… | |
… | |
30 | #include <skills.h> |
30 | #include <skills.h> |
31 | #include <tod.h> |
31 | #include <tod.h> |
32 | |
32 | |
33 | #include <sproto.h> |
33 | #include <sproto.h> |
34 | |
34 | |
35 | /* Want this regardless of rplay. */ |
|
|
36 | #include <sounds.h> |
|
|
37 | |
|
|
38 | /** |
35 | /** |
39 | * 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. |
40 | * 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. |
41 | */ |
38 | */ |
42 | int |
39 | int |
… | |
… | |
1742 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1739 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1743 | return; |
1740 | return; |
1744 | } |
1741 | } |
1745 | |
1742 | |
1746 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
1743 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
1747 | player_unready_range_ob (op->contr, spob); |
|
|
1748 | esrv_remove_spell (op->contr, spob); |
1744 | esrv_remove_spell (op->contr, spob); |
1749 | spob->destroy (); |
1745 | spob->destroy (); |
1750 | } |
1746 | } |
1751 | |
1747 | |
1752 | /** |
1748 | /** |
… | |
… | |
1831 | { |
1827 | { |
1832 | spell_skill = find_skill_by_name (op, spell->skill); |
1828 | spell_skill = find_skill_by_name (op, spell->skill); |
1833 | |
1829 | |
1834 | if (!spell_skill) |
1830 | if (!spell_skill) |
1835 | { |
1831 | { |
1836 | 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)); |
1837 | return; |
1833 | return; |
1838 | } |
1834 | } |
1839 | |
1835 | |
1840 | if (spell_skill->level < spell->level) |
1836 | if (spell_skill->level < spell->level) |
1841 | { |
1837 | { |
… | |
… | |
2019 | which is not to be considered a dragon -> bail out */ |
2015 | which is not to be considered a dragon -> bail out */ |
2020 | if (skin == NULL || abil == NULL) |
2016 | if (skin == NULL || abil == NULL) |
2021 | return 0; |
2017 | return 0; |
2022 | |
2018 | |
2023 | /* now start by filling stomache and health, according to food-value */ |
2019 | /* now start by filling stomache and health, according to food-value */ |
2024 | if ((999 - op->stats.food) < meal->stats.food) |
2020 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
2025 | op->stats.hp += (999 - op->stats.food) / 50; |
2021 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
2026 | else |
2022 | else |
2027 | op->stats.hp += meal->stats.food / 50; |
2023 | op->stats.hp += meal->stats.food / 50; |
2028 | |
2024 | |
2029 | if (op->stats.hp > op->stats.maxhp) |
2025 | min_it (op->stats.hp, op->stats.maxhp); |
2030 | op->stats.hp = op->stats.maxhp; |
|
|
2031 | |
|
|
2032 | op->stats.food = min (999, op->stats.food + meal->stats.food); |
2026 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
2033 | |
2027 | |
2034 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2028 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2035 | |
2029 | |
2036 | /* on to the interesting part: chances for adding resistance */ |
2030 | /* on to the interesting part: chances for adding resistance */ |
2037 | for (i = 0; i < NROFATTACKS; i++) |
2031 | for (i = 0; i < NROFATTACKS; i++) |
… | |
… | |
2154 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
2148 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
2155 | ; |
2149 | ; |
2156 | else |
2150 | else |
2157 | { |
2151 | { |
2158 | /* usual case - no dragon meal: */ |
2152 | /* usual case - no dragon meal: */ |
2159 | if (op->stats.food + tmp->stats.food > 999) |
2153 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
2160 | { |
2154 | { |
2161 | if (tmp->type == FOOD || tmp->type == FLESH) |
2155 | if (tmp->type == FOOD || tmp->type == FLESH) |
2162 | op->failmsg ("You feel full, but what a waste of food!"); |
2156 | op->failmsg ("You feel full, but what a waste of food!"); |
2163 | else |
2157 | else |
2164 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
2158 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
… | |
… | |
2188 | /* eating message for dragon players */ |
2182 | /* eating message for dragon players */ |
2189 | buf = format ("The %s tasted terrible!", &tmp->name); |
2183 | buf = format ("The %s tasted terrible!", &tmp->name); |
2190 | |
2184 | |
2191 | op->statusmsg (buf); |
2185 | op->statusmsg (buf); |
