( 3531 // skill is used on it's own, as opposed to being a chosen_skill
3256 "Your %s is out of fuel! "
3257 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3258 &op->name
3259 ));
3260 return 1;
3261 }
3262 3532
3263 who->statusmsg (format ("You turn on your %s.", &op->name)); 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3264
3265 tmp2 = arch_to_object (op->other_arch);
3266 tmp2->stats.food = op->stats.food;
3267 SET_FLAG (tmp2, FLAG_APPLIED);
3268
3269 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3270 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3271
3272 who->insert (tmp2);
3273
3274 /* Remove the old lantern */
3275 op->destroy ();
3276
3277 /* insert the portion that was split off */
3278 if (tmp)
3279 who->insert (tmp);
3280
3281 who->update_stats ();
3282
3283 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3284 if (who->type == PLAYER)
3285 {
3286 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3287 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3288 }
3289
3290 return 0;
3291
3292 case SKILL_TOOL:
3293 // applying a skill tool also readies the skill
3294 SET_FLAG (op, FLAG_APPLIED);
3295
3296 if (!(aflags & AP_NO_READY))
3297 {
3298 skop = find_skill_by_name (who, op->skill);
3299 if (!skop->flag [FLAG_APPLIED])
3300 apply_special (who, skop, AP_APPLY);
3301 }
3302 break;
3303
3304 case SKILL:
3305 if (player *pl = who->contr)
3306 {
3307 if (IS_COMBAT_SKILL (op->subtype))
3308 { 3534 {
3309 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3310 {
3311 for (object *item = who->inv; item; item = item->below)
3312 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3313 {
3314 if (item->skill == op->skill)
3315 {
3316 who->change_weapon (pl->combat_ob = item);
3317 goto found_weapon;
3318 }
3319 }
3320
3321 who->failmsg (format ( 3535 who->failmsg (format (
3322 "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. "
3323 "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. "
3324 &op->skill 3538 "It cannot be used on its own.>",
3325 ));
3326 return 1;
3327
3328 found_weapon:;
3329 }
3330 else
3331 who->change_weapon (pl->combat_ob = op);
3332 }
3333 else if (IS_RANGED_SKILL (op->subtype))
3334 {
3335 if (skill_flags [op->subtype] & SF_NEED_BOW)
3336 {
3337 for (object *item = who->inv; item; item = item->below)
3338 if (item->type == BOW && item->flag [FLAG_APPLIED])
3339 {
3340 //TODO: bows should/must all have skill missile weapon right now
3341 who->change_weapon (pl->ranged_ob = item);
3342 goto found_bow;
3343 }
3344
3345 who->failmsg (
3346 "You need to apply a missile weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a missile weapon, to function.>"
3348 );
3349 return 1;
3350
3351 found_bow:;
3352 }
3353 else
3354 who->change_weapon (pl->ranged_ob = op);
3355 }
3356
3357 if (!op->invisible)
3358 {
3359 who->statusmsg (format (
3360 "You ready %s."
3361 "You can now use the skill: %s.",
3362 query_name (op),
3363 &op->skill 3539 &op->skill
3364 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3365 } 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 ));
3366 else 3554 else
3367 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 ));
3368 } 3571 }
3369 else 3572
3370 {
3371 SET_FLAG (op, FLAG_APPLIED);
3372 change_abil (who, op);
3373 who->chosen_skill = op;
3374 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3375 } 3574 SET_FLAG (op, FLAG_APPLIED);
3376 3575 change_abil (who, op);
3377 break; 3576 break;
3378 3577
3379 case BOW: 3578 case BOW:
3380 if (!check_weapon_power (who, op->last_eat)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3381 {
3382 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3383
3384 if (tmp)
3385 insert_ob_in_ob (tmp, who);
3386
3387 return 1;
3388 }
3389
3390 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3391 { 3580 {
3392 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3393 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3394 if (tmp) 3583 if (tmp) who->insert (tmp);
3395 insert_ob_in_ob (tmp, who);
3396
3397 return 1; 3584 return 1;
3398 } 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;
3399 3610
3400 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3401 case WAND: 3612 case WAND:
3402 case ROD: 3613 case ROD:
3403 case HORN: 3614 case HORN:
3404 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3405 3616
3406 if (!skop) 3617 if (!skop)
3407 { 3618 {
3408 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);
3409 return 1; 3621 return 1;
3410 } 3622 }
3411 3623
3412 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3413 who->change_skill (skop);
3414 3625
3415 if (who->contr) 3626 if (player *pl = who->contr)
3416 { 3627 {
3417 who->contr->ranged_ob = op;
3418
3419 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3420 3629
3421 if (op->type == BOW) 3630 if (op->type == BOW)
3422 {
3423 who->current_weapon = op;
3424 change_abil (who, op);
3425 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)));
3426 } 3632
3633 change_abil (who, op);
3427 } 3634 }
3428 else 3635 else
3429 { 3636 {
3637 who->change_skill (skop);
3638
3430 if (op->type == BOW) 3639 if (op->type == BOW)
3431 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3432 else 3641 else
3433 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3434 } 3643 }
3435 3644
3436 break; 3645 break;
3437 3646
3438 case BUILDER: 3647 case BUILDER:
3439 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3440 { 3649 {
3441 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3442 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3443 unapply_special (who, who->contr->ranged_ob, 0);
3444
3445 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3446 3651 //TODO: change_abil?
