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

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.213 by elmex, Mon Nov 9 13:38:36 2009 UTC vs.
Revision 1.238 by root, Sun Apr 4 04:10:47 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.
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 */
42int 39int
172 */ 169 */
173int 170int
174apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
175{ 172{
176 int got_one = 0, i; 173 int got_one = 0, i;
177 object *force = 0, *floor = 0; 174 object *force = 0;
178 175
179 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
180 177
181 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)
182 { 179 {
183 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!");
184 181
951 item->nrof *= nr; 948 item->nrof *= nr;
952 949
953 if (converter->flag [FLAG_PRECIOUS]) 950 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
955 952
956 if (is_in_shop (converter)) 953 if (converter->is_in_shop ())
957 { 954 {
958 // 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
959 // and report in case someone still does it. 956 // and report in case someone still does it.
960 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",
961 converter->debug_desc ()); 958 converter->debug_desc ());
1164 /* this is only used for players */ 1161 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1166 1163
1167 if (has_unpaid) 1164 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 1168 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1173 1170
1174 if (shop_mat->msg) 1171 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1176 /* 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,
1177 * 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
1178 * actually the shop floor. 1175 * actually the shop floor.
1179 */ 1176 */
1180 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1181 { 1178 {
1182 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1183 1180
1184 op->statusmsg ( 1181 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1353 trap->stats.maxsp = 2; 1350 trap->stats.maxsp = 2;
1354 1351
1355 /* Is this correct? From the docs, it doesn't look like it 1352 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed 1353 * should be divided by trap->speed
1357 */ 1354 */
1358 victim->speed_left = -fabs (trap->stats.maxsp * victim->speed / trap->speed); 1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359 1356
1360 /* Just put in some sanity check. I think there is a bug in the 1357 /* 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 1358 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed. 1359 * getting permanently paralyzed.
1363 */ 1360 */
1488 if (victim->type == PLAYER && EXIT_PATH (trap)) 1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 { 1486 {
1490 /* Basically, don't show exits leading to random maps the 1487 /* Basically, don't show exits leading to random maps the
1491 * players output. 1488 * players output.
1492 */ 1489 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY); 1491 victim->statusmsg (trap->msg, NDI_NAVY);
1495 1492
1496 trap->play_sound (trap->sound); 1493 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap); 1494 victim->enter_exit (trap);
1498 } 1495 }
1576 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1577 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1578 return; 1575 return;
1579 } 1576 }
1580 1577
1578 // we currently don't use the message types for anything.
1581 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"));
1582 1582
1583 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1584 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1585 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));
1586 1586
1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1740 return; 1740 return;
1741 } 1741 }
1742 1742
1743 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1744 player_unready_range_ob (op->contr, spob);
1745 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1746 spob->destroy (); 1745 spob->destroy ();
1747} 1746}
1748 1747
1749/** 1748/**
1766 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1767 * legacy spellbooks 1766 * legacy spellbooks
1768 */ 1767 */
1769 if (tmp->slaying) 1768 if (tmp->slaying)
1770 { 1769 {
1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1772 if (!spell) 1772 if (!spell)
1773 { 1773 {
1774 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));
1775 return; 1775 return;
1776 } 1776 }
1827 { 1827 {
1828 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1829 1829
1830 if (!spell_skill) 1830 if (!spell_skill)
1831 { 1831 {
1832 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));
1833 return; 1833 return;
1834 } 1834 }
1835 1835
1836 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1837 { 1837 {
1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1998 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
1999 int i; /* index */ 1999 int i; /* index */
2000 2000
2001 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2002 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2003 return 0; 2003 return 0;
2004 2004