2192 | |
2186 | |
2193 | capacity_remaining = 999 - op->stats.food; |
2187 | capacity_remaining = MAX_FOOD - op->stats.food; |
2194 | op->stats.food += tmp->stats.food; |
2188 | op->stats.food += tmp->stats.food; |
2195 | if (capacity_remaining < tmp->stats.food) |
2189 | if (capacity_remaining < tmp->stats.food) |
2196 | op->stats.hp += capacity_remaining / 50; |
2190 | op->stats.hp += capacity_remaining / 50; |
2197 | else |
2191 | else |
2198 | op->stats.hp += tmp->stats.food / 50; |
2192 | op->stats.hp += tmp->stats.food / 50; |
2199 | |
2193 | |
2200 | if (op->stats.hp > op->stats.maxhp) |
2194 | min_it (op->stats.hp, op->stats.maxhp); |
2201 | op->stats.hp = op->stats.maxhp; |
2195 | min_it (op->stats.food, MAX_FOOD); |
2202 | if (op->stats.food > 999) |
|
|
2203 | op->stats.food = 999; |
|
|
2204 | } |
2196 | } |
2205 | |
2197 | |
2206 | /* special food hack -b.t. */ |
2198 | /* special food hack -b.t. */ |
2207 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
2199 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
2208 | eat_special_food (op, tmp); |
2200 | eat_special_food (op, tmp); |
… | |
… | |
2776 | case CLOAK: |
2768 | case CLOAK: |
2777 | case WAND: |
2769 | case WAND: |
2778 | case ROD: |
2770 | case ROD: |
2779 | case HORN: |
2771 | case HORN: |
2780 | case SKILL: |
2772 | case SKILL: |
|
|
2773 | case SPELL: |
2781 | case BOW: |
2774 | case BOW: |
|
|
2775 | case RANGED: |
2782 | case BUILDER: |
2776 | case BUILDER: |
2783 | case SKILL_TOOL: |
2777 | case SKILL_TOOL: |
2784 | if (op->env != who) |
2778 | if (op->env != who) |
2785 | 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))); |
2786 | |
2780 | else |
2787 | apply_special (who, op, aflag); |
2781 | apply_special (who, op, aflag); |
|
|
2782 | |
2788 | return 1; |
2783 | return 1; |
2789 | |
2784 | |
2790 | case DRINK: |
2785 | case DRINK: |
2791 | case FOOD: |
2786 | case FOOD: |
2792 | case FLESH: |
2787 | case FLESH: |
… | |
… | |
2856 | case ITEM_TRANSFORMER: |
2851 | case ITEM_TRANSFORMER: |
2857 | apply_item_transformer (who, op); |
2852 | apply_item_transformer (who, op); |
2858 | return 1; |
2853 | return 1; |
2859 | |
2854 | |
2860 | default: |
2855 | default: |
|
|
2856 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
2861 | return 0; |
2857 | return 0; |
2862 | } |
2858 | } |
2863 | } |
2859 | } |
2864 | |
2860 | |
2865 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
2861 | /* |
2866 | * messages as needed by player_apply_below(). But there can still be |
|
|
2867 | * "but you are floating high above the ground" messages. |
|
|
2868 | * |
|
|
2869 | * Same return value as apply() function. |
2862 | * Same return value as apply() function. |
2870 | */ |
2863 | */ |
2871 | int |
2864 | bool |
2872 | player_apply (object *pl, object *op, int aflag, int quiet) |
2865 | player_apply (object *pl, object *op, int aflag) |
2873 | { |
2866 | { |
2874 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
2867 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
2875 | { |
2868 | { |
2876 | /* player is flying and applying object not in inventory */ |
2869 | /* player is flying and applying object not in inventory */ |
2877 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
2870 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
… | |
… | |
2883 | } |
2876 | } |
2884 | } |
2877 | } |
2885 | |
2878 | |
2886 | pl->contr->last_used = op; |
2879 | pl->contr->last_used = op; |
2887 | |
2880 | |
2888 | int tmp = manual_apply (pl, op, aflag); |
2881 | return pl->apply (op, aflag); |
2889 | |
|
|
2890 | if (!quiet) |
|
|
2891 | { |
|
|
2892 | if (tmp == 0) |
|
|
2893 | pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
2894 | else if (tmp == 2) |
|
|
2895 | pl->failmsg ("You must get it first!\n"); |
|
|
2896 | } |
|
|
2897 | |
|
|
2898 | return tmp; |
|
|
2899 | } |
2882 | } |
2900 | |
2883 | |
2901 | /** |
2884 | /** |
2902 | * player_apply_below attempts to apply the object 'below' the player. |
2885 | * player_apply_below attempts to apply the object 'below' the player. |
2903 | * 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 |
… | |
… | |
