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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.187 by elmex, Tue Jan 13 13:29:57 2009 UTC vs.
Revision 1.237 by root, Sun Apr 4 02:51:56 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>
25 26
28#include <spells.h> 29#include <spells.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33
34/* Want this regardless of rplay. */
35#include <sounds.h>
36 34
37/** 35/**
38 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
40 */ 38 */
92 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
93 */ 91 */
94static int 92static int
95apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
96{ 94{
97 dynbuf_text buf; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 96
99 if (!pl || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
100 return 0; 98 return 0;
101 99
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
104 */ 102 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 104 return 0;
107 105
108 /* if the player has a marked item, identify that if it needs to be 106 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
110 */ 108 */
111 if (object *marked = find_marked_object (pl)) 109 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 111 {
114 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
115 { 113 {
116 identify (marked); 114 identify (marked);
117 115
118 buf.printf ("You have %s.\r", long_desc (marked, pl)); 116 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 117 if (marked->msg)
125 123
126 for (object *id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
127 { 125 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 127 {
130 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
131 { 129 {
132 identify (id); 130 identify (id);
133 131
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 132 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 133 if (id->msg)
171 */ 169 */
172int 170int
173apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
174{ 172{
175 int got_one = 0, i; 173 int got_one = 0, i;
176 object *force = 0, *floor = 0; 174 object *force = 0;
177 175
178 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
179 177
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 { 179 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183 181
203 op->update_stats (); 201 op->update_stats ();
204 tmp->decrease (); 202 tmp->decrease ();
205 return 1; 203 return 1;
206 } 204 }
207 205
208 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
209 { 207 {
210 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
211 return 0; 209 return 0;
212 } 210 }
213 211
230 } 228 }
231 229
232 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 { 232 {
235 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
236 { 234 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 { 236 {
239 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
240 { 238 {
275 } 273 }
276 } 274 }
277 } 275 }
278 276
279 /* Just makes checking easier */ 277 /* Just makes checking easier */
280 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
281 got_one = 1; 279 got_one = 1;
282 280
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 { 282 {
285 if (got_one) 283 if (got_one)
394} 392}
395 393
396/**************************************************************************** 394/****************************************************************************
397 * Weapon improvement code follows 395 * Weapon improvement code follows
398 ****************************************************************************/ 396 ****************************************************************************/
397
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}
399 412
400/** 413/**
401 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
402 */ 415 */
403static int 416static int
450 } 463 }
451 464
452 prev = op; 465 prev = op;
453 op = op->below; 466 op = op->below;
454 } 467 }
455}
456
457/**
458 * This checks to see of the player (who) is sufficient level to use a weapon
459 * with improvs improvements (typically last_eat). We take an int here
460 * instead of the object so that the improvement code can pass along the
461 * increased value to see if the object is usuable.
462 * we return 1 (true) if the player can use the weapon.
463 */
464static int
465check_weapon_power (const object *who, int improvs)
466{
467/* Old code is below (commented out). Basically, since weapons are the only
468 * object players really have any control to improve, it's a bit harsh to
469 * require high level in some combat skill, so we just use overall level.
470 */
471#if 1
472 if (((who->level / 5) + 5) >= improvs)
473 return 1;
474 else
475 return 0;
476
477#else
478 int level = 0;
479
480 /* The skill system hands out wc and dam bonuses to fighters
481 * more generously than the old system (see fix_player). Thus
482 * we need to curtail the power of player enchanted weapons.
483 * I changed this to 1 improvement per "fighter" level/5 -b.t.
484 * Note: Nothing should break by allowing this ratio to be different or
485 * using normal level - it is just a matter of play balance.
486 */
487 if (who->type == PLAYER)
488 {
489 object *wc_obj = NULL;
490
491 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
492 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
493 level = wc_obj->level;
494
495 if (!level)
496 {
497 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
498 level = who->level;
499 }
500 }
501 else
502 level = who->level;
503
504 return (improvs <= ((level / 5) + 5));
505#endif
506} 468}
507 469
508/** 470/**
509 * 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.
510 * 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.
566 528
567/** 529/**
568 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
569 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
570 */ 532 */
571int 533static int
572prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
573{ 535{
574 int sacrifice_count, i; 536 int sacrifice_count, i;
575 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
576 538
629 * 591 *
630 * 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
631 * 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 ??
632 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
633 */ 595 */
634int 596static int
635improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
636{ 598{
637 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
638 600
639 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
640 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
641 603
642 if (weapon->level == 0) 604 if (weapon->level == 0)
643 { 605 {
644 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.>");
645 return 0; 609 return 0;
646 } 610 }
647 611
648 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
649 { 614 {
650 op->failmsg ("This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
651 return 0; 616 return 0;
652 } 617 }
653 618
654 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))
655 { 621 {
656 op->failmsg ("Improving the weapon will make it too " 622 op->failmsg ("Improving the weapon will make it too "
657 "powerful for you to use. Unready it if you " 623 "powerful for you to use. Unready it if you "
658 "really want to improve it."); 624 "really want to improve it.");
659 return 0; 625 return 0;
737/** 703/**
738 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
739 * 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, ...),
740 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
741 */ 707 */
742int 708static int
743check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
744{ 710{
745 object *otmp; 711 object *otmp;
746 712
747 if (op->type != PLAYER) 713 if (op->type != PLAYER)
794 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
795 * the users level or 90) 761 * the users level or 90)
796 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
797 * changing of physical area right now. 763 * changing of physical area right now.
798 */ 764 */
799int 765static int
800improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
801{ 767{
802 object *tmp; 768 object *tmp;
803 769
804 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
888 * Takes one type of items and makes another. 854 * Takes one type of items and makes another.
889 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
890 * 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
891 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
892 */ 858 */
893static int 859int
894convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
895{ 861{
896 sint64 nr, price_in; 862 sint64 nr = 0, price_in;
897 863
898 if (item->flag [FLAG_UNPAID]) 864 if (item->flag [FLAG_UNPAID])
899 return 0; 865 return 0;
900 866
901 shstr conv_from = converter->slaying; 867 shstr conv_from = converter->slaying;
902 archetype *conv_to = converter->other_arch; 868 archetype *conv_to = converter->other_arch;
903 sint64 need = converter->stats.food; 869 sint64 need = converter->stats.food;
904 sint64 give = converter->stats.sp; 870 sint64 give = converter->stats.sp;
905 871
982 item->nrof *= nr; 948 item->nrof *= nr;
983 949
984 if (converter->flag [FLAG_PRECIOUS]) 950 if (converter->flag [FLAG_PRECIOUS])
985 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
986 952
987 if (is_in_shop (converter)) 953 if (converter->is_in_shop ())
988 { 954 {
989 // converters on shop floors don't work anymore, bug lets check for it 955 // converters on shop floors don't work anymore, bug lets check for it
990 // and report in case someone still does it. 956 // and report in case someone still does it.