2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2006 from the player's inventory */ 2006 from the player's inventory */
2007 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2015 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2016 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2017 return 0; 2017 return 0;
2018 2018
2019 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2020 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2021 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2022 else 2022 else
2023 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024 2024
2025 if (op->stats.hp > op->stats.maxhp) 2025 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); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2029 2027
2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2031 2029
2032 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2033 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2145 if (op->type != PLAYER) 2143 if (op->type != PLAYER)
2146 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2147 else 2145 else
2148 { 2146 {
2149 /* check if this is a dragon (player), eating some flesh */ 2147 /* check if this is a dragon (player), eating some flesh */
2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) 2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2151 ; 2149 ;
2152 else 2150 else
2153 { 2151 {
2154 /* usual case - no dragon meal: */ 2152 /* usual case - no dragon meal: */
2155 if (op->stats.food + tmp->stats.food > 999) 2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2156 { 2154 {
2157 if (tmp->type == FOOD || tmp->type == FLESH) 2155 if (tmp->type == FOOD || tmp->type == FLESH)
2158 op->failmsg ("You feel full, but what a waste of food!"); 2156 op->failmsg ("You feel full, but what a waste of food!");
2159 else 2157 else
2160 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!");
2170 2168
2171 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2172 { 2170 {
2173 const char *buf; 2171 const char *buf;
2174 2172
2175 if (!is_dragon_pl (op)) 2173 if (!op->is_dragon ())
2176 { 2174 {
2177 /* eating message for normal players */ 2175 /* eating message for normal players */
2178 if (tmp->type == DRINK) 2176 if (tmp->type == DRINK)
2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name); 2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2180 else 2178 else
2184 /* eating message for dragon players */ 2182 /* eating message for dragon players */
2185 buf = format ("The %s tasted terrible!", &tmp->name); 2183 buf = format ("The %s tasted terrible!", &tmp->name);
2186 2184
2187 op->statusmsg (buf); 2185 op->statusmsg (buf);
2188 2186
2189 capacity_remaining = 999 - op->stats.food; 2187 capacity_remaining = MAX_FOOD - op->stats.food;
2190 op->stats.food += tmp->stats.food; 2188 op->stats.food += tmp->stats.food;
2191 if (capacity_remaining < tmp->stats.food) 2189 if (capacity_remaining < tmp->stats.food)
2192 op->stats.hp += capacity_remaining / 50; 2190 op->stats.hp += capacity_remaining / 50;
2193 else 2191 else
2194 op->stats.hp += tmp->stats.food / 50; 2192 op->stats.hp += tmp->stats.food / 50;
2195 2193
2196 if (op->stats.hp > op->stats.maxhp) 2194 min_it (op->stats.hp, op->stats.maxhp);
2197 op->stats.hp = op->stats.maxhp; 2195 min_it (op->stats.food, MAX_FOOD);
2198 if (op->stats.food > 999)
2199 op->stats.food = 999;
2200 } 2196 }
2201 2197
2202 /* special food hack -b.t. */ 2198 /* special food hack -b.t. */
2203 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204 eat_special_food (op, tmp); 2200 eat_special_food (op, tmp);
2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2266 } 2262 }
2267 2263
2268 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2269 poison->destroy (); 2265 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} 2266}
2361 2267
2362/** 2268/**
2363 * 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
2364 * 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,
2619static void 2525static void
2620apply_item_transformer (object *pl, object *transformer) 2526apply_item_transformer (object *pl, object *transformer)
2621{ 2527{
2622 object *marked; 2528 object *marked;
2623 object *new_item; 2529 object *new_item;
2624 char *find; 2530 const char *find;
2625 char *separator; 2531 char *separator;
2626 int yield; 2532 int yield;
2627 char got[MAX_BUF]; 2533 char got[MAX_BUF];
2628 int len; 2534 int len;
2629 2535
2672 while (*find == ' ') 2578 while (*find == ' ')
2673 find++; 2579 find++;
2674 2580
2675 memset (got, 0, MAX_BUF); 2581 memset (got, 0, MAX_BUF);
2676 2582
2677 if ((separator = strchr (find, ';')) != NULL) 2583 if ((separator = (char *) strchr (find, ';')))
2678 len = separator - find; 2584 len = separator - find;
2679 else 2585 else
2680 len = strlen (find); 2586 len = strlen (find);
2681 2587
2682 if (len > MAX_BUF - 1) 2588 min_it (len, MAX_BUF - 1);
2683 len = MAX_BUF - 1;
2684 2589
2685 strcpy (got, find); 2590 strcpy (got, find);
2686 got[len] = '\0'; 2591 got[len] = '\0';
2687 2592
2688 /* Now create new item, remove used ones when required. */ 2593 /* Now create new item, remove used ones when required. */
2721 * being applied. 2626 * being applied.