3447 who->contr->ranged_ob = op;
3448 } 3652 }
3449 break; 3653 break;
3450 3654
3451 default: 3655 default:
3452 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3453 } 3657 }
3454 3658
3455 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3456 3660
3457 if (tmp)
3458 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3459 3662
3460 who->update_stats (); 3663 who->update_stats ();
3461 3664
3462 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3463 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3471 { 3674 {
3472 who->failmsg ( 3675 who->failmsg (
3473 "Oops, it feels deadly cold! " 3676 "Oops, it feels deadly cold! "
3474 "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.>"
3475 ); 3678 );
3476 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3477 } 3680 }
3478 3681
3479 if (object *pl = op->visible_to ()) 3682 if (object *pl = op->visible_to ())
3480 esrv_send_item (pl, op); 3683 esrv_send_item (pl, op);
3481 3684
3482 return 0; 3685 return 0;
3483} 3686}
3484 3687
3485int
3486monster_apply_special (object *who, object *op, int aflags)
3487{
3488 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3489 return 1;
3490
3491 return apply_special (who, op, aflags);
3492}
3493
3494/** 3688/**
3495 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3496 * 3690 *
3497 * Generates shop floor's item, and treasures. 3691 * Generates shop floor's item, and treasures.
3498 */ 3692 */
3500auto_apply (object *op) 3694auto_apply (object *op)
3501{ 3695{
3502 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3503 int i; 3697 int i;
3504 3698
3505 if (INVOKE_OBJECT (AUTO_APPLY, op)) 3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3506 return RESULT_INT (0);
3507 3700
3508 switch (op->type) 3701 switch (op->type)
3509 { 3702 {
3510 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3511 if (!op->has_random_items ()) 3704 if (!op->has_random_items ())
3513 3706
3514 do 3707 do
3515 { 3708 {
3516 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3517 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3518 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
3519 if (tmp == NULL) 3716 if (tmp == NULL)
3520 return 0; 3717 return 0;
3718
3521 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3522 { 3720 {
3523 tmp->destroy (); 3721 tmp->destroy ();
3524 tmp = NULL; 3722 tmp = NULL;
3525 } 3723 }
3528 3726
3529 tmp->x = op->x; 3727 tmp->x = op->x;
3530 tmp->y = op->y; 3728 tmp->y = op->y;
3531 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3532 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3533 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3534 identify (tmp); 3731 identify (tmp);
3535 break; 3732 break;
3536 3733
3537 case TREASURE: 3734 case TREASURE:
3538 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3545 /* 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,
3546 * 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
3547 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3548 * that is put inside other objects. 3745 * that is put inside other objects.
