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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.213 by elmex, Mon Nov 9 13:38:36 2009 UTC vs.
Revision 1.233 by root, Fri Apr 2 03:41:24 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
172 */ 172 */
173int 173int
174apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
175{ 175{
176 int got_one = 0, i; 176 int got_one = 0, i;
177 object *force = 0, *floor = 0; 177 object *force = 0;
178 178
179 floor = GET_MAP_OB (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
180 180
181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 { 182 {
183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184 184
1353 trap->stats.maxsp = 2; 1353 trap->stats.maxsp = 2;
1354 1354
1355 /* Is this correct? From the docs, it doesn't look like it 1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed 1356 * should be divided by trap->speed
1357 */ 1357 */
1358 victim->speed_left = -fabs (trap->stats.maxsp * victim->speed / trap->speed); 1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359 1359
1360 /* Just put in some sanity check. I think there is a bug in the 1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player 1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed. 1362 * getting permanently paralyzed.
1363 */ 1363 */
1488 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 { 1489 {
1490 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1491 * players output. 1491 * players output.
1492 */ 1492 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495 1495
1496 trap->play_sound (trap->sound); 1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap); 1497 victim->enter_exit (trap);
1498 } 1498 }
1576 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1577 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1578 return; 1578 return;
1579 } 1579 }
1580 1580
1581 // we currently don't use the message types for anything.
1581 readable_message_type *msgType = get_readable_message_type (tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1582 1585
1583 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1584 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1586 1589
1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1740 return; 1743 return;
1741 } 1744 }
1742 1745
1743 op->failmsg (format ("You lose knowledge of %s.", spell)); 1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1744 player_unready_range_ob (op->contr, spob);
1745 esrv_remove_spell (op->contr, spob); 1747 esrv_remove_spell (op->contr, spob);
1746 spob->destroy (); 1748 spob->destroy ();
1747} 1749}
1748 1750
1749/** 1751/**
1766 * instead of having their spell stored in stats.sp. These are 1768 * instead of having their spell stored in stats.sp. These are
1767 * legacy spellbooks 1769 * legacy spellbooks
1768 */ 1770 */
1769 if (tmp->slaying) 1771 if (tmp->slaying)
1770 { 1772 {
1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1773 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1774
1772 if (!spell) 1775 if (!spell)
1773 { 1776 {
1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1777 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1775 return; 1778 return;
1776 } 1779 }
1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2000 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1998 int winners = 0; /* number of winners */ 2001 int winners = 0; /* number of winners */
1999 int i; /* index */ 2002 int i; /* index */
2000 2003
2001 /* let's make sure and doublecheck the parameters */ 2004 /* let's make sure and doublecheck the parameters */
2002 if (meal->type != FLESH || !is_dragon_pl (op)) 2005 if (meal->type != FLESH || !op->is_dragon ())
2003 return 0; 2006 return 0;
2004 2007
2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2008 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2006 from the player's inventory */ 2009 from the player's inventory */
2007 for (tmp = op->inv; tmp; tmp = tmp->below) 2010 for (tmp = op->inv; tmp; tmp = tmp->below)
2015 which is not to be considered a dragon -> bail out */ 2018 which is not to be considered a dragon -> bail out */
2016 if (skin == NULL || abil == NULL) 2019 if (skin == NULL || abil == NULL)
2017 return 0; 2020 return 0;
2018 2021
2019 /* now start by filling stomache and health, according to food-value */ 2022 /* now start by filling stomache and health, according to food-value */