2722 * 2627 *
2723 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2724 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2725 */ 2630 */
2726int 2631static int
2727manual_apply (object *who, object *op, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2728{ 2633{
2729 op = op->head_ (); 2634 op = op->head_ ();
2730 2635
2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 2636 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2767 2672
2768 case EXIT: 2673 case EXIT:
2769 if (who->type != PLAYER) 2674 if (who->type != PLAYER)
2770 return 0; 2675 return 0;
2771 2676
2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2677 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))); 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)));
2774 else 2679 else
2775 { 2680 {
2776 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2778 who->statusmsg (op->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2779 2684
2780 who->enter_exit (op); 2685 who->enter_exit (op);
2781 } 2686 }
2782 2687
2863 case CLOAK: 2768 case CLOAK:
2864 case WAND: 2769 case WAND:
2865 case ROD: 2770 case ROD:
2866 case HORN: 2771 case HORN:
2867 case SKILL: 2772 case SKILL:
2773 case SPELL:
2868 case BOW: 2774 case BOW:
2775 case RANGED:
2869 case BUILDER: 2776 case BUILDER:
2870 case SKILL_TOOL: 2777 case SKILL_TOOL:
2871 if (op->env != who) 2778 if (op->env != who)
2872 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)));
2873 2780 else
2874 apply_special (who, op, aflag); 2781 apply_special (who, op, aflag);
2782
2875 return 1; 2783 return 1;
2876 2784
2877 case DRINK: 2785 case DRINK:
2878 case FOOD: 2786 case FOOD:
2879 case FLESH: 2787 case FLESH:
2943 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2944 apply_item_transformer (who, op); 2852 apply_item_transformer (who, op);
2945 return 1; 2853 return 1;
2946 2854
2947 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2948 return 0; 2857 return 0;
2949 } 2858 }
2950} 2859}
2951 2860
2952/* quiet suppresses the "don't know how to apply" and "you must get it first" 2861/*
2953 * messages as needed by player_apply_below(). But there can still be
2954 * "but you are floating high above the ground" messages.
2955 *
2956 * Same return value as apply() function. 2862 * Same return value as apply() function.
2957 */ 2863 */
2958int 2864bool
2959player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2960{ 2866{
2961 if (!op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2962 { 2868 {
2963 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2970 } 2876 }
2971 } 2877 }
2972 2878
2973 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2974 2880
2975 int tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2976
2977 if (!quiet)
2978 {
2979 if (tmp == 0)
2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2981 else if (tmp == 2)
2982 pl->failmsg ("You must get it first!\n");
2983 }
2984
2985 return tmp;
2986} 2882}
2987 2883
2988/** 2884/**
2989 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2990 * 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
3001 * 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
3002 * 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
3003 * 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
3004 * not return a proper value. 2900 * not return a proper value.
3005 */ 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?
3006 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)
3007 { 2905 {
3008 next = tmp->below; 2906 next = tmp->below;
3009 2907
3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3011 floors++;
3012 else if (floors > 0)
3013 return; /* process only floor objects after first floor object */
3014
3015 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
3016 * person moving on it, also activate. Added code to make it
3017 * so that at least one of players movement types be that which
3018 * the item needs.
3019 */ 2909 */
3020 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
3021 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
3022 return; 2912 break;
3023 2913
3024 if (floors >= 2) 2914 break;
3025 return; /* process at most two floor objects */
3026 } 2915 }
3027} 2916}
3028 2917
3029/** 2918/**
3030 * Unapplies specified item. 2919 * Unapplies specified item.