2914 | * 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 |
2915 | * 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 |
2916 | * 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 |
2917 | * not return a proper value. |
2900 | * not return a proper value. |
2918 | */ |
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? |
2919 | 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) |
2920 | { |
2905 | { |
2921 | next = tmp->below; |
2906 | next = tmp->below; |
2922 | |
2907 | |
2923 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2924 | floors++; |
|
|
2925 | else if (floors > 0) |
|
|
2926 | return; /* process only floor objects after first floor object */ |
|
|
2927 | |
|
|
2928 | /* If it is visible, player can apply it. If it is applied by |
2908 | /* If it is visible, player can apply it. |
2929 | * person moving on it, also activate. Added code to make it |
|
|
2930 | * so that at least one of players movement types be that which |
|
|
2931 | * the item needs. |
|
|
2932 | */ |
2909 | */ |
2933 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
2910 | if (!tmp->invisible) |
2934 | if (player_apply (pl, tmp, 0, 1) == 1) |
2911 | if (player_apply (pl, tmp, 0)) |
2935 | return; |
2912 | break; |
2936 | |
2913 | |
2937 | if (floors >= 2) |
2914 | break; |
2938 | return; /* process at most two floor objects */ |
|
|
2939 | } |
2915 | } |
2940 | } |
2916 | } |
2941 | |
2917 | |
2942 | /** |
2918 | /** |
2943 | * Unapplies specified item. |
2919 | * Unapplies specified item. |
… | |
… | |
2950 | { |
2926 | { |
2951 | 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)) |
2952 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2928 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2953 | return RESULT_INT (0); |
2929 | return RESULT_INT (0); |
2954 | |
2930 | |
2955 | CLEAR_FLAG (op, FLAG_APPLIED); |
2931 | if (who->current_weapon == op) |
|
|
2932 | who->current_weapon = 0; |
|
|
2933 | |
|
|
2934 | op->flag [FLAG_APPLIED] = false; |
2956 | |
2935 | |
2957 | switch (op->type) |
2936 | switch (op->type) |
2958 | { |
2937 | { |
2959 | 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 skill: %s.", &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 | |
2960 | // 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 |
2961 | // 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 |
2962 | // be used for other reasons |
2956 | // be used for other reasons |
2963 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2957 | if (who->chosen_skill) |
2964 | if (tmp->skill == op->skill |
2958 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
2965 | && tmp->type == SKILL |
|
|
2966 | && tmp->flag [FLAG_APPLIED] |
|
|
2967 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
2968 | unapply_special (who, tmp, 0); |
2959 | unapply_special (who, op, 0); |
2969 | |
2960 | |
2970 | change_abil (who, op); |
|
|
2971 | break; |
2961 | break; |
2972 | |
2962 | |
|
|
2963 | case BOW: |
2973 | case WEAPON: |
2964 | case WAND: |
|
|
2965 | case ROD: |
|
|
2966 | case HORN: |
|
|
2967 | case RANGED: |
2974 | if (player *pl = who->contr) |
2968 | if (player *pl = who->contr) |
2975 | if (op == pl->combat_ob) |
|
|
2976 | { |
|
|
2977 | pl->combat_ob = 0; |
|
|
2978 | who->change_weapon (pl->ranged_ob); |
|
|
2979 | } |
|
|
2980 | |
|
|
2981 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
2982 | |
|
|
2983 | change_abil (who, op); |
|
|
2984 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
|
|
2985 | break; |
|
|
2986 | |
|
|
2987 | case SKILL: |
|
|
2988 | if (who->contr) |
|
|
2989 | { |
2969 | { |
2990 | if (IS_COMBAT_SKILL (op->subtype)) |
2970 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2991 | who->change_weapon (who->contr->combat_ob = 0); |
2971 | change_abil (who, op); |
2992 | else if (IS_RANGED_SKILL (op->subtype)) |
2972 | } |
2993 | who->change_weapon (who->contr->ranged_ob = 0); |
2973 | else |
|
|
2974 | { |
|
|
2975 | who->change_skill (0); |
2994 | |
2976 | |
2995 | if (op->invisible) |
2977 | if (op->type == BOW) |
2996 | who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
2978 | op->flag [FLAG_READY_BOW ] = false; |
2997 | else |
2979 | else |
2998 | who->statusmsg (format ("You stop using the %s.", query_name (op))); |
2980 | op->flag [FLAG_READY_RANGE] = false; |
2999 | } |
2981 | } |
3000 | |
2982 | |
3001 | change_abil (who, op); |
|
|
3002 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
3003 | break; |
2983 | break; |
3004 | |
2984 | |
3005 | case ARMOUR: |
2985 | case ARMOUR: |
3006 | case HELMET: |
2986 | case HELMET: |
3007 | case SHIELD: |
2987 | case SHIELD: |
… | |
… | |
3014 | case CLOAK: |
2994 | case CLOAK: |
3015 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2995 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
3016 | change_abil (who, op); |
2996 | change_abil (who, op); |
3017 | break; |
2997 | break; |
3018 | |
2998 | |
|
|
2999 | case SPELL: |
3019 | case BOW: |
3000 | case BUILDER: |
3020 | case WAND: |
|
|
3021 | case ROD: |
|
|
3022 | case HORN: |
|
|
3023 | if (player *pl = who->contr) |
|
|
3024 | { |
|
|
3025 | if (op == pl->ranged_ob) |
|
|
3026 | { |
|
|
3027 | pl->ranged_ob = 0; |
|
|
3028 | who->change_weapon (pl->combat_ob); |
|
|
3029 | } |
|
|
3030 | |
|
|
3031 | who->statusmsg (format ("You unready %s.", query_name (op))); |
3001 | who->statusmsg (format ("You unready %s.", query_name (op))); |
3032 | } |
|
|
3033 | else |
|
|
3034 | { |
|
|
3035 | who->change_skill (0); |
|
|
3036 | |
|
|
3037 | if (op->type == BOW) |
|
|
3038 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
3039 | else |
|
|
3040 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
|
|
3041 | } |
|
|
3042 | |
|
|
3043 | break; |
3002 | break; |
3044 | |
3003 | |
3045 | case BUILDER: |
3004 | //case SKILL_TOOL://TODO |
3046 | if (who->contr) |
|
|
3047 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
3048 | break; |
|
|
3049 | |
|
|
3050 | default: |
3005 | default: |
3051 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
3006 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
3052 | break; |
3007 | break; |
3053 | } |
3008 | } |
3054 | |
3009 | |
… | |
… | |
3078 | static object * |
3033 | static object * |
3079 | get_next_item_from_body_location (int loc, object *start) |
3034 | get_next_item_from_body_location (int loc, object *start) |
3080 | { |
3035 | { |
3081 | for (object *tmp = start; tmp; tmp = tmp->below) |
3036 | for (object *tmp = start; tmp; tmp = tmp->below) |
3082 | if (tmp->flag [FLAG_APPLIED] |
3037 | if (tmp->flag [FLAG_APPLIED] |
3083 | && tmp->slot[loc].info |
3038 | && tmp->slot [loc].info |
3084 | && (!tmp->invisible || tmp->type == SKILL)) |
3039 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
3085 | return tmp; |
3040 | return tmp; |
3086 | |
3041 | |
3087 | return 0; |
3042 | return 0; |
3088 | } |
3043 | } |
3089 | |
3044 | |
… | |
… | |
3234 | continue; |
3189 | continue; |
3235 | } |
3190 | } |
3236 | |
3191 | |
3237 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3192 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3238 | if (!tmp1) |
3193 | if (!tmp1) |
3239 | { |
|
|
3240 | #if 0 |
|
|
3241 | /* This is sort of an error, but happens a lot when old players |
|
|
3242 | * join in with more stuff equipped than they are now allowed. |
|
|
3243 | */ |
|
|
3244 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
|
|
3245 | #endif |
|
|
3246 | retval |= CAN_APPLY_NEVER; |
3194 | retval |= CAN_APPLY_NEVER; |
3247 | } |
|
|
3248 | else |
3195 | else |
3249 | { |
3196 | { |
3250 | /* need to unapply something. However, if this something |
3197 | /* need to unapply something. However, if this something |
3251 | * is different than we had found before, it means they need |
3198 | * is different than we had found before, it means they need |
3252 | * to apply multiple objects |
3199 | * to apply multiple objects |
… | |
… | |
3303 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3250 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3304 | retval |= CAN_APPLY_RESTRICTION; |
3251 | retval |= CAN_APPLY_RESTRICTION; |
3305 | } |
3252 | } |
3306 | |
3253 | |
3307 | return retval; |
3254 | return retval; |
|
|
3255 | } |
|
|
3256 | |
|
|
3257 | // saner interface, returns successful status |
|
|
3258 | bool |
|
|
3259 | object::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 | switch (ob->type) |