3549 */ 3746 */
3550 for (tmp = op->inv; tmp; tmp = tmp2)
3551 {
3552 tmp2 = tmp->below;
3553 tmp->remove ();
3554
3555 if (op->env) 3747 if (op->env)
3556 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3557 else 3749 op->env->insert (op->inv);
3558 tmp->destroy ();
3559 }
3560 3750
3561 op->destroy (); 3751 op->destroy ();
3562 break; 3752 break;
3563 } 3753 }
3564 return tmp ? 1 : 0; 3754
3755 return !!tmp;
3565} 3756}
3566 3757
3567/** 3758/**
3568 * 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
3569 * is loaded or swapped in and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3583 3774
3584 if (tmp->inv) 3775 if (tmp->inv)
3585 { 3776 {
3586 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3587 3778
3588 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3589 { 3780 {
3590 invnext = invtmp->below; 3781 invnext = invtmp->below;
3591 3782
3592 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3593 auto_apply (invtmp); 3784 auto_apply (invtmp);
3594 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3595 { 3786 {
3596 while ((invtmp->stats.hp--) > 0) 3787 while (invtmp->stats.hp-- > 0)
3597 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3598 3789
3599 invtmp->randomitems = NULL; 3790 invtmp->randomitems = NULL;
3600 } 3791 }
3601 else if (invtmp && invtmp->arch 3792 else if (invtmp && invtmp->arch
3606 * treasure again for this object 3797 * treasure again for this object
3607 */ 3798 */
3608 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3609 } 3800 }
3610 } 3801 }
3802
3611 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3612 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3613 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3614 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3615 * MSW 2004-05-13 3807 * MSW 2004-05-13
3619 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3620 */ 3812 */
3621 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3622 || 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)
3623 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3624
3625 } 3816 }
3626 3817
3627 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3628 auto_apply (tmp); 3819 auto_apply (tmp);
3629 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 ())
3662 } 3853 }
3663 3854
3664 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3665 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3666 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3667 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3668} 3859}
3669 3860
3670/** 3861/**
3671 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3672 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3677eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3678{ 3869{
3679 object *force; 3870 object *force;
3680 int i, did_one = 0; 3871 int i, did_one = 0;
3681 3872
3682 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3683 3876
3684 for (i = 0; i < NUM_STATS; i++)
3685 if (sint8 k = food->stats.stat (i))
3686 {
3687 force->stats.stat (i) = k;
3688 did_one = 1;
3689 }
3690
3691 /* check if we can protect the eater */
3692 for (i = 0; i < NROFATTACKS; i++)
3693 {
3694 if (food->resist[i] > 0)
3695 {
3696 force->resist[i] = food->resist[i] / 2;
3697 did_one = 1;
3698 }
3699 }
3700
3701 if (did_one)
3702 {
3703 force->set_speed (0.1);
3704 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3705 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3706 SET_FLAG (force, FLAG_APPLIED); 3879
3707 change_abil (who, force); 3880 if (force = who->force_find (key))
3708 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;
3709 } 3891 }
3710 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
3711 force->destroy (); 3923 force->destroy ();
3924 }
3712 3925
3713 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3714 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3715 { 3928 {
3716 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3746 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3747 } 3960 }
3748 } 3961 }
3749 3962
3750 who->update_stats (); 3963 who->update_stats ();
3751}
3752
3753/**
3754 * Designed primarily to light torches/lanterns/etc.
3755 * Also burns up burnable material too. First object in the inventory is
3756 * the selected object to "burn". -b.t.
3757 */
3758void
3759apply_lighter (object *who, object *lighter)
3760{
3761 object *item;
3762 int is_player_env = 0;
3763
3764 item = find_marked_object (who);
3765 if (item)
3766 {
3767 if (lighter->last_eat && lighter->stats.food)
3768 { /* lighter gets used up */
3769 object *oneLighter = lighter->split ();
3770 oneLighter->stats.food--;
3771 who->insert (oneLighter);
3772 }
3773 else if (lighter->last_eat)
3774 {
3775 /* no charges left in lighter */
3776 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3777 return;
3778 }
3779
3780 /* Perhaps we should split what we are trying to light on fire?
3781 * I can't see many times when you would want to light multiple
3782 * objects at once.
3783 */
3784
3785 if (who == item->in_player ())
3786 is_player_env = 1;
3787
3788 save_throw_object (item, AT_FIRE, who);
3789
3790 if (item->destroyed ())
3791 {
3792 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3793 /* Need to update the player so that the players glow radius
3794 * gets changed.
3795 */
3796 if (is_player_env)
3797 who->update_stats ();
3798 }
3799 else
3800 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3801 }
3802 else
3803 who->failmsg ("You need to mark a lightable object.");
3804}
3805
3806/**
3807 * op made some mistake with a scroll, this takes care of punishment.
3808 * scroll_failure()- hacked directly from spell_failure
3809 */
3810void
3811scroll_failure (object *op, int failure, int power)
3812{
3813 if (abs (failure / 4) > power)
3814 power = abs (failure / 4); /* set minimum effect */
3815
3816 if (failure <= -1 && failure > -15)
3817 { /* wonder */
3818 object *tmp;
3819
3820 op->failmsg ("Your spell warps!");
3821 tmp = get_archetype (SPELL_WONDER);
3822 cast_wonder (op, op, 0, tmp);
3823 tmp->destroy ();
3824 }
3825 else if (failure <= -15 && failure > -35)
3826 { /* drain mana */
3827 op->failmsg ("Your mana is drained!");
3828 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3829 if (op->stats.sp < 0)
3830 op->stats.sp = 0;
3831 }
3832 else if (settings.spell_failure_effects == TRUE)
3833 {
3834 if (failure <= -35 && failure > -60)
3835 { /* confusion */
3836 op->failmsg ("The magic recoils on you!");
3837 confuse_player (op, op, power);
3838 }
3839 else if (failure <= -60 && failure > -70)
3840 { /* paralysis */
3841 op->failmsg ("The magic recoils and paralyzes you!");
3842 paralyze_player (op, op, power);
3843 }
3844 else if (failure <= -70 && failure > -80)
3845 { /* blind */
3846 op->failmsg ("The magic recoils on you!");
3847 blind_player (op, op, power);
3848 }
3849 else if (failure <= -80)
3850 { /* blast the immediate area */
3851 object *tmp = get_archetype (LOOSE_MANA);
3852 cast_magic_storm (op, tmp, power);
3853 op->failmsg ("You unleash uncontrolled mana!");
3854 tmp->destroy ();
3855 }
3856 }
3857} 3964}
3858 3965
3859void 3966void
3860apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3861{ 3968{
3909 } 4016 }
3910 4017
3911 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3912 * the player ref: player.c 4019 * the player ref: player.c
3913 */ 4020 */
3914 if (change->randomitems != NULL) 4021 if (change->randomitems)
3915 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3916 4023
3917 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3918 4025
3919 /* first, look for the force object banning 4026 /* first, look for the force object banning
3920 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3921 */ 4028 */
3922 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3923 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
3924 flag_change_face = 0; 4031 flag_change_face = 0;
3925 4032
3926 if (flag_change_face) 4033 if (flag_change_face)
3927 { 4034 {
3928 pl->face = change->face; 4035 pl->face = change->face;
3930 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3931 } 4038 }
3932 4039
3933 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
3934 /*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); */
3935 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
3936 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3937 4044
3938 break; 4045 break;
3939 } 4046 }
3940 } 4047 }
3941} 4048}
3942 4049
3943/**
3944 * This handles items of type 'transformer'.
3945 * Basically those items, used with a marked item, transform both items into something
3946 * else.
3947 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3948 * Change information is contained in the 'slaying' field of the marked item.
3949 * The format is as follow: transformer:[number ]yield[;transformer:...].
3950 * This way an item can be transformed in many things, and/or many objects.
3951 * The 'slaying' field for transformer is used as verb for the action.
3952 */
3953void
3954apply_item_transformer (object *pl, object *transformer)
3955{
3956 object *marked;
3957 object *new_item;
3958 char *find;
3959 char *separator;
3960 int yield;
3961 char got[MAX_BUF];
3962 int len;
3963
3964 if (!pl || !transformer)
3965 return;
3966
3967 marked = find_marked_object (pl);
3968
3969 if (!marked)
3970 {
3971 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3972 return;
3973 }
3974
3975 if (!marked->slaying)
3976 {
3977 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3978 return;
3979 }
3980
3981 /* check whether they are compatible or not */
3982 find = strstr (marked->slaying, transformer->arch->archname);
3983 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3984 {
3985 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3986 return;
3987 }
3988
3989 find += strlen (transformer->arch->archname) + 1;
3990 /* Item can be used, now find how many and what it yields */
3991 if (isdigit (*(find)))
3992 {
3993 yield = atoi (find);
3994 if (yield < 1)
3995 {
3996 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3997 yield = 1;
3998 }
3999 }
4000 else
4001 yield = 1;
4002
4003 while (isdigit (*find))
4004 find++;
4005
4006 while (*find == ' ')
4007 find++;
4008
4009 memset (got, 0, MAX_BUF);
4010
4011 if ((separator = strchr (find, ';')) != NULL)
4012 len = separator - find;
4013 else
4014 len = strlen (find);
4015
4016 if (len > MAX_BUF - 1)
4017 len = MAX_BUF - 1;
4018
4019 strcpy (got, find);
4020 got[len] = '\0';
4021
4022 /* Now create new item, remove used ones when required. */
4023 new_item = get_archetype (got);
4024 if (!new_item)
4025 {
4026 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4027 return;
4028 }
4029
4030 new_item->nrof = yield;
4031
4032 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4033
4034 pl->insert (new_item);
4035 /* Eat up one item */
4036 marked->decrease ();
4037
4038 /* Eat one transformer if needed */
4039 if (transformer->stats.food)
4040 if (--transformer->stats.food == 0)
4041 transformer->decrease ();
4042}
4043

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