3037{ 2926{
3038 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))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3040 return RESULT_INT (0); 2929 return RESULT_INT (0);
3041 2930
3042 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
3043 2935
3044 switch (op->type) 2936 switch (op->type)
3045 { 2937 {
3046 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
3047 // 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
3048 // 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
3049 // be used for other reasons 2956 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
3051 if (tmp->skill == op->skill 2958 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); 2959 unapply_special (who, op, 0);
3056 2960
3057 change_abil (who, op);
3058 break; 2961 break;
3059 2962
2963 case BOW:
3060 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
3061 if (player *pl = who->contr) 2968 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 { 2969 {
3077 if (IS_COMBAT_SKILL (op->subtype)) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
3078 who->change_weapon (who->contr->combat_ob = 0); 2971 change_abil (who, op);
3079 else if (IS_RANGED_SKILL (op->subtype)) 2972 }
3080 who->change_weapon (who->contr->ranged_ob = 0); 2973 else
2974 {
2975 who->change_skill (0);
3081 2976
3082 if (op->invisible) 2977 if (op->type == BOW)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2978 op->flag [FLAG_READY_BOW ] = false;
3084 else 2979 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2980 op->flag [FLAG_READY_RANGE] = false;
3086 } 2981 }
3087 2982
3088 change_abil (who, op);
3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
3090 break; 2983 break;
3091 2984
3092 case ARMOUR: 2985 case ARMOUR:
3093 case HELMET: 2986 case HELMET:
3094 case SHIELD: 2987 case SHIELD:
3101 case CLOAK: 2994 case CLOAK:
3102 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
3103 change_abil (who, op); 2996 change_abil (who, op);
3104 break; 2997 break;
3105 2998
2999 case SPELL:
3106 case BOW: 3000 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))); 3001 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; 3002 break;
3131 3003
3132 case BUILDER: 3004 //case SKILL_TOOL://TODO
3133 if (who->contr)
3134 who->statusmsg (format ("You unready %s.", query_name (op)));
3135 break;
3136
3137 default: 3005 default:
3138 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
3139 break; 3007 break;
3140 } 3008 }
3141 3009
3165static object * 3033static object *
3166get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
3167{ 3035{
3168 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3169 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
3171 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3172 return tmp; 3040 return tmp;
3173 3041
3174 return 0; 3042 return 0;
3175} 3043}
3176 3044
3321 continue; 3189 continue;
3322 } 3190 }
3323 3191
3324 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3325 if (!tmp1) 3193 if (!tmp1)
3326 {
3327#if 0
3328 /* This is sort of an error, but happens a lot when old players
3329 * join in with more stuff equipped than they are now allowed.
3330 */
3331 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3332#endif
3333 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3334 }
3335 else 3195 else
3336 { 3196 {
3337 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3338 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3339 * to apply multiple objects 3199 * to apply multiple objects
3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3391 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3392 } 3252 }
3393 3253
3394 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;
3395} 3344}
3396 3345
3397/** 3346/**
3398 * 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.
3399 * 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,
3422 " 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.>"
3423 3372
3424int 3373int
3425apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3426{ 3375{
3427 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3428 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3429 3378
3430 if (who == NULL) 3379 if (who == NULL)
3431 { 3380 {
3432 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3451 3400
3452 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3453 } 3402 }
3454 else if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3455 return 0; 3404 return 0;
3456
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 3405
3466 splay (op); 3406 splay (op);
3467 3407
3468 /* 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 */
3469 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3503 } 3443 }
3504 } 3444 }
3505 3445
3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3507 { 3447 {
3448 // try to ready attached skill first
3508 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3509 3450
3510 if (!skop) 3451 if (!skop)
3511 { 3452 {
3512 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));
3513 return 1; 3454 return 1;
3514 } 3455 }
3515 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3516 /* While experience will be credited properly, we want to change the
3517 * skill so that the dam and wc get updated
3518 */ 3457 {
3519 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3520 } 3461 }
3521 3462
3522 if (!check_item_power (who, op->item_power)) 3463 if (!check_item_power (who, op->item_power))
3523 { 3464 {
3524 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);
3527 3468
3528 /* 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.