|
|
3275 | { |
|
|
3276 | case WEAPON: |
|
|
3277 | slot = &contr->combat_ob; |
|
|
3278 | break; |
|
|
3279 | |
|
|
3280 | case BOW: |
|
|
3281 | case RANGED: |
|
|
3282 | case SPELL: |
|
|
3283 | case WAND: |
|
|
3284 | case ROD: |
|
|
3285 | case HORN: |
|
|
3286 | case BUILDER: |
|
|
3287 | slot = &contr->ranged_ob; |
|
|
3288 | break; |
|
|
3289 | |
|
|
3290 | // oh, the humanity |
|
|
3291 | case SKILL: |
|
|
3292 | if (aflags & AP_NO_SLOT) |
|
|
3293 | break; |
|
|
3294 | |
|
|
3295 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3296 | break; |
|
|
3297 | |
|
|
3298 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3299 | slot = &contr->combat_ob; |
|
|
3300 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3301 | slot = &contr->ranged_ob; |
|
|
3302 | |
|
|
3303 | break; |
|
|
3304 | } |
|
|
3305 | |
|
|
3306 | // clear item from slot if applied |
|
|
3307 | if (slot && *slot == ob && !want_apply) |
|
|
3308 | { |
|
|
3309 | *slot = 0; |
|
|
3310 | |
|
|
3311 | if (current_weapon == ob) |
|
|
3312 | current_weapon = 0; |
|
|
3313 | } |
|
|
3314 | } |
|
|
3315 | |
|
|
3316 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3317 | manual_apply (this, ob, aflags); |
|
|
3318 | |
|
|
3319 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3320 | return false; |
|
|
3321 | |
|
|
3322 | if (slot) |
|
|
3323 | current_weapon = *slot = ob; |
|
|
3324 | |
|
|
3325 | return true; |
3308 | } |
3326 | } |
3309 | |
3327 | |
3310 | /** |
3328 | /** |
3311 | * who is the object using the object. It can be a monster. |
3329 | * who is the object using the object. It can be a monster. |
3312 | * op is the object they are using. op is an equipment type item, |
3330 | * op is the object they are using. op is an equipment type item, |
… | |
… | |
3335 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3353 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3336 | |
3354 | |
3337 | int |
3355 | int |
3338 | apply_special (object *who, object *op, int aflags) |
3356 | apply_special (object *who, object *op, int aflags) |
3339 | { |
3357 | { |
3340 | int basic_flag = aflags & AP_BASIC_FLAGS; |
3358 | int basic_flag = aflags & AP_MODE; |
3341 | object *tmp, *tmp2, *skop = NULL; |
3359 | object *tmp, *tmp2, *skop = NULL; |
3342 | |
3360 | |
3343 | if (who == NULL) |
3361 | if (who == NULL) |
3344 | { |
3362 | { |
3345 | LOG (llevError, "apply_special() from object without environment.\n"); |
3363 | LOG (llevError, "apply_special() from object without environment.\n"); |
… | |
… | |
3364 | |
3382 | |
3365 | return unapply_special (who, op, aflags); |
3383 | return unapply_special (who, op, aflags); |
3366 | } |
3384 | } |
3367 | else if (basic_flag == AP_UNAPPLY) |
3385 | else if (basic_flag == AP_UNAPPLY) |
3368 | return 0; |
3386 | return 0; |
3369 | |
|
|
3370 | // if the item is combat/ranged, wield the relevant slot first |
|
|
3371 | // to resolve conflicts. |
|
|
3372 | if (player *pl = who->contr) |
|
|
3373 | switch (op->slottype ()) |
|
|
3374 | { |
|
|
3375 | case slot_combat: who->change_weapon (pl->combat_ob); break; |
|
|
3376 | case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
|
|
3377 | } |
|
|
3378 | |
3387 | |
3379 | splay (op); |
3388 | splay (op); |
3380 | |
3389 | |
3381 | /* Can't just apply this object. Lets see what not and what to do */ |
3390 | /* Can't just apply this object. Lets see what not and what to do */ |
3382 | if (int i = can_apply_object (who, op)) |
3391 | if (int i = can_apply_object (who, op)) |
… | |
… | |
3416 | } |
3425 | } |
3417 | } |
3426 | } |
3418 | |
3427 | |
3419 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3428 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3420 | { |
3429 | { |
|
|
3430 | // try to ready attached skill first |
3421 | skop = find_skill_by_name (who, op->skill); |
3431 | skop = find_skill_by_name (who, op->skill); |
3422 | |
3432 | |
3423 | if (!skop) |
3433 | if (!skop) |
3424 | { |
3434 | { |
3425 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
3435 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
3426 | return 1; |
3436 | return 1; |
3427 | } |
3437 | } |
3428 | else |
3438 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3429 | /* While experience will be credited properly, we want to change the |
|
|
3430 | * skill so that the dam and wc get updated |
|
|
3431 | */ |
3439 | { |
3432 | who->change_skill (skop); |
3440 | who->failmsg (format ("You can't use the required %s skill!", &op->skill)); |
|
|
3441 | return 1; |
|
|
3442 | } |
3433 | } |
3443 | } |
3434 | |
3444 | |
3435 | if (!check_item_power (who, op->item_power)) |
3445 | if (!check_item_power (who, op->item_power)) |
3436 | { |
3446 | { |
3437 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3447 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
… | |
… | |
3440 | |
3450 | |
3441 | /* Ok. We are now at the state where we can apply the new object. |
3451 | /* Ok. We are now at the state where we can apply the new object. |
3442 | * Note that we don't have the checks for can_use_... |
3452 | * Note that we don't have the checks for can_use_... |
3443 | * below - that is already taken care of by can_apply_object. |
3453 | * below - that is already taken care of by can_apply_object. |
3444 | */ |
3454 | */ |
|
|
3455 | |
|
|
3456 | // split away all the other items from the stack, so only one item is left |
3445 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3457 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3446 | |
3458 | |
3447 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3459 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3448 | return RESULT_INT (0); |
3460 | return RESULT_INT (0); |
3449 | |
3461 | |
3450 | switch (op->type) |
3462 | switch (op->type) |
3451 | { |
3463 | { |
3452 | case WEAPON: |
3464 | case WEAPON: |
3453 | //TODO: this obviously fails for players using a shorter prefix |
3465 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3454 | // i.e. "R" can use Ragnarok's sword. |
|
|
3455 | if (op->level && !op->name.starts_with (who->name)) |
|
|
3456 | { |
3466 | { |
3457 | /* if the weapon does not have the name as the character, can't use it. */ |
3467 | /* if the weapon does not have the name as the character, can't use it. */ |
3458 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3468 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3459 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
3469 | who->failmsg ("The weapon does not recognize you as its owner. " |
3460 | |
3470 | "H<Its name indicates that it belongs to somebody else.>"); |
3461 | if (tmp) |
3471 | if (tmp) who->insert (tmp); |
3462 | insert_ob_in_ob (tmp, who); |
|
|
3463 | |
|
|
3464 | return 1; |
3472 | return 1; |
3465 | } |
3473 | } |
3466 | |
3474 | |
3467 | if (!skop) |
3475 | op->flag [FLAG_APPLIED] = true; |
|
|
3476 | |
|
|
3477 | if (player *pl = who->contr) |
3468 | { |
3478 | { |
3469 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
3479 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3470 | return 1; |
3480 | change_abil (who, op); |
3471 | } |
3481 | } |
3472 | |
3482 | else |
3473 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3474 | who->change_skill (skop); |
3483 | who->change_skill (skop); |
3475 | |
3484 | |
3476 | if (who->contr) |
3485 | op->flag [FLAG_READY_WEAPON] = true; |
3477 | who->change_weapon (who->contr->combat_ob = op); |
|
|
3478 | |
|
|
3479 | who->statusmsg (format ("You wield %s.", query_name (op))); |
|
|
3480 | |
|
|
3481 | SET_FLAG (who, FLAG_READY_WEAPON); |
|
|
3482 | change_abil (who, op); |
|
|
3483 | break; |
3486 | break; |
3484 | |
3487 | |
3485 | case ARMOUR: |
3488 | case ARMOUR: |
3486 | case HELMET: |
3489 | case HELMET: |
3487 | case SHIELD: |
3490 | case SHIELD: |
… | |
… | |
3496 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3499 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3497 | change_abil (who, op); |
3500 | change_abil (who, op); |
3498 | break; |
3501 | break; |
3499 | |
3502 | |
3500 | case SKILL_TOOL: |
3503 | case SKILL_TOOL: |
3501 | // applying a skill tool also readies the skill |
3504 | // applying a skill tool does not ready the skill |
|
|
3505 | // if something needs the skill, it has to ready it itself |
|
|
3506 | //TODO: unapplying should unapply the skill, though |
3502 | SET_FLAG (op, FLAG_APPLIED); |
3507 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3508 | break; |
3503 | |
3509 | |
3504 | if (!(aflags & AP_NO_READY)) |
3510 | case SKILL: |
|
|
3511 | if (skill_flags [op->subtype] & SF_NEED_ITEM && !(aflags & AP_NO_SLOT)) |
3505 | { |
3512 | { |
3506 | skop = find_skill_by_name (who, op->skill); |
3513 | who->failmsg (format ( |
3507 | if (!skop->flag [FLAG_APPLIED]) |
3514 | "You feel as if you wanted to do something funny, but you can't remember what. " |
3508 | apply_special (who, skop, AP_APPLY); |
3515 | "H<The %s skill needs an item to function, it cannot be used on its own.>", |
|
|
3516 | &op->skill |
|
|
3517 | )); |
|
|
3518 | if (tmp) who->insert (tmp); |
|
|
3519 | return 1; |
3509 | } |
3520 | } |
3510 | break; |
|
|
3511 | |
3521 | |
3512 | case SKILL: |
|
|
3513 | if (player *pl = who->contr) |
3522 | if (player *pl = who->contr) |
3514 | { |
3523 | { |
3515 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
3516 | { |
|
|
3517 | if (skill_flags [op->subtype] & SF_NEED_ITEM) |
|
|
3518 | { |
|
|
3519 | for (object *item = who->inv; item; item = item->below) |
|
|
3520 | if (item->type == item->weapontype && item->flag [FLAG_APPLIED]) |
|
|
3521 | { |
|
|
3522 | if (item->skill == op->skill) |
|
|
3523 | { |
|
|
3524 | who->change_weapon (pl->combat_ob = item); |
|
|
3525 | goto found_weapon; |
|
|
3526 | } |
|
|
3527 | } |
|
|
3528 | |
|
|
3529 | who->failmsg (format ( |
|
|
3530 | "You need to apply a '%s' melee weapon before readying this skill. " |
|
|
3531 | "H<Some skills need an item, in this case a melee weapon, to function.>", |
|
|
3532 | &op->skill |
|
|
3533 | )); |
|
|
3534 | return 1; |
|
|
3535 | |
|
|
3536 | found_weapon:; |
|
|
3537 | } |
|
|
3538 | else |
|
|
3539 | who->change_weapon (pl->combat_ob = op); |
|
|
3540 | } |
|
|
3541 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3542 | { |
|
|
3543 | if (skill_flags [op->subtype] & SF_NEED_ITEM) |
|
|
3544 | { |
|
|
3545 | for (object *item = who->inv; item; item = item->below) |
|
|
3546 | if (item->type == item->weapontype && item->flag [FLAG_APPLIED]) |
|
|
3547 | { |
|
|
3548 | //TODO: bows should/must all have skill missile weapon right now |
|
|
3549 | who->change_weapon (pl->ranged_ob = item); |
|
|
3550 | goto found_bow; |
|
|
3551 | } |
|
|
3552 | |
|
|
3553 | who->failmsg ( |
|
|
3554 | "You need to apply a missile weapon before readying this skill. " |
|
|
3555 | "H<Some skills need an item, in this case a missile weapon, to function.>" |
|
|
3556 | ); |
|
|
3557 | return 1; |
|
|
3558 | |
|
|
3559 | found_bow:; |
|
|
3560 | } |
|
|
3561 | else |
|
|
3562 | who->change_weapon (pl->ranged_ob = op); |
|
|
3563 | } |
|
|
3564 | |
|
|
3565 | if (!op->invisible) |
3524 | if (op->invisible) |
3566 | { |
3525 | who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); |
3567 | who->statusmsg (format ( |
|
|
3568 | "You ready %s." |
|
|
3569 | "You can now use the skill: %s.", |
|
|
3570 | query_name (op), |
|
|
3571 | &op->skill |
|
|
3572 | )); |
|
|
3573 | } |
|
|
3574 | else |
3526 | else |
3575 | who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); |
3527 | who->statusmsg (format ( |
|
|
3528 | "You ready %s." |
|
|
3529 | "You can now use the skill: %s.", |
|
|
3530 | query_name (op), |
|
|
3531 | &op->skill |
|
|
3532 | )); |
3576 | } |
3533 | } |
3577 | else |
3534 | |
3578 | { |
|
|
3579 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3580 | change_abil (who, op); |
|
|
3581 | who->chosen_skill = op; |
|
|
3582 | SET_FLAG (who, FLAG_READY_SKILL); |
3535 | SET_FLAG (who, FLAG_READY_SKILL); |
3583 | } |
3536 | SET_FLAG (op, FLAG_APPLIED); |
3584 | |
3537 | change_abil (who, op); |
3585 | break; |
3538 | break; |
3586 | |
3539 | |
3587 | case BOW: |
3540 | case BOW: |
3588 | if (op->level && !op->name.starts_with (who->name)) |
3541 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3589 | { |
3542 | { |
3590 | who->failmsg ("The weapon does not recognize you as its owner. " |
3543 | who->failmsg ("The weapon does not recognize you as its owner. " |
3591 | "H<Its name indicates that it belongs to somebody else.>"); |
3544 | "H<Its name indicates that it belongs to somebody else.>"); |
3592 | if (tmp) |
3545 | if (tmp) who->insert (tmp); |
3593 | insert_ob_in_ob (tmp, who); |
|
|
3594 | |
|
|
3595 | return 1; |
3546 | return 1; |
3596 | } |
3547 | } |
|
|
3548 | |
|
|
3549 | if (player *pl = who->contr) |
|
|
3550 | { |
|
|
3551 | op->flag [FLAG_APPLIED] = true; |
|
|
3552 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
|
|
3553 | change_abil (who, op); |
|
|
3554 | } |
|
|
3555 | break; |
|
|
3556 | |
|
|
3557 | case RANGED: |
|
|
3558 | if (player *pl = who->contr) |
|
|
3559 | { |
|
|
3560 | op->flag [FLAG_APPLIED] = true; |
|
|
3561 | who->statusmsg (format ("You applied the %s.", query_name (op))); |
|
|
3562 | } |
|
|
3563 | break; |
|
|
3564 | |
|
|
3565 | case SPELL: |
|
|
3566 | if (player *pl = who->contr) |
|
|
3567 | { |
|
|
3568 | op->flag [FLAG_APPLIED] = true; |
|
|
3569 | who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
|
|
3570 | } |
|
|
3571 | break; |
3597 | |
3572 | |
3598 | /*FALLTHROUGH*/ |
3573 | /*FALLTHROUGH*/ |
3599 | case WAND: |
3574 | case WAND: |
3600 | case ROD: |
3575 | case ROD: |
3601 | case HORN: |
3576 | case HORN: |
3602 | /* check for skill, alter player status */ |
3577 | /* check for skill, alter player status */ |
3603 | |
3578 | |
3604 | if (!skop) |
3579 | if (!skop) |
3605 | { |
3580 | { |
3606 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
3581 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
3582 | if (tmp) who->insert (tmp); |
3607 | return 1; |
3583 | return 1; |
3608 | } |
3584 | } |
3609 | |
3585 | |
3610 | SET_FLAG (op, FLAG_APPLIED); |
3586 | op->flag [FLAG_APPLIED] = true; |
3611 | who->change_skill (skop); |
|
|
3612 | |
3587 | |
3613 | if (who->contr) |
3588 | if (player *pl = who->contr) |
3614 | { |
3589 | { |
3615 | who->contr->ranged_ob = op; |
|
|
3616 | |
|
|
3617 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3590 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3618 | |
3591 | |
3619 | if (op->type == BOW) |
3592 | if (op->type == BOW) |
3620 | { |
|
|
3621 | who->current_weapon = op; |
|
|
3622 | change_abil (who, op); |
|
|
3623 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3593 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3624 | } |
3594 | |
|
|
3595 | change_abil (who, op); |
3625 | } |
3596 | } |
3626 | else |
3597 | else |
3627 | { |
3598 | { |
|
|
3599 | who->change_skill (skop); |
|
|
3600 | |
3628 | if (op->type == BOW) |
3601 | if (op->type == BOW) |
3629 | SET_FLAG (who, FLAG_READY_BOW); |
3602 | op->flag [FLAG_READY_BOW ] = true; |
3630 | else |
3603 | else |
3631 | SET_FLAG (who, FLAG_READY_RANGE); |
3604 | op->flag [FLAG_READY_RANGE] = true; |
3632 | } |
3605 | } |
3633 | |
3606 | |
3634 | break; |
3607 | break; |
3635 | |
3608 | |
3636 | case BUILDER: |
3609 | case BUILDER: |
3637 | if (who->type == PLAYER) |
3610 | if (player *pl = who->contr) |
3638 | { |
3611 | { |
3639 | //TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
|
|
3640 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
|
|
3641 | unapply_special (who, who->contr->ranged_ob, 0); |
|
|
3642 | |
|
|
3643 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
3612 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
3644 | |
3613 | //TODO: change_abil? |
3645 | who->contr->ranged_ob = op; |
|
|
3646 | } |
3614 | } |
3647 | break; |
3615 | break; |
3648 | |
3616 | |
3649 | default: |
3617 | default: |
3650 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3618 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3651 | } |
3619 | } |
3652 | |
3620 | |
3653 | SET_FLAG (op, FLAG_APPLIED); |
3621 | SET_FLAG (op, FLAG_APPLIED); |
3654 | |
3622 | |
3655 | if (tmp) |
|
|
3656 | who->insert (tmp); |
3623 | if (tmp) who->insert (tmp); |
3657 | |
3624 | |
3658 | who->update_stats (); |
3625 | who->update_stats (); |
3659 | |
3626 | |
3660 | /* We exclude spell casting objects. The fire code will set the |
3627 | /* We exclude spell casting objects. The fire code will set the |
3661 | * been applied flag when they are used - until that point, |
3628 | * been applied flag when they are used - until that point, |