2020 if ((999 - op->stats.food) < meal->stats.food) 2023 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2021 op->stats.hp += (999 - op->stats.food) / 50; 2024 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2022 else 2025 else
2023 op->stats.hp += meal->stats.food / 50; 2026 op->stats.hp += meal->stats.food / 50;
2024 2027
2025 if (op->stats.hp > op->stats.maxhp) 2028 min_it (op->stats.hp, op->stats.maxhp);
2026 op->stats.hp = op->stats.maxhp;
2027
2028 op->stats.food = min (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2029 2030
2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2031 2032
2032 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2033 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2145 if (op->type != PLAYER) 2146 if (op->type != PLAYER)
2146 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2147 else 2148 else
2148 { 2149 {
2149 /* check if this is a dragon (player), eating some flesh */ 2150 /* check if this is a dragon (player), eating some flesh */
2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) 2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2151 ; 2152 ;
2152 else 2153 else
2153 { 2154 {
2154 /* usual case - no dragon meal: */ 2155 /* usual case - no dragon meal: */
2155 if (op->stats.food + tmp->stats.food > 999) 2156 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2156 { 2157 {
2157 if (tmp->type == FOOD || tmp->type == FLESH) 2158 if (tmp->type == FOOD || tmp->type == FLESH)
2158 op->failmsg ("You feel full, but what a waste of food!"); 2159 op->failmsg ("You feel full, but what a waste of food!");
2159 else 2160 else
2160 op->statusmsg ("Most of the drink goes down your face not your throat!"); 2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2170 2171
2171 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2172 { 2173 {
2173 const char *buf; 2174 const char *buf;
2174 2175
2175 if (!is_dragon_pl (op)) 2176 if (!op->is_dragon ())
2176 { 2177 {
2177 /* eating message for normal players */ 2178 /* eating message for normal players */
2178 if (tmp->type == DRINK) 2179 if (tmp->type == DRINK)
2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name); 2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2180 else 2181 else
2184 /* eating message for dragon players */ 2185 /* eating message for dragon players */
2185 buf = format ("The %s tasted terrible!", &tmp->name); 2186 buf = format ("The %s tasted terrible!", &tmp->name);
2186 2187
2187 op->statusmsg (buf); 2188 op->statusmsg (buf);
2188 2189
2189 capacity_remaining = 999 - op->stats.food; 2190 capacity_remaining = MAX_FOOD - op->stats.food;
2190 op->stats.food += tmp->stats.food; 2191 op->stats.food += tmp->stats.food;
2191 if (capacity_remaining < tmp->stats.food) 2192 if (capacity_remaining < tmp->stats.food)
2192 op->stats.hp += capacity_remaining / 50; 2193 op->stats.hp += capacity_remaining / 50;
2193 else 2194 else
2194 op->stats.hp += tmp->stats.food / 50; 2195 op->stats.hp += tmp->stats.food / 50;
2195 2196
2196 if (op->stats.hp > op->stats.maxhp) 2197 min_it (op->stats.hp, op->stats.maxhp);
2197 op->stats.hp = op->stats.maxhp; 2198 min_it (op->stats.food, MAX_FOOD);
2198 if (op->stats.food > 999)
2199 op->stats.food = 999;
2200 } 2199 }
2201 2200
2202 /* special food hack -b.t. */ 2201 /* special food hack -b.t. */
2203 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2202 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204 eat_special_food (op, tmp); 2203 eat_special_food (op, tmp);
2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2264 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2266 } 2265 }
2267 2266
2268 op->stats.food -= op->stats.food / 4; 2267 op->stats.food -= op->stats.food / 4;
2269 poison->destroy (); 2268 poison->destroy ();
2270}
2271
2272/**
2273 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2274 * A valid 2 way exit means:
2275 * -You can come back (there is another exit at the other side)
2276 * -You are
2277 * ° the owner of the exit
2278 * ° or in the same party as the owner
2279 *
2280 * Note: a owner in a 2 way exit is saved as the owner's name
2281 * in the field exit->name cause the field exit->owner doesn't
2282 * survive in the swapping (in fact the whole exit doesn't survive).