991 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
992 converter->debug_desc ()); 958 converter->debug_desc ());
1015 * Handle apply on containers. 981 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1017 * 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]
1018 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1019 */ 985 */
1020int 986static int
1021apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1022{ 988{
1023 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */ 990 return 0; /* This might change */
1025 991
1038 } 1004 }
1039 1005
1040 // 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
1041 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1042 { 1008 {
1043 if (op->container == sack) 1009 if (op->container_ () == sack)
1044 { 1010 {
1045 // open on ground or inv, so close 1011 // open on ground or inv, so close
1046 op->close_container (); 1012 op->close_container ();
1047 return 1; 1013 return 1;
1048 } 1014 }
1091{ 1057{
1092 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0; 1060 return 0;
1095 1061
1096 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1097 { 1063 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * 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
1100 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1101 */ 1067 */
1137 1103
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1105
1140 bool has_unpaid = false; 1106 bool has_unpaid = false;
1141 1107
1142 // 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
1143 // a quick and small change :( 1109 // a quick and small change :(
1144 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1145 if (item->flag [FLAG_UNPAID]) 1111 if (item->flag [FLAG_UNPAID])
1146 { 1112 {
1147 has_unpaid = true; 1113 has_unpaid = true;
1195 /* this is only used for players */ 1161 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1163
1198 if (has_unpaid) 1164 if (has_unpaid)
1199 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1200 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1201 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1202 else 1168 else
1203 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1204 1170
1205 if (shop_mat->msg) 1171 if (shop_mat->msg)
1206 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1207 /* 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,
1208 * 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
1209 * actually the shop floor. 1175 * actually the shop floor.
1210 */ 1176 */
1211 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1212 { 1178 {
1213 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1214 1180
1215 op->statusmsg ( 1181 op->statusmsg (
1216 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1355 return; 1321 return;
1356 1322
1357 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1358 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1359 */ 1325 */
1360 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1361 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1362 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1363 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1364 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1365 */ 1331 */
1372 1338
1373 recursion_depth++; 1339 recursion_depth++;
1374 if (trap->head) 1340 if (trap->head)
1375 trap = trap->head; 1341 trap = trap->head;
1376 1342
1377 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)))
1378 goto leave;
1379
1380 switch (trap->type) 1344 switch (trap->type)
1381 { 1345 {
1382 case PLAYERMOVER: 1346 case PLAYERMOVER:
1383 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:
1384 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1385 if (!trap->stats.maxsp) 1420 if (!trap->value)
1386 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1387 1423
1388 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1389 * 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
1390 */ 1439 */
1391 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1392 1441
1393 /* 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)
1394 * above with some objects have zero speed, and thus the player 1443 {
1395 * 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 }
1396 */ 1453 }
1397 if (victim->speed_left < -50.f) 1454 break;
1398 victim->speed_left = -50.f;
1399 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1400 } 1455 }
1401 goto leave;
1402 1456
1403 case SPINNER: 1457 case CONVERTER:
1404 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1405 {
1406 victim->direction = absdir (victim->direction - trap->stats.sp);
1407 update_turn_face (victim);
1408 }
1409 goto leave;
1410
1411 case DIRECTOR:
1412 if (victim->direction && !should_director_abort (trap, victim))
1413 {
1414 victim->direction = trap->stats.sp;
1415 update_turn_face (victim);
1416 }
1417 goto leave;
1418
1419 case BUTTON:
1420 case PEDESTAL:
1421 update_button (trap, originator);
1422 goto leave;
1423
1424 case ALTAR:
1425 /* sacrifice victim on trap */
1426 apply_altar (trap, victim, originator);
1427 goto leave;
1428
1429 case THROWN_OBJ:
1430 if (trap->inv == NULL)
1431 goto leave;
1432 /* fallthrough */
1433
1434 case ARROW:
1435 /* bad bug: monster throw a object, make a step forwards, step on object ,
1436 * trigger this here and get hit by own missile - and will be own enemy.
1437 * Victim then is his own enemy and will start to kill herself (this is
1438 * removed) but we have not synced victim and his missile. To avoid senseless
1439 * action, we avoid hits here
1440 */
1441 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1442 hit_with_arrow (trap, victim);
1443 goto leave;
1444
1445 case SPELL_EFFECT:
1446 apply_spell_effect (trap, victim);
1447 goto leave;
1448
1449 case TRAPDOOR:
1450 {
1451 int max, sound_was_played;
1452 object *ab, *ab_next;
1453
1454 if (!trap->value)
1455 { 1459 {
1456 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1457 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1460 tot += ab->head_ ()->total_weight ();
1461
1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1463 goto leave;
1464
1465 SET_ANIMATION (trap, trap->value);
1466 update_object (trap, UP_OBJ_FACE);
1467 } 1462 }
1468 1463
1469 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))
1470 { 1486 {
1471 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1472 * ab->above would be bogus 1488 * players output.
1473 */ 1489 */
1474 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1475 1492
1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1477 { 1494 victim->enter_exit (trap);
1478 if (!sound_was_played)
1479 {
1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1481 sound_was_played = 1;
1482 }
1483
1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1485 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1486 }
1487 } 1495 }
1488 goto leave; 1496 break;
1489 }
1490 1497
1491 case CONVERTER:
1492 if (convert_item (victim, trap) < 0)
1493 {
1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1496 }
1497
1498 goto leave;
1499
1500 case TRIGGER_BUTTON:
1501 case TRIGGER_PEDESTAL:
1502 case TRIGGER_ALTAR:
1503 check_trigger (trap, victim);
1504 goto leave;
1505
1506 case DEEP_SWAMP:
1507 walk_on_deep_swamp (trap, victim);
1508 goto leave;
1509
1510 case CHECK_INV:
1511 check_inv (victim, trap);
1512 goto leave;
1513
1514 case HOLE:
1515 move_apply_hole (trap, victim);
1516 goto leave;
1517
1518 case EXIT:
1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1520 {
1521 /* Basically, don't show exits leading to random maps the
1522 * players output.
1523 */
1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1525 victim->statusmsg (trap->msg, NDI_NAVY);
1526
1527 trap->play_sound (trap->sound);
1528 victim->enter_exit (trap);
1529 }
1530 goto leave;
1531
1532 case ENCOUNTER: 1498 case ENCOUNTER:
1533 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1534 goto leave; 1500 break;
1535 1501
1536 case SHOP_MAT: 1502 case SHOP_MAT:
1537 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1538 goto leave; 1504 break;
1539 1505
1540 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1541 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1542 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1543 goto leave; 1509 break;
1544 1510
1545 case SIGN: 1511 case SIGN:
1546 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1547 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1548 1514
1549 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1550 goto leave; 1516 break;
1551 1517
1552 case CONTAINER: 1518 case CONTAINER:
1553 apply_container (victim, trap); 1519 apply_container (victim, trap);
1554 goto leave; 1520 break;
1555 1521
1556 case RUNE: 1522 case RUNE:
1557 case TRAP: 1523 case TRAP:
1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1559 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1560 goto leave; 1526 break;
1561 1527
1562 default: 1528 default:
1563 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 "
1564 "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);
1565 goto leave; 1531 break;
1566 } 1532 }
1567 1533
1568leave:
1569 recursion_depth--; 1534 recursion_depth--;
1570} 1535}
1571 1536
1572/** 1537/**
1573 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1584 return; 1549 return;
1585 } 1550 }
1586 1551
1587 if (!tmp->msg) 1552 if (!tmp->msg)
1588 { 1553 {
1589 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));
1590 return; 1555 return;
1591 } 1556 }
1592 1557
1593 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1594 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1608 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1609 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1610 return; 1575 return;
1611 } 1576 }
1612 1577
1578 // we currently don't use the message types for anything.
1613 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"));
1614 1582
1615 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1616 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1618 1586
1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1631 } 1599 }
1632 1600
1633 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1634 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 }
1635 } 1656 }
1636} 1657}
1637 1658
1638/** 1659/**
1639 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1718 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1719 return; 1740 return;
1720 } 1741 }
1721 1742
1722 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1723 player_unready_range_ob (op->contr, spob);
1724 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1725 spob->destroy (); 1745 spob->destroy ();
1726} 1746}
1727 1747
1728/** 1748/**
1745 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1746 * legacy spellbooks 1766 * legacy spellbooks
1747 */ 1767 */
1748 if (tmp->slaying) 1768 if (tmp->slaying)
1749 { 1769 {
1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1751 if (!spell) 1772 if (!spell)
1752 { 1773 {
1753 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));
1754 return; 1775 return;
1755 } 1776 }
1776 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);
1777 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!");
1778 return; 1799 return;
1779 } 1800 }
1780 1801
1781 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1782 { 1804 {
1783 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));
1784 return; 1807 return;
1785 } 1808 }
1786 1809
1787 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1788 1811
1804 { 1827 {
1805 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1806 1829
1807 if (!spell_skill) 1830 if (!spell_skill)
1808 { 1831 {
1809 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));
1810 return; 1833 return;
1811 } 1834 }
1812 1835
1813 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1814 { 1837 {
1830 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1831 */ 1854 */
1832 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1833 { 1856 {
1834 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!");
1835 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));
1836 } 1859 }
1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1838 (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])
1839 { 1862 {
1840 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1946 break; 1969 break;
1947 } 1970 }
1948 1971
1949 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1950 tmp->decrease (true); 1973 tmp->decrease (true);
1951}
1952
1953/**
1954 * op eats food.
1955 * If player, takes care of messages and dragon special food.
1956 */
1957static void
1958apply_food (object *op, object *tmp)
1959{
1960 int capacity_remaining;
1961
1962 if (op->type != PLAYER)
1963 op->stats.hp = op->stats.maxhp;
1964 else
1965 {
1966 /* check if this is a dragon (player), eating some flesh */
1967 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1968 ;
1969 else
1970 {
1971 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999)
1973 {
1974 if (tmp->type == FOOD || tmp->type == FLESH)
1975 op->failmsg ("You feel full, but what a waste of food!");
1976 else
1977 op->statusmsg ("Most of the drink goes down your face not your throat!");
1978 }
1979
1980 tmp->play_sound (
1981 tmp->sound
1982 ? tmp->sound
1983 : tmp->type == DRINK
1984 ? sound_find ("eat_drink")
1985 : sound_find ("eat_food")
1986 );
1987
1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1989 {
1990 const char *buf;
1991
1992 if (!is_dragon_pl (op))
1993 {
1994 /* eating message for normal players */
1995 if (tmp->type == DRINK)
1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1997 else
1998 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1999 }
2000 else
2001 /* eating message for dragon players */
2002 buf = format ("The %s tasted terrible!", &tmp->name);
2003
2004 op->statusmsg (buf);
2005
2006 capacity_remaining = 999 - op->stats.food;
2007 op->stats.food += tmp->stats.food;
2008 if (capacity_remaining < tmp->stats.food)
2009 op->stats.hp += capacity_remaining / 50;
2010 else
2011 op->stats.hp += tmp->stats.food / 50;
2012
2013 if (op->stats.hp > op->stats.maxhp)
2014 op->stats.hp = op->stats.maxhp;
2015 if (op->stats.food > 999)
2016 op->stats.food = 999;
2017 }
2018
2019 /* special food hack -b.t. */
2020 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2021 eat_special_food (op, tmp);
2022 }
2023 }
2024
2025 handle_apply_yield (tmp);
2026 tmp->decrease ();
2027} 1974}
2028 1975
2029/** 1976/**
2030 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2031 * 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.
2034 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2035 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2036 * return: 1983 * return:
2037 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2038 */ 1985 */
2039int 1986static int
2040dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2041{ 1988{
2042 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2043 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2044 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2051 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2052 int i; /* index */ 1999 int i; /* index */
2053 2000
2054 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2055 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2056 return 0; 2003 return 0;
2057 2004
2058 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2059 from the player's inventory */ 2006 from the player's inventory */
2060 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2068 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2069 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2070 return 0; 2017 return 0;
2071 2018
2072 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2073 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2074 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2075 else 2022 else
2076 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2077 2024
2078 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2079 op->stats.hp = op->stats.maxhp;
2080
2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2082 2027
2083 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2084 2029
2085 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2086 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2096 2041
2097 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2098 flesh is too rare */ 2043 flesh is too rare */
2099 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2100 2045
2101 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2102 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2103 2048
2104 if (chance >= 0.) 2049 if (chance >= 0.)
2105 chance += 1.; 2050 chance += 1.;
2106 else 2051 else
2107 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2108 2053
2109 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2110 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2111 2056
2112 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2113 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2114 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2115 2060
2116 /* 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!) */
2117 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2118 { 2063 {
2119 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2120 winners++; 2065 winners++;
2121 } 2066 }
2122 2067
2185 2130
2186 return 1; 2131 return 1;
2187} 2132}
2188 2133
2189/** 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/**
2190 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2191 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2192 */ 2211 */
2193static void 2212static void
2194apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2243 } 2262 }
2244 2263
2245 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2246 poison->destroy (); 2265 poison->destroy ();
2247}
2248
2249/**
2250 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2251 * A valid 2 way exit means:
2252 * -You can come back (there is another exit at the other side)
2253 * -You are
2254 * ° the owner of the exit
2255 * ° or in the same party as the owner
2256 *
2257 * Note: a owner in a 2 way exit is saved as the owner's name
2258 * in the field exit->name cause the field exit->owner doesn't
2259 * survive in the swapping (in fact the whole exit doesn't survive).
2260 */
2261int
2262is_legal_2ways_exit (object *op, object *exit)
2263{
2264 if (exit->stats.exp != 1)
2265 return 1; /*This is not a 2 way, so it is legal */
2266
2267#if 0 //TODO
2268 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2269 return 0; /* This is a reset town portal */
2270#endif
2271
2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2273
2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2275
2276 if (exitmap)
2277 {
2278 exitmap->load_sync ();
2279
2280 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2281
2282 if (!tmp)
2283 return 0;
2284
2285 for (; tmp; tmp = tmp->above)
2286 {
2287 if (tmp->type != EXIT)
2288 continue; /*Not an exit */
2289
2290 if (!EXIT_PATH (tmp))
2291 continue; /*Not a valid exit */
2292
2293 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2294 continue; /*Not in the same place */
2295
2296 if (exit->map->path != EXIT_PATH (tmp))
2297 continue; /*Not in the same map */
2298
2299 /* From here we have found the exit is valid. However we do
2300 * here the check of the exit owner. It is important for the
2301 * town portals to prevent strangers from visiting your appartments
2302 */
2303 if (!exit->race)
2304 return 1; /*No owner, free for all! */
2305
2306 object *exit_owner = 0;
2307
2308 for_all_players (pp)
2309 {
2310 if (!pp->ob)
2311 continue;
2312
2313 if (pp->ob->name != exit->race)
2314 continue;
2315
2316 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2317 break;
2318 }
2319
2320 if (!exit_owner)
2321 return 0; /* No more owner */
2322
2323 if (exit_owner->contr == op->contr)
2324 return 1; /*It is your exit */
2325
2326 if (exit_owner && /*There is a owner */
2327 (op->contr) && /*A player tries to pass */
2328 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2329 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2330 return 0;
2331
2332 return 1;
2333 }
2334 }
2335
2336 return 0;
2337} 2266}
2338 2267
2339/** 2268/**
2340 * This function will try to apply a lighter and in case no lighter 2269 * This function will try to apply a lighter and in case no lighter
2341 * is specified it will try to find a lighter in the players inventory, 2270 * is specified it will try to find a lighter in the players inventory,
2342 * and inform him about this requirement. 2271 * and inform him about this requirement.
2343 * 2272 *
2344 * who - the player 2273 * who - the player
2345 * op - the item we want to light 2274 * op - the item we want to light
2346 * ligher - the lighter or 0 if a lighter has yet to be found 2275 * lighter - the lighter or 0 if a lighter has yet to be found
2347 */ 2276 */
2277static object *
2348object *auto_apply_lighter (object *who, object *op, object *lighter) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2349{ 2279{
2350 if (lighter == 0) 2280 if (lighter == 0)
2351 { 2281 {
2352 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353 { 2283 {
2391/** 2321/**
2392 * Designed primarily to light torches/lanterns/etc. 2322 * Designed primarily to light torches/lanterns/etc.
2393 * Also burns up burnable material too. First object in the inventory is 2323 * Also burns up burnable material too. First object in the inventory is
2394 * the selected object to "burn". -b.t. 2324 * the selected object to "burn". -b.t.
2395 */ 2325 */
2396void 2326static void
2397apply_lighter (object *who, object *lighter) 2327apply_lighter (object *who, object *lighter)
2398{ 2328{
2399 object *item; 2329 object *item;
2400 int is_player_env = 0; 2330 int is_player_env = 0;
2401 2331
2402 item = find_marked_object (who); 2332 item = find_marked_object (who);
2403 if (item) 2333 if (item)
2404 { 2334 {
2405 if (!auto_apply_lighter (who, 0, lighter)) 2335 if (!auto_apply_lighter (who, item, lighter))
2406 return; 2336 return;
2407 2337
2408 /* Perhaps we should split what we are trying to light on fire? 2338 /* Perhaps we should split what we are trying to light on fire?
2409 * I can't see many times when you would want to light multiple 2339 * I can't see many times when you would want to light multiple
2410 * objects at once. 2340 * objects at once.
2428} 2358}
2429 2359
2430/** 2360/**
2431 * This function generates a cursed effect for cursed lamps and torches. 2361 * This function generates a cursed effect for cursed lamps and torches.
2432 */ 2362 */
2363static void
2433void player_apply_lamp_cursed_effect (object *who, object *op) 2364player_apply_lamp_cursed_effect (object *who, object *op)
2434{ 2365{
2435 if (op->level) 2366 if (op->level)
2436 { 2367 {
2437 who->failmsg (format ( 2368 who->failmsg (format (
2438 "The %s was cursed, it explodes in a big fireball!", 2369 "The %s was cursed, it explodes in a big fireball!",
2453 * Apply for players and lamps 2384 * Apply for players and lamps
2454 * 2385 *
2455 * who - the player 2386 * who - the player
2456 * op - the lamp 2387 * op - the lamp
2457 */ 2388 */
2389static void
2458void player_apply_lamp (object *who, object *op) 2390player_apply_lamp (object *who, object *op)
2459{ 2391{
2460 bool switch_on = op->glow_radius ? false : true; 2392 bool switch_on = op->glow_radius ? false : true;
2461 2393
2462 if (switch_on) 2394 if (switch_on)
2463 { 2395 {
2576 if (op->other_arch) 2508 if (op->other_arch)
2577 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); 2509 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578 2510
2579 if (object *pl = op->visible_to ()) 2511 if (object *pl = op->visible_to ())
2580 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); 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)
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 ();
2581} 2613}
2582 2614
2583/** 2615/**
2584 * Main apply handler. 2616 * Main apply handler.
2585 * 2617 *
2594 * being applied. 2626 * being applied.
2595 * 2627 *
2596 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2597 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2598 */ 2630 */
2599int 2631static int
2600manual_apply (object *who, object *op, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2601{ 2633{
2602 op = op->head_ (); 2634 op = op->head_ ();
2603 2635
2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 2636 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2617 return RESULT_INT (0); 2649 return RESULT_INT (0);
2618 2650
2619 switch (op->type) 2651 switch (op->type)
2620 { 2652 {
2621 case CF_HANDLE: 2653 case T_HANDLE:
2622 who->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2623 who->statusmsg ("You turn the handle."); 2655 who->statusmsg ("You turn the handle.");
2624 op->value = op->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2625 SET_ANIMATION (op, op->value); 2657 SET_ANIMATION (op, op->value);
2626 update_object (op, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2627 push_button (op, who); 2659 push_button (op, who);
2628 return 1; 2660 return 1;
2629 2661
2630 case TRIGGER: 2662 case TRIGGER:
2631 if (check_trigger (op, who)) 2663 if (check_trigger (op, who, who))
2632 { 2664 {
2633 who->statusmsg ("You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2634 who->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2635 } 2667 }
2636 else 2668 else
2640 2672
2641 case EXIT: 2673 case EXIT:
2642 if (who->type != PLAYER) 2674 if (who->type != PLAYER)
2643 return 0; 2675 return 0;
2644 2676
2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2677 if (!EXIT_PATH (op))
2646 who->failmsg (format ("The %s is closed.", query_name (op))); 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)));
2647 else 2679 else
2648 { 2680 {
2649 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2651 who->statusmsg (op->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2652 2684
2653 who->enter_exit (op); 2685 who->enter_exit (op);
2654 } 2686 }
2655 2687
2736 case CLOAK: 2768 case CLOAK:
2737 case WAND: 2769 case WAND:
2738 case ROD: 2770 case ROD:
2739 case HORN: 2771 case HORN:
2740 case SKILL: 2772 case SKILL:
2773 case SPELL:
2741 case BOW: 2774 case BOW:
2775 case RANGED:
2742 case BUILDER: 2776 case BUILDER:
2743 case SKILL_TOOL: 2777 case SKILL_TOOL:
2744 if (op->env != who) 2778 if (op->env != who)
2745 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)));
2746 2780 else
2747 apply_special (who, op, aflag); 2781 apply_special (who, op, aflag);
2782
2748 return 1; 2783 return 1;
2749 2784
2750 case DRINK: 2785 case DRINK:
2751 case FOOD: 2786 case FOOD:
2752 case FLESH: 2787 case FLESH:
2816 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2817 apply_item_transformer (who, op); 2852 apply_item_transformer (who, op);
2818 return 1; 2853 return 1;
2819 2854
2820 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2821 return 0; 2857 return 0;
2822 } 2858 }
2823} 2859}
2824 2860
2825/* quiet suppresses the "don't know how to apply" and "you must get it first" 2861/*
2826 * messages as needed by player_apply_below(). But there can still be
2827 * "but you are floating high above the ground" messages.
2828 *
2829 * Same return value as apply() function. 2862 * Same return value as apply() function.
2830 */ 2863 */
2831int 2864bool
2832player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2833{ 2866{
2834 if (!op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2835 { 2868 {
2836 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2843 } 2876 }
2844 } 2877 }
2845 2878
2846 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2847 2880
2848 int tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2849
2850 if (!quiet)
2851 {
2852 if (tmp == 0)
2853 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2854 else if (tmp == 2)
2855 pl->failmsg ("You must get it first!\n");
2856 }
2857
2858 return tmp;
2859} 2882}
2860 2883
2861/** 2884/**
2862 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2863 * 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
2874 * 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
2875 * 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
2876 * 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
2877 * not return a proper value. 2900 * not return a proper value.
2878 */ 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?
2879 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)
2880 { 2905 {
2881 next = tmp->below; 2906 next = tmp->below;
2882 2907
2883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2884 floors++;
2885 else if (floors > 0)
2886 return; /* process only floor objects after first floor object */
2887
2888 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2889 * person moving on it, also activate. Added code to make it
2890 * so that at least one of players movement types be that which
2891 * the item needs.
2892 */ 2909 */
2893 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2894 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2895 return; 2912 break;
2896 2913
2897 if (floors >= 2) 2914 break;
2898 return; /* process at most two floor objects */
2899 } 2915 }
2900} 2916}
2901 2917
2902/** 2918/**
2903 * Unapplies specified item. 2919 * Unapplies specified item.
2910{ 2926{
2911 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))
2912 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2913 return RESULT_INT (0); 2929 return RESULT_INT (0);
2914 2930
2915 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2916 2935
2917 switch (op->type) 2936 switch (op->type)
2918 { 2937 {
2919 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
2920 // 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
2921 // 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
2922 // be used for other reasons 2956 // be used for other reasons
2923 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2924 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2925 && tmp->type == SKILL
2926 && tmp->flag [FLAG_APPLIED]
2927 && !tmp->flag [FLAG_CAN_USE_SKILL])
2928 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2929 2960
2930 change_abil (who, op);
2931 break; 2961 break;
2932 2962
2963 case BOW:
2933 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2934 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2935 if (op == pl->combat_ob)
2936 {
2937 pl->combat_ob = 0;
2938 who->change_weapon (pl->ranged_ob);
2939 }
2940
2941 who->statusmsg (format ("You unwield %s.", query_name (op)));
2942
2943 change_abil (who, op);
2944 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2945 break;
2946
2947 case SKILL:
2948 if (who->contr)
2949 { 2969 {
2950 if (IS_COMBAT_SKILL (op->subtype)) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2951 who->change_weapon (who->contr->combat_ob = 0); 2971 change_abil (who, op);
2952 else if (IS_RANGED_SKILL (op->subtype)) 2972 }
2953 who->change_weapon (who->contr->ranged_ob = 0); 2973 else
2974 {
2975 who->change_skill (0);
2954 2976
2955 if (op->invisible) 2977 if (op->type == BOW)
2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2978 op->flag [FLAG_READY_BOW ] = false;
2957 else 2979 else
2958 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2980 op->flag [FLAG_READY_RANGE] = false;
2959 } 2981 }
2960 2982
2961 change_abil (who, op);
2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2963 break; 2983 break;
2964 2984
2965 case ARMOUR: 2985 case ARMOUR:
2966 case HELMET: 2986 case HELMET:
2967 case SHIELD: 2987 case SHIELD:
2974 case CLOAK: 2994 case CLOAK:
2975 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2976 change_abil (who, op); 2996 change_abil (who, op);
2977 break; 2997 break;
2978 2998
2999 case SPELL:
2979 case BOW: 3000 case BUILDER:
2980 case WAND:
2981 case ROD:
2982 case HORN:
2983 if (player *pl = who->contr)
2984 {
2985 if (op == pl->ranged_ob)
2986 {
2987 pl->ranged_ob = 0;
2988 who->change_weapon (pl->combat_ob);
2989 }
2990
2991 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 }
2993 else
2994 {
2995 who->change_skill (0);
2996
2997 if (op->type == BOW)
2998 CLEAR_FLAG (who, FLAG_READY_BOW);
2999 else
3000 CLEAR_FLAG (who, FLAG_READY_RANGE);
3001 }
3002
3003 break; 3002 break;
3004 3003
3005 case BUILDER: 3004 //case SKILL_TOOL://TODO
3006 if (who->contr)
3007 who->statusmsg (format ("You unready %s.", query_name (op)));
3008 break;
3009
3010 default: 3005 default:
3011 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
3012 break; 3007 break;
3013 } 3008 }
3014 3009
3038static object * 3033static object *
3039get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
3040{ 3035{
3041 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3042 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
3043 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
3044 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3045 return tmp; 3040 return tmp;
3046 3041
3047 return 0; 3042 return 0;
3048} 3043}
3049 3044
3062#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
3063 "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. " \
3064 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3065 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
3066 3061
3067int 3062static int
3068unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3069{ 3064{
3070 if (op->is_range ()) 3065 if (op->is_range ())
3071 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3072 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3194 continue; 3189 continue;
3195 } 3190 }
3196 3191
3197 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3198 if (!tmp1) 3193 if (!tmp1)
3199 {
3200#if 0
3201 /* This is sort of an error, but happens a lot when old players
3202 * join in with more stuff equipped than they are now allowed.
3203 */
3204 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3205#endif
3206 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3207 }
3208 else 3195 else
3209 { 3196 {
3210 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3211 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3212 * to apply multiple objects 3199 * to apply multiple objects
3263 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3264 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3265 } 3252 }
3266 3253
3267 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;
3268} 3344}
3269 3345
3270/** 3346/**
3271 * 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.
3272 * 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,
3295 " 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.>"
3296 3372
3297int 3373int
3298apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3299{ 3375{
3300 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3301 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3302 3378
3303 if (who == NULL) 3379 if (who == NULL)
3304 { 3380 {
3305 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3324 3400
3325 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3326 } 3402 }
3327 else if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3328 return 0; 3404 return 0;
3329
3330 // if the item is combat/ranged, wield the relevant slot first
3331 // to resolve conflicts.
3332 if (player *pl = who->contr)
3333 switch (op->slottype ())
3334 {
3335 case slot_combat: who->change_weapon (pl->combat_ob); break;
3336 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3337 }
3338 3405
3339 splay (op); 3406 splay (op);
3340 3407
3341 /* 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 */
3342 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3376 } 3443 }
3377 } 3444 }
3378 3445
3379 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3380 { 3447 {
3448 // try to ready attached skill first
3381 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3382 3450
3383 if (!skop) 3451 if (!skop)
3384 { 3452 {
3385 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));
3386 return 1; 3454 return 1;
3387 } 3455 }
3388 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3389 /* While experience will be credited properly, we want to change the
3390 * skill so that the dam and wc get updated
3391 */ 3457 {
3392 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3393 } 3461 }
3394 3462
3395 if (who->type == PLAYER 3463 if (!check_item_power (who, op->item_power))
3396 && op->item_power
3397 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3398 { 3464 {
3399 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);
3400 return 1; 3466 return 1;
3401 } 3467 }
3402 3468
3403 /* 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.
3404 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3405 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3406 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3407 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3408 3476
3409 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)))
3410 return RESULT_INT (0); 3478 return RESULT_INT (0);
3411 3479
3412 switch (op->type) 3480 switch (op->type)
3413 { 3481 {
3414 case WEAPON: 3482 case WEAPON:
3415 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3416 {
3417 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418
3419 if (tmp)
3420 insert_ob_in_ob (tmp, who);
3421
3422 return 1;
3423 }
3424
3425 //TODO: this obviously fails for players using a shorter prefix
3426 // i.e. "R" can use Ragnarok's sword.
3427 if (op->level && !op->name.starts_with (who->name))
3428 { 3484 {
3429 /* 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. */
3430 /* (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) */
3431 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. "
3432 3488 "H<Its name indicates that it belongs to somebody else.>");
3433 if (tmp) 3489 if (tmp) who->insert (tmp);
3434 insert_ob_in_ob (tmp, who);
3435
3436 return 1; 3490 return 1;
3437 } 3491 }
3438 3492
3439 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3440 { 3496 {
3441 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)));
3442 return 1; 3498 change_abil (who, op);
3443 } 3499 }
3444 3500 else
3445 SET_FLAG (op, FLAG_APPLIED);
3446 who->change_skill (skop); 3501 who->change_skill (skop);
3447 3502
3448 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3449 who->change_weapon (who->contr->combat_ob = op);
3450
3451 who->statusmsg (format ("You wield %s.", query_name (op)));
3452
3453 SET_FLAG (who, FLAG_READY_WEAPON);
3454 change_abil (who, op);
3455 break; 3504 break;
3456 3505
3457 case ARMOUR: 3506 case ARMOUR:
3458 case HELMET: 3507 case HELMET:
3459 case SHIELD: 3508 case SHIELD:
3468 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3469 change_abil (who, op); 3518 change_abil (who, op);
3470 break; 3519 break;
3471 3520
3472 case SKILL_TOOL: 3521 case SKILL_TOOL:
3473 // applying a skill tool also readies the skill 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
3474 SET_FLAG (op, FLAG_APPLIED); 3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3475 3527
3476 if (!(aflags & AP_NO_READY)) 3528 case SKILL:
3529 if (skill_flags [op->subtype] & SF_NEED_ITEM && !(aflags & AP_NO_SLOT))
3477 { 3530 {
3478 skop = find_skill_by_name (who, op->skill); 3531 who->failmsg (format (
3479 if (!skop->flag [FLAG_APPLIED]) 3532 "You feel as if you wanted to do something funny, but you can't remember what. "
3480 apply_special (who, skop, AP_APPLY); 3533 "H<The %s skill needs an item to function, it cannot be used on its own.>",
3534 &op->skill
3535 ));
3536 if (tmp) who->insert (tmp);
3537 return 1;
3481 } 3538 }
3482 break;
3483 3539
3484 case SKILL:
3485 if (player *pl = who->contr) 3540 if (player *pl = who->contr)
3486 { 3541 {
3487 if (IS_COMBAT_SKILL (op->subtype))
3488 {
3489 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3490 {
3491 for (object *item = who->inv; item; item = item->below)
3492 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3493 {
3494 if (item->skill == op->skill)
3495 {
3496 who->change_weapon (pl->combat_ob = item);
3497 goto found_weapon;
3498 }
3499 }
3500
3501 who->failmsg (format (
3502 "You need to apply a '%s' melee weapon before readying this skill. "
3503 "H<Some skills need an item, in this case a melee weapon, to function.>",
3504 &op->skill
3505 ));
3506 return 1;
3507
3508 found_weapon:;
3509 }
3510 else
3511 who->change_weapon (pl->combat_ob = op);
3512 }
3513 else if (IS_RANGED_SKILL (op->subtype))
3514 {
3515 if (skill_flags [op->subtype] & SF_NEED_BOW)
3516 {
3517 for (object *item = who->inv; item; item = item->below)
3518 if (item->type == BOW && item->flag [FLAG_APPLIED])
3519 {
3520 //TODO: bows should/must all have skill missile weapon right now
3521 who->change_weapon (pl->ranged_ob = item);
3522 goto found_bow;
3523 }
3524
3525 who->failmsg (
3526 "You need to apply a missile weapon before readying this skill. "
3527 "H<Some skills need an item, in this case a missile weapon, to function.>"
3528 );
3529 return 1;
3530
3531 found_bow:;
3532 }
3533 else
3534 who->change_weapon (pl->ranged_ob = op);
3535 }
3536
3537 if (!op->invisible) 3542 if (op->invisible)
3538 { 3543 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3539 who->statusmsg (format (
3540 "You ready %s."
3541 "You can now use the skill: %s.",
3542 query_name (op),
3543 &op->skill
3544 ));
3545 }
3546 else 3544 else
3547 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 3545 who->statusmsg (format (
3546 "You ready %s."
3547 "You can now use the %s skill.",
3548 query_name (op),
3549 &op->skill
3550 ));
3548 } 3551 }
3549 else 3552
3550 {
3551 SET_FLAG (op, FLAG_APPLIED);
3552 change_abil (who, op);
3553 who->chosen_skill = op;
3554 SET_FLAG (who, FLAG_READY_SKILL); 3553 SET_FLAG (who, FLAG_READY_SKILL);
3555 } 3554 SET_FLAG (op, FLAG_APPLIED);
3556 3555 change_abil (who, op);
3557 break; 3556 break;
3558 3557
3559 case BOW: 3558 case BOW:
3560 if (!check_weapon_power (who, op->last_eat)) 3559 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3561 {
3562 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3563
3564 if (tmp)
3565 insert_ob_in_ob (tmp, who);
3566
3567 return 1;
3568 }
3569
3570 if (op->level && !op->name.starts_with (who->name))
3571 { 3560 {
3572 who->failmsg ("The weapon does not recognize you as its owner. " 3561 who->failmsg ("The weapon does not recognize you as its owner. "
3573 "H<Its name indicates that it belongs to somebody else.>"); 3562 "H<Its name indicates that it belongs to somebody else.>");
3574 if (tmp) 3563 if (tmp) who->insert (tmp);
3575 insert_ob_in_ob (tmp, who);
3576
3577 return 1; 3564 return 1;
3578 } 3565 }
3566
3567 if (player *pl = who->contr)
3568 {
3569 op->flag [FLAG_APPLIED] = true;
3570 who->statusmsg (format ("You wield the %s.", query_name (op)));
3571 change_abil (who, op);
3572 }
3573 break;
3574
3575 case RANGED:
3576 if (player *pl = who->contr)
3577 {
3578 op->flag [FLAG_APPLIED] = true;
3579 who->statusmsg (format ("You applied the %s.", query_name (op)));
3580 }
3581 break;
3582
3583 case SPELL:
3584 if (player *pl = who->contr)
3585 {
3586 op->flag [FLAG_APPLIED] = true;
3587 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3588 }
3589 break;
3579 3590
3580 /*FALLTHROUGH*/ 3591 /*FALLTHROUGH*/
3581 case WAND: 3592 case WAND:
3582 case ROD: 3593 case ROD:
3583 case HORN: 3594 case HORN:
3584 /* check for skill, alter player status */ 3595 /* check for skill, alter player status */
3585 3596
3586 if (!skop) 3597 if (!skop)
3587 { 3598 {
3588 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3599 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3600 if (tmp) who->insert (tmp);
3589 return 1; 3601 return 1;
3590 } 3602 }
3591 3603
3592 SET_FLAG (op, FLAG_APPLIED); 3604 op->flag [FLAG_APPLIED] = true;
3593 who->change_skill (skop);
3594 3605
3595 if (who->contr) 3606 if (player *pl = who->contr)
3596 { 3607 {
3597 who->contr->ranged_ob = op;
3598
3599 who->statusmsg (format ("You ready %s.", query_name (op))); 3608 who->statusmsg (format ("You ready %s.", query_name (op)));
3600 3609
3601 if (op->type == BOW) 3610 if (op->type == BOW)
3602 {
3603 who->current_weapon = op;
3604 change_abil (who, op);
3605 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 3611 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3606 } 3612
3613 change_abil (who, op);
3607 } 3614 }
3608 else 3615 else
3609 { 3616 {
3617 who->change_skill (skop);
3618
3610 if (op->type == BOW) 3619 if (op->type == BOW)
3611 SET_FLAG (who, FLAG_READY_BOW); 3620 op->flag [FLAG_READY_BOW ] = true;
3612 else 3621 else
3613 SET_FLAG (who, FLAG_READY_RANGE); 3622 op->flag [FLAG_READY_RANGE] = true;
3614 } 3623 }
3615 3624
3616 break; 3625 break;
3617 3626
3618 case BUILDER: 3627 case BUILDER:
3619 if (who->type == PLAYER) 3628 if (player *pl = who->contr)
3620 { 3629 {
3621 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3622 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3623 unapply_special (who, who->contr->ranged_ob, 0);
3624
3625 who->statusmsg (format ("You ready your %s.", query_name (op))); 3630 who->statusmsg (format ("You ready your %s.", query_name (op)));
3626 3631 //TODO: change_abil?
3627 who->contr->ranged_ob = op;
3628 } 3632 }
3629 break; 3633 break;
3630 3634
3631 default: 3635 default:
3632 who->statusmsg (format ("You apply %s.", query_name (op))); 3636 who->statusmsg (format ("You apply %s.", query_name (op)));
3633 } 3637 }
3634 3638
3635 SET_FLAG (op, FLAG_APPLIED); 3639 SET_FLAG (op, FLAG_APPLIED);
3636 3640
3637 if (tmp)
3638 who->insert (tmp); 3641 if (tmp) who->insert (tmp);
3639 3642
3640 who->update_stats (); 3643 who->update_stats ();
3641 3644
3642 /* We exclude spell casting objects. The fire code will set the 3645 /* We exclude spell casting objects. The fire code will set the
3643 * been applied flag when they are used - until that point, 3646 * been applied flag when they are used - until that point,
3658 3661
3659 if (object *pl = op->visible_to ()) 3662 if (object *pl = op->visible_to ())
3660 esrv_send_item (pl, op); 3663 esrv_send_item (pl, op);
3661 3664
3662 return 0; 3665 return 0;
3663}
3664
3665int
3666monster_apply_special (object *who, object *op, int aflags)
3667{
3668 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3669 return 1;
3670
3671 return apply_special (who, op, aflags);
3672} 3666}
3673 3667
3674/** 3668/**
3675 * Map was just loaded, handle op's initialisation. 3669 * Map was just loaded, handle op's initialisation.
3676 * 3670 *
3783 * treasure again for this object 3777 * treasure again for this object
3784 */ 3778 */
3785 invtmp->randomitems = NULL; 3779 invtmp->randomitems = NULL;
3786 } 3780 }
3787 } 3781 }
3782
3788 /* This is really temporary - the code at the bottom will 3783 /* This is really temporary - the code at the bottom will
3789 * also set randomitems to null. The problem is there are bunches 3784 * also set randomitems to null. The problem is there are bunches
3790 * of maps/players already out there with items that have spells 3785 * of maps/players already out there with items that have spells
3791 * which haven't had the randomitems set to null yet. 3786 * which haven't had the randomitems set to null yet.
3792 * MSW 2004-05-13 3787 * MSW 2004-05-13
3796 * Ryo 2004-08-16 3791 * Ryo 2004-08-16
3797 */ 3792 */
3798 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3793 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3799 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3794 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3800 tmp->randomitems = NULL; 3795 tmp->randomitems = NULL;
3801
3802 } 3796 }
3803 3797
3804 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3798 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3805 auto_apply (tmp); 3799 auto_apply (tmp);
3806 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3800 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3839 } 3833 }
3840 3834
3841 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3835 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3842 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3836 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3843 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3837 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3844 check_trigger (tmp, tmp->above); 3838 check_trigger (tmp, tmp->above, tmp->above);
3845} 3839}
3846 3840
3847/** 3841/**
3848 * Handles player eating food that temporarily changes status (resistances, stats). 3842 * Handles player eating food that temporarily changes status (resistances, stats).
3849 * This used to call cast_change_attr(), but 3843 * This used to call cast_change_attr(), but
3854eat_special_food (object *who, object *food) 3848eat_special_food (object *who, object *food)
3855{ 3849{
3856 object *force; 3850 object *force;
3857 int i, did_one = 0; 3851 int i, did_one = 0;
3858 3852
3859 force = get_archetype (FORCE_NAME); 3853 char buf[64];
3854 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3855 shstr key (buf);
3860 3856
3861 for (i = 0; i < NUM_STATS; i++)
3862 if (sint8 k = food->stats.stat (i))
3863 {
3864 force->stats.stat (i) = k;
3865 did_one = 1;
3866 }
3867
3868 /* check if we can protect the eater */
3869 for (i = 0; i < NROFATTACKS; i++)
3870 {
3871 if (food->resist[i] > 0)
3872 {
3873 force->resist[i] = food->resist[i] / 2;
3874 did_one = 1;
3875 }
3876 }
3877
3878 if (did_one)
3879 {
3880 force->set_speed (0.1);
3881 /* bigger morsel of food = longer effect time */ 3857 /* bigger morsel of food = longer effect time */
3882 force->duration = food->stats.food / 5; 3858 int duration = TIME2TICK (food->stats.food);
3883 SET_FLAG (force, FLAG_APPLIED); 3859
3884 change_abil (who, force); 3860 if (force = who->force_find (key))
3885 insert_ob_in_ob (force, who); 3861 {
3862 if (duration > fabs (force->speed_left / force->speed))
3863 {
3864 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));
3865 force->force_set_timer (duration);
3866 }
3867 else
3868 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3869
3870 return;
3886 } 3871 }
3887 else 3872 else
3873 {
3874 force = who->force_add (key, duration);
3875 force->name = key;
3876
3877 /* check if the food affects a stat */
3878 for (i = 0; i < NUM_STATS; i++)
3879 if (sint8 k = food->stats.stat (i))
3880 {
3881 force->stats.stat (i) = k;
3882 did_one = 1;
3883 }
3884
3885 /* check if we can protect the eater */
3886 for (i = 0; i < NROFATTACKS; i++)
3887 {
3888 if (food->resist[i] > 0)
3889 {
3890 force->resist[i] = food->resist[i];
3891 did_one = 1;
3892 }
3893 }
3894
3895 if (did_one)
3896 {
3897 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));
3898
3899 /* make the force take effect and report effects to user */
3900 change_abil (who, force);
3901 }
3902 else
3888 force->destroy (); 3903 force->destroy ();
3904 }
3889 3905
3890 /* check for hp, sp change */ 3906 /* check for hp, sp change */
3891 if (food->stats.hp != 0) 3907 if (food->stats.hp != 0)
3892 { 3908 {
3893 if (QUERY_FLAG (food, FLAG_CURSED)) 3909 if (QUERY_FLAG (food, FLAG_CURSED))
3923 /* place limit on max sp from food? */ 3939 /* place limit on max sp from food? */
3924 } 3940 }
3925 } 3941 }
3926 3942
3927 who->update_stats (); 3943 who->update_stats ();
3928}
3929
3930
3931/**
3932 * op made some mistake with a scroll, this takes care of punishment.
3933 * scroll_failure()- hacked directly from spell_failure
3934 */
3935void
3936scroll_failure (object *op, int failure, int power)
3937{
3938 if (abs (failure / 4) > power)
3939 power = abs (failure / 4); /* set minimum effect */
3940
3941 if (failure <= -1 && failure > -15)
3942 { /* wonder */
3943 object *tmp;
3944
3945 op->failmsg ("Your spell warps!");
3946 tmp = get_archetype (SPELL_WONDER);
3947 cast_wonder (op, op, 0, tmp);
3948 tmp->destroy ();
3949 }
3950 else if (failure <= -15 && failure > -35)
3951 { /* drain mana */
3952 op->failmsg ("Your mana is drained!");
3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3954 if (op->stats.sp < 0)
3955 op->stats.sp = 0;
3956 }
3957 else if (settings.spell_failure_effects == TRUE)
3958 {
3959 if (failure <= -35 && failure > -60)
3960 { /* confusion */
3961 op->failmsg ("The magic recoils on you!");
3962 confuse_player (op, op, power);
3963 }
3964 else if (failure <= -60 && failure > -70)
3965 { /* paralysis */
3966 op->failmsg ("The magic recoils and paralyzes you!");
3967 paralyze_player (op, op, power);
3968 }
3969 else if (failure <= -70 && failure > -80)
3970 { /* blind */
3971 op->failmsg ("The magic recoils on you!");
3972 blind_player (op, op, power);
3973 }
3974 else if (failure <= -80)
3975 { /* blast the immediate area */
3976 object *tmp = get_archetype (LOOSE_MANA);
3977 cast_magic_storm (op, tmp, power);
3978 op->failmsg ("You unleash uncontrolled mana!");
3979 tmp->destroy ();
3980 }
3981 }
3982} 3944}
3983 3945
3984void 3946void
3985apply_changes_to_player (object *pl, object *change) 3947apply_changes_to_player (object *pl, object *change)
3986{ 3948{
4063 break; 4025 break;
4064 } 4026 }
4065 } 4027 }
4066} 4028}
4067 4029
4068/**
4069 * This handles items of type 'transformer'.
4070 * Basically those items, used with a marked item, transform both items into something
4071 * else.
4072 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4073 * Change information is contained in the 'slaying' field of the marked item.
4074 * The format is as follow: transformer:[number ]yield[;transformer:...].
4075 * This way an item can be transformed in many things, and/or many objects.
4076 * The 'slaying' field for transformer is used as verb for the action.
4077 */
4078void
4079apply_item_transformer (object *pl, object *transformer)
4080{
4081 object *marked;
4082 object *new_item;
4083 char *find;
4084 char *separator;
4085 int yield;
4086 char got[MAX_BUF];
4087 int len;
4088
4089 if (!pl || !transformer)
4090 return;
4091
4092 marked = find_marked_object (pl);
4093
4094 if (!marked)
4095 {
4096 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4097 return;
4098 }
4099
4100 if (!marked->slaying)
4101 {
4102 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4103 return;
4104 }
4105
4106 /* check whether they are compatible or not */
4107 find = strstr (&marked->slaying, transformer->arch->archname);
4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4109 {
4110 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4111 return;
4112 }
4113
4114 find += strlen (transformer->arch->archname) + 1;
4115 /* Item can be used, now find how many and what it yields */
4116 if (isdigit (*(find)))
4117 {
4118 yield = atoi (find);
4119 if (yield < 1)
4120 {
4121 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4122 yield = 1;
4123 }
4124 }
4125 else
4126 yield = 1;
4127
4128 while (isdigit (*find))
4129 find++;
4130
4131 while (*find == ' ')
4132 find++;
4133
4134 memset (got, 0, MAX_BUF);
4135
4136 if ((separator = strchr (find, ';')) != NULL)
4137 len = separator - find;
4138 else
4139 len = strlen (find);
4140
4141 if (len > MAX_BUF - 1)
4142 len = MAX_BUF - 1;
4143
4144 strcpy (got, find);
4145 got[len] = '\0';
4146
4147 /* Now create new item, remove used ones when required. */
4148 new_item = get_archetype (got);
4149 if (!new_item)
4150 {
4151 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4152 return;
4153 }
4154
4155 new_item->nrof = yield;
4156
4157 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4158
4159 pl->insert (new_item);
4160 /* Eat up one item */
4161 marked->decrease ();
4162
4163 /* Eat one transformer if needed */
4164 if (transformer->stats.food)
4165 if (--transformer->stats.food == 0)
4166 transformer->decrease ();
4167}
4168

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