3529 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3530 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3531 */ 3472 */
3473
3474 // 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; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3533 3476
3534 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)))
3535 return RESULT_INT (0); 3478 return RESULT_INT (0);
3536 3479
3537 switch (op->type) 3480 switch (op->type)
3538 { 3481 {
3539 case WEAPON: 3482 case WEAPON:
3540 //TODO: this obviously fails for players using a shorter prefix 3483 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 { 3484 {
3544 /* 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. */
3545 /* (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) */
3546 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. "
3547 3488 "H<Its name indicates that it belongs to somebody else.>");
3548 if (tmp) 3489 if (tmp) who->insert (tmp);
3549 insert_ob_in_ob (tmp, who);
3550
3551 return 1; 3490 return 1;
3552 } 3491 }
3553 3492
3554 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3555 { 3496 {
3556 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)));
3557 return 1; 3498 change_abil (who, op);
3558 } 3499 }
3559 3500 else
3560 SET_FLAG (op, FLAG_APPLIED);
3561 who->change_skill (skop); 3501 who->change_skill (skop);
3562 3502
3563 if (who->contr) 3503 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; 3504 break;
3571 3505
3572 case ARMOUR: 3506 case ARMOUR:
3573 case HELMET: 3507 case HELMET:
3574 case SHIELD: 3508 case SHIELD:
3583 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3584 change_abil (who, op); 3518 change_abil (who, op);
3585 break; 3519 break;
3586 3520
3587 case SKILL_TOOL: 3521 case SKILL_TOOL:
3588 // 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
3589 SET_FLAG (op, FLAG_APPLIED); 3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3590 3527
3528 case SKILL:
3591 if (!(aflags & AP_NO_READY)) 3529 if (!(aflags & AP_NO_SLOT))
3592 { 3530 {
3593 skop = find_skill_by_name (who, op->skill); 3531 // skill is used on it's own, as opposed to being a chosen_skill
3594 if (!skop->flag [FLAG_APPLIED])
3595 apply_special (who, skop, AP_APPLY);
3596 }
3597 break;
3598 3532
3599 case SKILL: 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3600 if (player *pl = who->contr)
3601 {
3602 if (IS_COMBAT_SKILL (op->subtype))
3603 { 3534 {
3604 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
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 ( 3535 who->failmsg (format (
3617 "You need to apply a '%s' melee weapon before readying this skill. " 3536 "You feel as if you wanted to do something funny, but you can't remember what. "
3618 "H<Some skills need an item, in this case a melee weapon, to function.>", 3537 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3619 &op->skill 3538 "It cannot be used on its own.>",
3620 ));
3621 return 1;
3622
3623 found_weapon:;
3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op);
3627 }
3628 else if (IS_RANGED_SKILL (op->subtype))
3629 {
3630 if (skill_flags [op->subtype] & SF_NEED_BOW)
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);
3650 }
3651
3652 if (!op->invisible)
3653 {
3654 who->statusmsg (format (
3655 "You ready %s."