2283 */
2284static int
2285is_legal_2ways_exit (object *op, object *exit)
2286{
2287 if (exit->stats.exp != 1)
2288 return 1; /*This is not a 2 way, so it is legal */
2289
2290#if 0 //TODO
2291 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2292 return 0; /* This is a reset town portal */
2293#endif
2294
2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2296
2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2298
2299 if (exitmap)
2300 {
2301 exitmap->load_sync ();
2302
2303 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2304
2305 if (!tmp)
2306 return 0;
2307
2308 for (; tmp; tmp = tmp->above)
2309 {
2310 if (tmp->type != EXIT)
2311 continue; /*Not an exit */
2312
2313 if (!EXIT_PATH (tmp))
2314 continue; /*Not a valid exit */
2315
2316 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2317 continue; /*Not in the same place */
2318
2319 if (exit->map->path != EXIT_PATH (tmp))
2320 continue; /*Not in the same map */
2321
2322 /* From here we have found the exit is valid. However we do
2323 * here the check of the exit owner. It is important for the
2324 * town portals to prevent strangers from visiting your appartments
2325 */
2326 if (!exit->race)
2327 return 1; /*No owner, free for all! */
2328
2329 object *exit_owner = 0;
2330
2331 for_all_players (pp)
2332 {
2333 if (!pp->ob)
2334 continue;
2335
2336 if (pp->ob->name != exit->race)
2337 continue;
2338
2339 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2340 break;
2341 }
2342
2343 if (!exit_owner)
2344 return 0; /* No more owner */
2345
2346 if (exit_owner->contr == op->contr)
2347 return 1; /*It is your exit */
2348
2349 if (exit_owner && /*There is a owner */
2350 (op->contr) && /*A player tries to pass */
2351 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2352 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2353 return 0;
2354
2355 return 1;
2356 }
2357 }
2358
2359 return 0;
2360} 2269}
2361 2270
2362/** 2271/**
2363 * This function will try to apply a lighter and in case no lighter 2272 * This function will try to apply a lighter and in case no lighter
2364 * is specified it will try to find a lighter in the players inventory, 2273 * is specified it will try to find a lighter in the players inventory,
2619static void 2528static void
2620apply_item_transformer (object *pl, object *transformer) 2529apply_item_transformer (object *pl, object *transformer)
2621{ 2530{
2622 object *marked; 2531 object *marked;
2623 object *new_item; 2532 object *new_item;
2624 char *find; 2533 const char *find;
2625 char *separator; 2534 char *separator;
2626 int yield; 2535 int yield;
2627 char got[MAX_BUF]; 2536 char got[MAX_BUF];
2628 int len; 2537 int len;
2629 2538
2672 while (*find == ' ') 2581 while (*find == ' ')
2673 find++; 2582 find++;
2674 2583
2675 memset (got, 0, MAX_BUF); 2584 memset (got, 0, MAX_BUF);
2676 2585
2677 if ((separator = strchr (find, ';')) != NULL) 2586 if ((separator = (char *) strchr (find, ';')))
2678 len = separator - find; 2587 len = separator - find;
2679 else 2588 else
2680 len = strlen (find); 2589 len = strlen (find);
2681 2590
2682 if (len > MAX_BUF - 1) 2591 min_it (len, MAX_BUF - 1);
2683 len = MAX_BUF - 1;
2684 2592
2685 strcpy (got, find); 2593 strcpy (got, find);
2686 got[len] = '\0'; 2594 got[len] = '\0';
2687 2595
2688 /* Now create new item, remove used ones when required. */ 2596 /* Now create new item, remove used ones when required. */
2767 2675
2768 case EXIT: 2676 case EXIT:
2769 if (who->type != PLAYER) 2677 if (who->type != PLAYER)
2770 return 0; 2678 return 0;
2771 2679
2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2680 if (!EXIT_PATH (op))
2773 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))); 2681 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)));
2774 else 2682 else
2775 { 2683 {
2776 /* Don't display messages for random maps. */ 2684 /* Don't display messages for random maps. */
2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2685 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2778 who->statusmsg (op->msg, NDI_NAVY); 2686 who->statusmsg (op->msg, NDI_NAVY);
2779 2687
2780 who->enter_exit (op); 2688 who->enter_exit (op);
2781 } 2689 }
2782 2690
2863 case CLOAK: 2771 case CLOAK:
2864 case WAND: 2772 case WAND:
2865 case ROD: 2773 case ROD:
2866 case HORN: 2774 case HORN:
2867 case SKILL: 2775 case SKILL:
2776 case SPELL:
2868 case BOW: 2777 case BOW:
2778 case RANGED:
2869 case BUILDER: 2779 case BUILDER:
2870 case SKILL_TOOL: 2780 case SKILL_TOOL:
2871 if (op->env != who) 2781 if (op->env != who)
2872 return 2; /* not in inventory */ 2782 return 2; /* not in inventory */
2873 2783
3037{ 2947{
3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2948 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2949 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3040 return RESULT_INT (0); 2950 return RESULT_INT (0);
3041 2951
3042 CLEAR_FLAG (op, FLAG_APPLIED); 2952 if (who->current_weapon == op)
2953 who->current_weapon = 0;
2954
2955 op->flag [FLAG_APPLIED] = false;
3043 2956
3044 switch (op->type) 2957 switch (op->type)
3045 { 2958 {
3046 case SKILL_TOOL: 2959 case SKILL:
2960 if (player *pl = who->contr)
2961 if (op->invisible)
2962 pl->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2963 else
2964 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2965
2966 change_abil (who, op);
2967 who->flag [FLAG_READY_SKILL] = false;
2968 break;
2969
2970 case WEAPON:
2971 who->statusmsg (format ("You unwield %s.", query_name (op)));
2972 change_abil (who, op);
2973 who->flag [FLAG_READY_WEAPON] = false;
2974
3047 // unapplying a skill tool should also unapply the skill it governs 2975 // unapplying a weapon or skill tool should also unapply the skill it governs
3048 // but this is hard, as it shouldn't do so when the skill can 2976 // but this is hard, as it shouldn't do so when the skill can
3049 // be used for other reasons 2977 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2978 if (who->chosen_skill)
3051 if (tmp->skill == op->skill 2979 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
3052 && tmp->type == SKILL
3053 && tmp->flag [FLAG_APPLIED]
3054 && !tmp->flag [FLAG_CAN_USE_SKILL])
3055 unapply_special (who, tmp, 0); 2980 unapply_special (who, op, 0);
3056 2981
3057 change_abil (who, op);
3058 break; 2982 break;
3059 2983
2984 case BOW:
3060 case WEAPON: 2985 case WAND:
2986 case ROD:
2987 case HORN:
2988 case RANGED:
3061 if (player *pl = who->contr) 2989 if (player *pl = who->contr)
3062 if (op == pl->combat_ob)
3063 {
3064 pl->combat_ob = 0;
3065 who->change_weapon (pl->ranged_ob);
3066 }
3067
3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
3069
3070 change_abil (who, op);
3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
3072 break;
3073
3074 case SKILL:
3075 if (who->contr)
3076 { 2990 {
3077 if (IS_COMBAT_SKILL (op->subtype)) 2991 who->statusmsg (format ("You unready %s.", query_name (op)));
3078 who->change_weapon (who->contr->combat_ob = 0); 2992 change_abil (who, op);
3079 else if (IS_RANGED_SKILL (op->subtype)) 2993 }
3080 who->change_weapon (who->contr->ranged_ob = 0); 2994 else
2995 {
2996 who->change_skill (0);
3081 2997
3082 if (op->invisible) 2998 if (op->type == BOW)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2999 op->flag [FLAG_READY_BOW ] = false;
3084 else 3000 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op))); 3001 op->flag [FLAG_READY_RANGE] = false;
3086 } 3002 }
3087 3003
3088 change_abil (who, op);
3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
3090 break; 3004 break;
3091 3005
3092 case ARMOUR: 3006 case ARMOUR:
3093 case HELMET: 3007 case HELMET:
3094 case SHIELD: 3008 case SHIELD:
3101 case CLOAK: 3015 case CLOAK:
3102 who->statusmsg (format ("You unwear %s.", query_name (op))); 3016 who->statusmsg (format ("You unwear %s.", query_name (op)));
3103 change_abil (who, op); 3017 change_abil (who, op);
3104 break; 3018 break;
3105 3019
3020 case SPELL:
3106 case BOW: 3021 case BUILDER:
3107 case WAND:
3108 case ROD:
3109 case HORN:
3110 if (player *pl = who->contr)
3111 {
3112 if (op == pl->ranged_ob)
3113 {
3114 pl->ranged_ob = 0;
3115 who->change_weapon (pl->combat_ob);
3116 }
3117
3118 who->statusmsg (format ("You unready %s.", query_name (op))); 3022 who->statusmsg (format ("You unready %s.", query_name (op)));
3119 }
3120 else
3121 {
3122 who->change_skill (0);
3123
3124 if (op->type == BOW)
3125 CLEAR_FLAG (who, FLAG_READY_BOW);
3126 else
3127 CLEAR_FLAG (who, FLAG_READY_RANGE);
3128 }
3129
3130 break; 3023 break;
3131 3024
3132 case BUILDER: 3025 //case SKILL_TOOL://TODO
3133 if (who->contr)
3134 who->statusmsg (format ("You unready %s.", query_name (op)));
3135 break;
3136
3137 default: 3026 default:
3138 who->statusmsg (format ("You unapply %s.", query_name (op))); 3027 who->statusmsg (format ("You unapply %s.", query_name (op)));
3139 break; 3028 break;
3140 } 3029 }
3141 3030
3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3279 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3391 retval |= CAN_APPLY_RESTRICTION; 3280 retval |= CAN_APPLY_RESTRICTION;
3392 } 3281 }
3393 3282
3394 return retval; 3283 return retval;
3284}
3285
3286// saner interface, returns successful status
3287bool
3288object::apply (object *ob, int aflags)
3289{
3290 bool want_apply = aflags & AP_APPLY;
3291
3292 if (ob->flag [FLAG_APPLIED] == want_apply)
3293 return true;
3294
3295 manual_apply (this, ob, aflags);
3296
3297 return ob->flag [FLAG_APPLIED] == want_apply;
3395} 3298}
3396 3299
3397/** 3300/**
3398 * who is the object using the object. It can be a monster. 3301 * who is the object using the object. It can be a monster.
3399 * op is the object they are using. op is an equipment type item, 3302 * op is the object they are using. op is an equipment type item,
3452 return unapply_special (who, op, aflags); 3355 return unapply_special (who, op, aflags);
3453 } 3356 }
3454 else if (basic_flag == AP_UNAPPLY) 3357 else if (basic_flag == AP_UNAPPLY)
3455 return 0; 3358 return 0;
3456 3359
3457 // if the item is combat/ranged, wield the relevant slot first
3458 // to resolve conflicts.
3459 if (player *pl = who->contr)
3460 switch (op->slottype ())
3461 {
3462 case slot_combat: who->change_weapon (pl->combat_ob); break;
3463 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3464 }
3465
3466 splay (op); 3360 splay (op);
3467 3361
3468 /* Can't just apply this object. Lets see what not and what to do */ 3362 /* Can't just apply this object. Lets see what not and what to do */
3469 if (int i = can_apply_object (who, op)) 3363 if (int i = can_apply_object (who, op))
3470 { 3364 {
3503 } 3397 }
3504 } 3398 }
3505 3399
3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3400 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3507 { 3401 {
3402 // try to ready attached skill first
3508 skop = find_skill_by_name (who, op->skill); 3403 skop = find_skill_by_name (who, op->skill);
3509 3404
3510 if (!skop) 3405 if (!skop)
3511 { 3406 {
3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 3407 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3513 return 1; 3408 return 1;
3514 } 3409 }
3515 else 3410 else if (!who->apply (skop, AP_APPLY | AP_HAVE_WEAPON))
3516 /* While experience will be credited properly, we want to change the
3517 * skill so that the dam and wc get updated
3518 */ 3411 {
3519 who->change_skill (skop); 3412 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3413 return 1;
3414 }
3520 } 3415 }
3521 3416
3522 if (!check_item_power (who, op->item_power)) 3417 if (!check_item_power (who, op->item_power))
3523 { 3418 {
3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3419 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3527 3422
3528 /* Ok. We are now at the state where we can apply the new object. 3423 /* Ok. We are now at the state where we can apply the new object.
3529 * Note that we don't have the checks for can_use_... 3424 * Note that we don't have the checks for can_use_...
3530 * below - that is already taken care of by can_apply_object. 3425 * below - that is already taken care of by can_apply_object.
3531 */ 3426 */
3427
3428 // split away all the other items from the stack, so only one item is left
3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3429 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3533 3430
3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3431 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3535 return RESULT_INT (0); 3432 return RESULT_INT (0);
3536 3433
3537 switch (op->type) 3434 switch (op->type)
3538 { 3435 {
3539 case WEAPON: 3436 case WEAPON:
3540 //TODO: this obviously fails for players using a shorter prefix 3437 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3541 // i.e. "R" can use Ragnarok's sword.
3542 if (op->level && !op->name.starts_with (who->name))
3543 { 3438 {
3544 /* if the weapon does not have the name as the character, can't use it. */ 3439 /* if the weapon does not have the name as the character, can't use it. */
3545 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3546 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3441 who->failmsg ("The weapon does not recognize you as its owner. "
3547 3442 "H<Its name indicates that it belongs to somebody else.>");
3548 if (tmp) 3443 if (tmp) who->insert (tmp);
3549 insert_ob_in_ob (tmp, who);
3550
3551 return 1; 3444 return 1;
3552 } 3445 }
3553 3446
3554 if (!skop) 3447 op->flag [FLAG_APPLIED] = true;
3448
3449 if (player *pl = who->contr)
3555 { 3450 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3451 who->current_weapon = pl->combat_ob = op;
3557 return 1; 3452 who->statusmsg (format ("You wield %s.", query_name (op)));
3453 change_abil (who, op);
3558 } 3454 }
3559 3455 else
3560 SET_FLAG (op, FLAG_APPLIED);
3561 who->change_skill (skop); 3456 who->change_skill (skop);
3562 3457
3563 if (who->contr) 3458 op->flag [FLAG_READY_WEAPON] = true;
3564 who->change_weapon (who->contr->combat_ob = op);
3565
3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3567
3568 SET_FLAG (who, FLAG_READY_WEAPON);
3569 change_abil (who, op);
3570 break; 3459 break;
3571 3460
3572 case ARMOUR: 3461 case ARMOUR:
3573 case HELMET: 3462 case HELMET:
3574 case SHIELD: 3463 case SHIELD:
3583 who->statusmsg (format ("You wear %s.", query_name (op))); 3472 who->statusmsg (format ("You wear %s.", query_name (op)));
3584 change_abil (who, op); 3473 change_abil (who, op);
3585 break; 3474 break;
3586 3475
3587 case SKILL_TOOL: 3476 case SKILL_TOOL:
3588 // applying a skill tool also readies the skill 3477 // applying a skill tool does not ready the skill
3478 // if something needs the skill, it has to ready it itself
3479 //TODO: unapplying should unapply the skill, though
3589 SET_FLAG (op, FLAG_APPLIED); 3480 SET_FLAG (op, FLAG_APPLIED);
3481 break;
3590 3482
3591 if (!(aflags & AP_NO_READY)) 3483 case SKILL:
3484 if (skill_flags [op->subtype] & SF_NEED_ITEM && !(aflags & AP_HAVE_WEAPON))
3592 { 3485 {
3593 skop = find_skill_by_name (who, op->skill); 3486 who->failmsg (format (
3594 if (!skop->flag [FLAG_APPLIED]) 3487 "You feel as if you wanted to do something funny, but you can't remember what. "
3595 apply_special (who, skop, AP_APPLY); 3488 "H<The skill %s needs an item to function, it cannot be used on its own.>",
3489 &op->skill
3490 ));
3491 if (tmp) who->insert (tmp);
3492 return 1;
3596 } 3493 }
3597 break;
3598 3494
3599 case SKILL:
3600 if (player *pl = who->contr) 3495 if (player *pl = who->contr)
3601 { 3496 {
3602 if (IS_COMBAT_SKILL (op->subtype))
3603 {
3604 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3497 if (skill_flags [op->subtype] & SF_COMBAT)
3605 {
3606 for (object *item = who->inv; item; item = item->below)
3607 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3608 {
3609 if (item->skill == op->skill)
3610 {
3611 who->change_weapon (pl->combat_ob = item);
3612 goto found_weapon;
3613 }
3614 }
3615
3616 who->failmsg (format (
3617 "You need to apply a '%s' melee weapon before readying this skill. "
3618 "H<Some skills need an item, in this case a melee weapon, to function.>",
3619 &op->skill
3620 ));
3621 return 1;
3622
3623 found_weapon:;
3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op); 3498 who->current_weapon = pl->combat_ob = op;
3627 } 3499
3628 else if (IS_RANGED_SKILL (op->subtype))
3629 {
3630 if (skill_flags [op->subtype] & SF_NEED_BOW) 3500 if (skill_flags [op->subtype] & SF_RANGED)
3631 {
3632 for (object *item = who->inv; item; item = item->below)
3633 if (item->type == BOW && item->flag [FLAG_APPLIED])
3634 {
3635 //TODO: bows should/must all have skill missile weapon right now
3636 who->change_weapon (pl->ranged_ob = item);
3637 goto found_bow;
3638 }
3639
3640 who->failmsg (
3641 "You need to apply a missile weapon before readying this skill. "
3642 "H<Some skills need an item, in this case a missile weapon, to function.>"
3643 );
3644 return 1;
3645
3646 found_bow:;
3647 }
3648 else
3649 who->change_weapon (pl->ranged_ob = op); 3501 who->current_weapon = pl->ranged_ob = op;
3650 }
3651 3502
3652 if (!op->invisible) 3503 if (op->invisible)
3653 { 3504 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3654 who->statusmsg (format (
3655 "You ready %s."
3656 "You can now use the skill: %s.",
3657 query_name (op),
3658 &op->skill
3659 ));
3660 }
3661 else 3505 else
3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 3506 who->statusmsg (format (
3507 "You ready %s."
3508 "You can now use the skill: %s.",
3509 query_name (op),
3510 &op->skill
3511 ));
3663 } 3512 }
3664 else 3513
3665 {
3666 SET_FLAG (op, FLAG_APPLIED);
3667 change_abil (who, op);
3668 who->chosen_skill = op;
3669 SET_FLAG (who, FLAG_READY_SKILL); 3514 SET_FLAG (who, FLAG_READY_SKILL);
3670 } 3515 SET_FLAG (op, FLAG_APPLIED);
3671 3516 change_abil (who, op);
3672 break; 3517 break;
3673 3518
3674 case BOW: 3519 case BOW:
3675 if (op->level && !op->name.starts_with (who->name)) 3520 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3676 { 3521 {
3677 who->failmsg ("The weapon does not recognize you as its owner. " 3522 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>"); 3523 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp) 3524 if (tmp) who->insert (tmp);
3680 insert_ob_in_ob (tmp, who);
3681
3682 return 1; 3525 return 1;
3683 } 3526 }
3527
3528 if (player *pl = who->contr)
3529 {
3530 op->flag [FLAG_APPLIED] = true;
3531 who->current_weapon = pl->ranged_ob = op;
3532 who->statusmsg (format ("You wield the %s.", query_name (op)));
3533 change_abil (who, op);
3534 }
3535 break;
3536
3537 case RANGED:
3538 if (player *pl = who->contr)
3539 {
3540 op->flag [FLAG_APPLIED] = true;
3541 who->current_weapon = pl->ranged_ob = op;
3542 who->statusmsg (format ("You applied the %s.", query_name (op)));
3543 }
3544 break;
3545
3546 case SPELL:
3547 if (player *pl = who->contr)
3548 {
3549 op->flag [FLAG_APPLIED] = true;
3550 who->current_weapon = pl->ranged_ob = op;
3551 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3552 }
3553 break;
3684 3554
3685 /*FALLTHROUGH*/ 3555 /*FALLTHROUGH*/
3686 case WAND: 3556 case WAND:
3687 case ROD: 3557 case ROD:
3688 case HORN: 3558 case HORN:
3689 /* check for skill, alter player status */ 3559 /* check for skill, alter player status */
3690 3560
3691 if (!skop) 3561 if (!skop)
3692 { 3562 {
3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3563 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3564 if (tmp) who->insert (tmp);
3694 return 1; 3565 return 1;
3695 } 3566 }
3696 3567
3697 SET_FLAG (op, FLAG_APPLIED); 3568 op->flag [FLAG_APPLIED] = true;
3698 who->change_skill (skop);
3699 3569
3700 if (who->contr) 3570 if (player *pl = who->contr)
3701 { 3571 {
3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op))); 3572 who->statusmsg (format ("You ready %s.", query_name (op)));
3573 who->current_weapon = pl->ranged_ob = op;
3705 3574
3706 if (op->type == BOW) 3575 if (op->type == BOW)
3707 {
3708 who->current_weapon = op;
3709 change_abil (who, op);
3710 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 3576 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3711 } 3577
3578 change_abil (who, op);
3712 } 3579 }
3713 else 3580 else
3714 { 3581 {
3582 who->change_skill (skop);
3583
3715 if (op->type == BOW) 3584 if (op->type == BOW)
3716 SET_FLAG (who, FLAG_READY_BOW); 3585 op->flag [FLAG_READY_BOW ] = true;
3717 else 3586 else
3718 SET_FLAG (who, FLAG_READY_RANGE); 3587 op->flag [FLAG_READY_RANGE] = true;
3719 } 3588 }
3720 3589
3721 break; 3590 break;
3722 3591
3723 case BUILDER: 3592 case BUILDER:
3724 if (who->type == PLAYER) 3593 if (player *pl = who->contr)
3725 { 3594 {
3726 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3595 who->current_weapon = pl->ranged_ob = op;
3727 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3728 unapply_special (who, who->contr->ranged_ob, 0);
3729
3730 who->statusmsg (format ("You ready your %s.", query_name (op))); 3596 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731 3597 //TODO: change_abil?
3732 who->contr->ranged_ob = op;
3733 } 3598 }
3734 break; 3599 break;
3735 3600
3736 default: 3601 default:
3737 who->statusmsg (format ("You apply %s.", query_name (op))); 3602 who->statusmsg (format ("You apply %s.", query_name (op)));
3738 } 3603 }
3739 3604
3740 SET_FLAG (op, FLAG_APPLIED); 3605 SET_FLAG (op, FLAG_APPLIED);
3741 3606
3742 if (tmp)
3743 who->insert (tmp); 3607 if (tmp) who->insert (tmp);
3744 3608
3745 who->update_stats (); 3609 who->update_stats ();
3746 3610
3747 /* We exclude spell casting objects. The fire code will set the 3611 /* We exclude spell casting objects. The fire code will set the
3748 * been applied flag when they are used - until that point, 3612 * been applied flag when they are used - until that point,
3879 * treasure again for this object 3743 * treasure again for this object
3880 */ 3744 */
3881 invtmp->randomitems = NULL; 3745 invtmp->randomitems = NULL;
3882 } 3746 }
3883 } 3747 }
3748
3884 /* This is really temporary - the code at the bottom will 3749 /* This is really temporary - the code at the bottom will
3885 * also set randomitems to null. The problem is there are bunches 3750 * also set randomitems to null. The problem is there are bunches
3886 * of maps/players already out there with items that have spells 3751 * of maps/players already out there with items that have spells
3887 * which haven't had the randomitems set to null yet. 3752 * which haven't had the randomitems set to null yet.
3888 * MSW 2004-05-13 3753 * MSW 2004-05-13
3892 * Ryo 2004-08-16 3757 * Ryo 2004-08-16
3893 */ 3758 */
3894 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3759 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3895 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3760 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3896 tmp->randomitems = NULL; 3761 tmp->randomitems = NULL;
3897
3898 } 3762 }
3899 3763
3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3764 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3901 auto_apply (tmp); 3765 auto_apply (tmp);
3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3766 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3959 /* bigger morsel of food = longer effect time */ 3823 /* bigger morsel of food = longer effect time */
3960 int duration = TIME2TICK (food->stats.food); 3824 int duration = TIME2TICK (food->stats.food);
3961 3825
3962 if (force = who->force_find (key)) 3826 if (force = who->force_find (key))
3963 { 3827 {
3964 if (duration > abs (force->speed_left / force->speed)) 3828 if (duration > fabs (force->speed_left / force->speed))
3965 { 3829 {
3966 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)); 3830 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));
3967 force->force_set_timer (duration); 3831 force->force_set_timer (duration);
3968 } 3832 }
3969 else 3833 else

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