3656 "You can now use the skill: %s.",
3657 query_name (op),
3658 &op->skill 3539 &op->skill
3659 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3660 } 3543 }
3544
3545 if (skill_flags [op->subtype] & SF_AUTARK
3546 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
3547 {
3548 if (skill_flags [op->subtype] & SF_USE)
3549 who->failmsg (format (
3550 "You feel as if you wanted to do something funny, but you can't remember what. "
3551 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3552 &op->skill, &op->skill
3553 ));
3661 else 3554 else
3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 3555 who->failmsg (format (
3556 "You feel as if you wanted to do something funny, but you can't remember what. "
3557 "H<The %s skill cannot be readied or used, it is always active.>",
3558 &op->skill, &op->skill
3559 ));
3560
3561 if (tmp) who->insert (tmp);
3562 return 1;
3563 }
3564
3565 if (who->contr)
3566 who->statusmsg (format (
3567 op->invisible ? "You can now use the %s skill." : "You ready %s.",
3568 query_name (op),
3569 &op->skill
3570 ));
3663 } 3571 }
3664 else 3572
3665 {
3666 SET_FLAG (op, FLAG_APPLIED);
3667 change_abil (who, op);
3668 who->chosen_skill = op;
3669 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3670 } 3574 SET_FLAG (op, FLAG_APPLIED);
3671 3575 change_abil (who, op);
3672 break; 3576 break;
3673 3577
3674 case BOW: 3578 case BOW:
3675 if (op->level && !op->name.starts_with (who->name)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3676 { 3580 {
3677 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp) 3583 if (tmp) who->insert (tmp);
3680 insert_ob_in_ob (tmp, who);
3681
3682 return 1; 3584 return 1;
3683 } 3585 }
3586
3587 if (player *pl = who->contr)
3588 {
3589 op->flag [FLAG_APPLIED] = true;
3590 who->statusmsg (format ("You wield the %s.", query_name (op)));
3591 change_abil (who, op);
3592 }
3593 break;
3594
3595 case RANGED:
3596 if (player *pl = who->contr)
3597 {
3598 op->flag [FLAG_APPLIED] = true;
3599 who->statusmsg (format ("You applied the %s.", query_name (op)));
3600 }
3601 break;
3602
3603 case SPELL:
3604 if (player *pl = who->contr)
3605 {
3606 op->flag [FLAG_APPLIED] = true;
3607 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3608 }
3609 break;
3684 3610
3685 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3686 case WAND: 3612 case WAND:
3687 case ROD: 3613 case ROD:
3688 case HORN: 3614 case HORN:
3689 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3690 3616
3691 if (!skop) 3617 if (!skop)
3692 { 3618 {
3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3619 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3620 if (tmp) who->insert (tmp);
3694 return 1; 3621 return 1;
3695 } 3622 }
3696 3623
3697 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3698 who->change_skill (skop);
3699 3625
3700 if (who->contr) 3626 if (player *pl = who->contr)
3701 { 3627 {
3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3705 3629
3706 if (op->type == BOW) 3630 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))); 3631 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3711 } 3632
3633 change_abil (who, op);
3712 } 3634 }
3713 else 3635 else
3714 { 3636 {
3637 who->change_skill (skop);
3638
3715 if (op->type == BOW) 3639 if (op->type == BOW)
3716 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3717 else 3641 else
3718 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3719 } 3643 }
3720 3644
3721 break; 3645 break;
3722 3646
3723 case BUILDER: 3647 case BUILDER:
3724 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3725 { 3649 {
3726 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
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))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731 3651 //TODO: change_abil?
3732 who->contr->ranged_ob = op;
3733 } 3652 }
3734 break; 3653 break;
3735 3654
3736 default: 3655 default:
3737 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3738 } 3657 }
3739 3658
3740 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3741 3660
3742 if (tmp)
3743 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3744 3662
3745 who->update_stats (); 3663 who->update_stats ();
3746 3664
3747 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3748 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3879 * treasure again for this object 3797 * treasure again for this object
3880 */ 3798 */
3881 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3882 } 3800 }
3883 } 3801 }
3802
3884 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3885 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3886 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3887 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3888 * MSW 2004-05-13 3807 * MSW 2004-05-13
3892 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3893 */ 3812 */
3894 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 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) 3814 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3896 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3897
3898 } 3816 }
3899 3817
3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3901 auto_apply (tmp); 3819 auto_apply (tmp);
3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3820 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3959 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3960 int duration = TIME2TICK (food->stats.food); 3878 int duration = TIME2TICK (food->stats.food);
3961 3879
3962 if (force = who->force_find (key)) 3880 if (force = who->force_find (key))
3963 { 3881 {
3964 if (duration > abs (force->speed_left / force->speed)) 3882 if (duration > fabs (force->speed_left / force->speed))
3965 { 3883 {
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)); 3884 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3967 force->force_set_timer (duration); 3885 force->force_set_timer (duration);
3968 } 3886 }
3969 else 3887 else

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines