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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.186 by elmex, Tue Jan 13 12:07:42 2009 UTC vs.
Revision 1.240 by root, Mon Apr 5 20:33:13 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
28#include <spells.h> 29#include <spells.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33
34/* Want this regardless of rplay. */
35#include <sounds.h>
36 34
37/** 35/**
38 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
40 */ 38 */
92 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
93 */ 91 */
94static int 92static int
95apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
96{ 94{
97 dynbuf_text buf; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 96
99 if (!pl || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
100 return 0; 98 return 0;
101 99
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
104 */ 102 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 104 return 0;
107 105
108 /* if the player has a marked item, identify that if it needs to be 106 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
110 */ 108 */
111 if (object *marked = find_marked_object (pl)) 109 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 111 {
114 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
115 { 113 {
116 identify (marked); 114 identify (marked);
117 115
118 buf.printf ("You have %s.\r", long_desc (marked, pl)); 116 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 117 if (marked->msg)
125 123
126 for (object *id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
127 { 125 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 127 {
130 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
131 { 129 {
132 identify (id); 130 identify (id);
133 131
134 buf.printf ("You have %s.\r", long_desc (id, pl)); 132 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 133 if (id->msg)
171 */ 169 */
172int 170int
173apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
174{ 172{
175 int got_one = 0, i; 173 int got_one = 0, i;
176 object *force = 0, *floor = 0; 174 object *force = 0;
177 175
178 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
179 177
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 { 179 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183 181
203 op->update_stats (); 201 op->update_stats ();
204 tmp->decrease (); 202 tmp->decrease ();
205 return 1; 203 return 1;
206 } 204 }
207 205
208 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
209 { 207 {
210 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
211 return 0; 209 return 0;
212 } 210 }
213 211
230 } 228 }
231 229
232 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
234 { 232 {
235 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
236 { 234 {
237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
238 { 236 {
239 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
240 { 238 {
275 } 273 }
276 } 274 }
277 } 275 }
278 276
279 /* Just makes checking easier */ 277 /* Just makes checking easier */
280 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
281 got_one = 1; 279 got_one = 1;
282 280
283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 { 282 {
285 if (got_one) 283 if (got_one)
315 */ 313 */
316 if (tmp->inv) 314 if (tmp->inv)
317 { 315 {
318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
319 { 317 {
320 object *fball;
321
322 op->failmsg ("Yech! Your lungs are on fire!"); 318 op->failmsg ("Yech! Your lungs are on fire!");
323 319 create_exploding_ball_at (op, op->level);
324 /* Explodes a fireball centered at player */
325 fball = get_archetype (EXPLODING_FIREBALL);
326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
328 fball->x = op->x;
329 fball->y = op->y;
330 insert_ob_in_map (fball, op->map, NULL, 0);
331 } 320 }
332 else 321 else
333 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
334 323
335 tmp->decrease (); 324 tmp->decrease ();
378 } 367 }
379 368
380 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
381 if (op->type == PLAYER) 370 if (op->type == PLAYER)
382 { /* only for players */ 371 { /* only for players */
383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 else 376 else
386 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
387 378
388 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
401} 392}
402 393
403/**************************************************************************** 394/****************************************************************************
404 * Weapon improvement code follows 395 * Weapon improvement code follows
405 ****************************************************************************/ 396 ****************************************************************************/
397
398/**
399 * This function just checks whether who can handle equipping an item
400 * with item_power.
401 */
402static bool
403check_item_power (object *who, int item_power)
404{
405 if (who->type == PLAYER
406 && item_power
407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408 return false;
409 else
410 return true;
411}
406 412
407/** 413/**
408 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
409 */ 415 */
410static int 416static int
457 } 463 }
458 464
459 prev = op; 465 prev = op;
460 op = op->below; 466 op = op->below;
461 } 467 }
462}
463
464/**
465 * This checks to see of the player (who) is sufficient level to use a weapon
466 * with improvs improvements (typically last_eat). We take an int here
467 * instead of the object so that the improvement code can pass along the
468 * increased value to see if the object is usuable.
469 * we return 1 (true) if the player can use the weapon.
470 */
471static int
472check_weapon_power (const object *who, int improvs)
473{
474/* Old code is below (commented out). Basically, since weapons are the only
475 * object players really have any control to improve, it's a bit harsh to
476 * require high level in some combat skill, so we just use overall level.
477 */
478#if 1
479 if (((who->level / 5) + 5) >= improvs)
480 return 1;
481 else
482 return 0;
483
484#else
485 int level = 0;
486
487 /* The skill system hands out wc and dam bonuses to fighters
488 * more generously than the old system (see fix_player). Thus
489 * we need to curtail the power of player enchanted weapons.
490 * I changed this to 1 improvement per "fighter" level/5 -b.t.
491 * Note: Nothing should break by allowing this ratio to be different or
492 * using normal level - it is just a matter of play balance.
493 */
494 if (who->type == PLAYER)
495 {
496 object *wc_obj = NULL;
497
498 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
499 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
500 level = wc_obj->level;
501
502 if (!level)
503 {
504 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
505 level = who->level;
506 }
507 }
508 else
509 level = who->level;
510
511 return (improvs <= ((level / 5) + 5));
512#endif
513} 468}
514 469
515/** 470/**
516 * Returns how many items of type improver->slaying there are under op. 471 * Returns how many items of type improver->slaying there are under op.
517 * Will display a message if none found, and 1 if improver->slaying is NULL. 472 * Will display a message if none found, and 1 if improver->slaying is NULL.
573 528
574/** 529/**
575 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
576 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
577 */ 532 */
578int 533static int
579prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
580{ 535{
581 int sacrifice_count, i; 536 int sacrifice_count, i;
582 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
583 538
636 * 591 *
637 * We are hiding extra information about the weapon in the level and 592 * We are hiding extra information about the weapon in the level and
638 * last_eat numbers for an object. Hopefully this won't break anything ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
639 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
640 */ 595 */
641int 596static int
642improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
643{ 598{
644 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
645 600
646 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
647 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
648 603
649 if (weapon->level == 0) 604 if (weapon->level == 0)
650 { 605 {
651 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
652 return 0; 609 return 0;
653 } 610 }
654 611
655 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
656 { 614 {
657 op->failmsg ("This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
658 return 0; 616 return 0;
659 } 617 }
660 618
661 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
662 { 621 {
663 op->failmsg ("Improving the weapon will make it too " 622 op->failmsg ("Improving the weapon will make it too "
664 "powerful for you to use. Unready it if you " 623 "powerful for you to use. Unready it if you "
665 "really want to improve it."); 624 "really want to improve it.");
666 return 0; 625 return 0;
744/** 703/**
745 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
746 * Checks a few things (not on a non-magic square, marked weapon, ...), 705 * Checks a few things (not on a non-magic square, marked weapon, ...),
747 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
748 */ 707 */
749int 708static int
750check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
751{ 710{
752 object *otmp; 711 object *otmp;
753 712
754 if (op->type != PLAYER) 713 if (op->type != PLAYER)
801 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
802 * the users level or 90) 761 * the users level or 90)
803 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
804 * changing of physical area right now. 763 * changing of physical area right now.
805 */ 764 */
806int 765static int
807improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
808{ 767{
809 object *tmp; 768 object *tmp;
810 769
811 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
895 * Takes one type of items and makes another. 854 * Takes one type of items and makes another.
896 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
897 * item is the object that triggered the converter - if it is not 856 * item is the object that triggered the converter - if it is not
898 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
899 */ 858 */
900static int 859int
901convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
902{ 861{
903 sint64 nr, price_in; 862 sint64 nr = 0, price_in;
904 863
905 if (item->flag [FLAG_UNPAID]) 864 if (item->flag [FLAG_UNPAID])
906 return 0; 865 return 0;
907 866
908 shstr conv_from = converter->slaying; 867 shstr conv_from = converter->slaying;
909 archetype *conv_to = converter->other_arch; 868 archetype *conv_to = converter->other_arch;
910 sint64 need = converter->stats.food; 869 sint64 need = converter->stats.food;
911 sint64 give = converter->stats.sp; 870 sint64 give = converter->stats.sp;
912 871
989 item->nrof *= nr; 948 item->nrof *= nr;
990 949
991 if (converter->flag [FLAG_PRECIOUS]) 950 if (converter->flag [FLAG_PRECIOUS])
992 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
993 952
994 if (is_in_shop (converter)) 953 if (converter->is_in_shop ())
995 { 954 {
996 // 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
997 // and report in case someone still does it. 956 // and report in case someone still does it.
998 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",
999 converter->debug_desc ()); 958 converter->debug_desc ());
1022 * Handle apply on containers. 981 * Handle apply on containers.
1023 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 983 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1025 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1026 */ 985 */
1027int 986static int
1028apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1029{ 988{
1030 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1031 return 0; /* This might change */ 990 return 0; /* This might change */
1032 991
1045 } 1004 }
1046 1005
1047 // already applied == open on ground, or open in inv, or active in inv 1006 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1049 { 1008 {
1050 if (op->container == sack) 1009 if (op->container_ () == sack)
1051 { 1010 {
1052 // open on ground or inv, so close 1011 // open on ground or inv, so close
1053 op->close_container (); 1012 op->close_container ();
1054 return 1; 1013 return 1;
1055 } 1014 }
1098{ 1057{
1099 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1100 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1101 return 0; 1060 return 0;
1102 1061
1103 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1104 { 1063 {
1105 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1106 * with an altar. We call it a Potion - altars are stationary - it 1065 * with an altar. We call it a Potion - altars are stationary - it
1107 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1108 */ 1067 */
1144 1103
1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1146 1105
1147 bool has_unpaid = false; 1106 bool has_unpaid = false;
1148 1107
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1108 // quite inefficient to do this here twice, but the api doesn't lend itself to
1150 // a quick and small change :( 1109 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID]) 1111 if (item->flag [FLAG_UNPAID])
1153 { 1112 {
1154 has_unpaid = true; 1113 has_unpaid = true;
1202 /* this is only used for players */ 1161 /* this is only used for players */
1203 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1204 1163
1205 if (has_unpaid) 1164 if (has_unpaid)
1206 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1207 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1208 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1209 else 1168 else
1210 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1211 1170
1212 if (shop_mat->msg) 1171 if (shop_mat->msg)
1213 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1214 /* 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,
1215 * 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
1216 * actually the shop floor. 1175 * actually the shop floor.
1217 */ 1176 */
1218 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1219 { 1178 {
1220 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1221 1180
1222 op->statusmsg ( 1181 op->statusmsg (
1223 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1362 return; 1321 return;
1363 1322
1364 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1365 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1366 */ 1325 */
1367 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1368 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1369 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1370 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1371 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1372 */ 1331 */
1379 1338
1380 recursion_depth++; 1339 recursion_depth++;
1381 if (trap->head) 1340 if (trap->head)
1382 trap = trap->head; 1341 trap = trap->head;
1383 1342
1384 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1343 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1385 goto leave;
1386
1387 switch (trap->type) 1344 switch (trap->type)
1388 { 1345 {
1389 case PLAYERMOVER: 1346 case PLAYERMOVER:
1390 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1347 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1348 {
1349 if (!trap->stats.maxsp)
1350 trap->stats.maxsp = 2;
1351
1352 /* Is this correct? From the docs, it doesn't look like it
1353 * should be divided by trap->speed
1354 */
1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1356
1357 /* Just put in some sanity check. I think there is a bug in the
1358 * above with some objects have zero speed, and thus the player
1359 * getting permanently paralyzed.
1360 */
1361 if (victim->speed_left < -50.f)
1362 victim->speed_left = -50.f;
1363 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1364 }
1365 break;
1366
1367 case SPINNER:
1368 if (victim->direction)
1369 {
1370 victim->direction = absdir (victim->direction - trap->stats.sp);
1371 update_turn_face (victim);
1372 }
1373 break;
1374
1375 case DIRECTOR:
1376 if (victim->direction && !should_director_abort (trap, victim))
1377 {
1378 victim->direction = trap->stats.sp;
1379 update_turn_face (victim);
1380 }
1381 break;
1382
1383 case BUTTON:
1384 case PEDESTAL:
1385 case T_MATCH:
1386 update_button (trap, originator);
1387 break;
1388
1389 case ALTAR:
1390 /* sacrifice victim on trap */
1391 apply_altar (trap, victim, originator);
1392 break;
1393
1394 case THROWN_OBJ:
1395 if (trap->inv == NULL)
1396 break;
1397 /* fallthrough */
1398
1399 case ARROW:
1400 /* bad bug: monster throw a object, make a step forwards, step on object ,
1401 * trigger this here and get hit by own missile - and will be own enemy.
1402 * Victim then is his own enemy and will start to kill herself (this is
1403 * removed) but we have not synced victim and his missile. To avoid senseless
1404 * action, we avoid hits here
1405 */
1406 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1407 && trap->owner != victim)
1408 hit_with_arrow (trap, victim);
1409 break;
1410
1411 case SPELL_EFFECT:
1412 apply_spell_effect (trap, victim);
1413 break;
1414
1415 case TRAPDOOR:
1391 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1392 if (!trap->stats.maxsp) 1420 if (!trap->value)
1393 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1394 1423
1395 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1396 * should be divided by trap->speed 1425 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1426 tot += ab->head_ ()->total_weight ();
1427
1428 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1429 break;
1430
1431 SET_ANIMATION (trap, trap->value);
1432 update_object (trap, UP_OBJ_FACE);
1433 }
1434
1435 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1436 {
1437 /* need to set this up, since if we do transfer the object,
1438 * ab->above would be bogus
1397 */ 1439 */
1398 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1399 1441
1400 /* Just put in some sanity check. I think there is a bug in the 1442 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1401 * above with some objects have zero speed, and thus the player 1443 {
1402 * getting permanently paralyzed. 1444 if (!sound_was_played)
1445 {
1446 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1447 sound_was_played = 1;
1448 }
1449
1450 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1451 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1452 }
1403 */ 1453 }
1404 if (victim->speed_left < -50.f) 1454 break;
1405 victim->speed_left = -50.f;
1406 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1407 } 1455 }
1408 goto leave;
1409 1456
1410 case SPINNER: 1457 case CONVERTER:
1411 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1412 {
1413 victim->direction = absdir (victim->direction - trap->stats.sp);
1414 update_turn_face (victim);
1415 }
1416 goto leave;
1417
1418 case DIRECTOR:
1419 if (victim->direction && !should_director_abort (trap, victim))
1420 {
1421 victim->direction = trap->stats.sp;
1422 update_turn_face (victim);
1423 }
1424 goto leave;
1425
1426 case BUTTON:
1427 case PEDESTAL:
1428 update_button (trap, originator);
1429 goto leave;
1430
1431 case ALTAR:
1432 /* sacrifice victim on trap */
1433 apply_altar (trap, victim, originator);
1434 goto leave;
1435
1436 case THROWN_OBJ:
1437 if (trap->inv == NULL)
1438 goto leave;
1439 /* fallthrough */
1440
1441 case ARROW:
1442 /* bad bug: monster throw a object, make a step forwards, step on object ,
1443 * trigger this here and get hit by own missile - and will be own enemy.
1444 * Victim then is his own enemy and will start to kill herself (this is
1445 * removed) but we have not synced victim and his missile. To avoid senseless
1446 * action, we avoid hits here
1447 */
1448 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1449 hit_with_arrow (trap, victim);
1450 goto leave;
1451
1452 case SPELL_EFFECT:
1453 apply_spell_effect (trap, victim);
1454 goto leave;
1455
1456 case TRAPDOOR:
1457 {
1458 int max, sound_was_played;
1459 object *ab, *ab_next;
1460
1461 if (!trap->value)
1462 { 1459 {
1463 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 tot += ab->head_ ()->total_weight ();
1468
1469 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1470 goto leave;
1471
1472 SET_ANIMATION (trap, trap->value);
1473 update_object (trap, UP_OBJ_FACE);
1474 } 1462 }
1475 1463
1476 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1464 break;
1465
1466 case TRIGGER_BUTTON:
1467 case TRIGGER_PEDESTAL:
1468 case TRIGGER_ALTAR:
1469 check_trigger (trap, victim, originator);
1470 break;
1471
1472 case DEEP_SWAMP:
1473 walk_on_deep_swamp (trap, victim);
1474 break;
1475
1476 case CHECK_INV:
1477 check_inv (victim, trap);
1478 break;
1479
1480 case HOLE:
1481 move_apply_hole (trap, victim);
1482 break;
1483
1484 case EXIT:
1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1477 { 1486 {
1478 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1479 * ab->above would be bogus 1488 * players output.
1480 */ 1489 */
1481 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1482 1492
1483 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1484 { 1494 victim->enter_exit (trap);
1485 if (!sound_was_played)
1486 {
1487 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1488 sound_was_played = 1;
1489 }
1490
1491 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1492 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1493 }
1494 } 1495 }
1495 goto leave; 1496 break;
1496 }
1497 1497
1498 case CONVERTER:
1499 if (convert_item (victim, trap) < 0)
1500 {
1501 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1502 archetype::get (shstr_burnout)->insert_at (trap, trap);
1503 }
1504
1505 goto leave;
1506
1507 case TRIGGER_BUTTON:
1508 case TRIGGER_PEDESTAL:
1509 case TRIGGER_ALTAR:
1510 check_trigger (trap, victim);
1511 goto leave;
1512
1513 case DEEP_SWAMP:
1514 walk_on_deep_swamp (trap, victim);
1515 goto leave;
1516
1517 case CHECK_INV:
1518 check_inv (victim, trap);
1519 goto leave;
1520
1521 case HOLE:
1522 move_apply_hole (trap, victim);
1523 goto leave;
1524
1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1528 /* Basically, don't show exits leading to random maps the
1529 * players output.
1530 */
1531 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1537 goto leave;
1538
1539 case ENCOUNTER: 1498 case ENCOUNTER:
1540 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1541 goto leave; 1500 break;
1542 1501
1543 case SHOP_MAT: 1502 case SHOP_MAT:
1544 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1545 goto leave; 1504 break;
1546 1505
1547 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1548 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1549 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1550 goto leave; 1509 break;
1551 1510
1552 case SIGN: 1511 case SIGN:
1553 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1554 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1555 1514
1556 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1557 goto leave; 1516 break;
1558 1517
1559 case CONTAINER: 1518 case CONTAINER:
1560 apply_container (victim, trap); 1519 apply_container (victim, trap);
1561 goto leave; 1520 break;
1562 1521
1563 case RUNE: 1522 case RUNE:
1564 case TRAP: 1523 case TRAP:
1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1567 goto leave; 1526 break;
1568 1527
1569 default: 1528 default:
1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1529 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1530 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 goto leave; 1531 break;
1573 } 1532 }
1574 1533
1575leave:
1576 recursion_depth--; 1534 recursion_depth--;
1577} 1535}
1578 1536
1579/** 1537/**
1580 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1591 return; 1549 return;
1592 } 1550 }
1593 1551
1594 if (!tmp->msg) 1552 if (!tmp->msg)
1595 { 1553 {
1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); 1554 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1597 return; 1555 return;
1598 } 1556 }
1599 1557
1600 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1615 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1616 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1617 return; 1575 return;
1618 } 1576 }
1619 1577
1578 // we currently don't use the message types for anything.
1620 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"));
1621 1582
1622 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1623 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1624 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));
1625 1586
1637 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1638 } 1599 }
1639 1600
1640 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1641 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1603 }
1604}
1605
1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1642 } 1656 }
1643} 1657}
1644 1658
1645/** 1659/**
1646 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1725 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1726 return; 1740 return;
1727 } 1741 }
1728 1742
1729 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1730 player_unready_range_ob (op->contr, spob);
1731 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1732 spob->destroy (); 1745 spob->destroy ();
1733} 1746}
1734 1747
1735/** 1748/**
1752 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1753 * legacy spellbooks 1766 * legacy spellbooks
1754 */ 1767 */
1755 if (tmp->slaying) 1768 if (tmp->slaying)
1756 { 1769 {
1757 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1758 if (!spell) 1772 if (!spell)
1759 { 1773 {
1760 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));
1761 return; 1775 return;
1762 } 1776 }
1783 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1784 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1785 return; 1799 return;
1786 } 1800 }
1787 1801
1788 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1789 { 1804 {
1790 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1791 return; 1807 return;
1792 } 1808 }
1793 1809
1794 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
1795 1811
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1797 identify (tmp); 1813 identify (tmp);
1798 1814
1799 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
1811 { 1827 {
1812 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1813 1829
1814 if (!spell_skill) 1830 if (!spell_skill)
1815 { 1831 {
1816 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));
1817 return; 1833 return;
1818 } 1834 }
1819 1835
1820 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1821 { 1837 {
1837 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1838 */ 1854 */
1839 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1840 { 1856 {
1841 op->failmsg ("In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
1842 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1843 } 1859 }
1844 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1845 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1846 { 1862 {
1847 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1953 break; 1969 break;
1954 } 1970 }
1955 1971
1956 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1957 tmp->decrease (true); 1973 tmp->decrease (true);
1958}
1959
1960/**
1961 * op eats food.
1962 * If player, takes care of messages and dragon special food.
1963 */
1964static void
1965apply_food (object *op, object *tmp)
1966{
1967 int capacity_remaining;
1968
1969 if (op->type != PLAYER)
1970 op->stats.hp = op->stats.maxhp;
1971 else
1972 {
1973 /* check if this is a dragon (player), eating some flesh */
1974 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1975 ;
1976 else
1977 {
1978 /* usual case - no dragon meal: */
1979 if (op->stats.food + tmp->stats.food > 999)
1980 {
1981 if (tmp->type == FOOD || tmp->type == FLESH)
1982 op->failmsg ("You feel full, but what a waste of food!");
1983 else
1984 op->statusmsg ("Most of the drink goes down your face not your throat!");
1985 }
1986
1987 tmp->play_sound (
1988 tmp->sound
1989 ? tmp->sound
1990 : tmp->type == DRINK
1991 ? sound_find ("eat_drink")
1992 : sound_find ("eat_food")
1993 );
1994
1995 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1996 {
1997 const char *buf;
1998
1999 if (!is_dragon_pl (op))
2000 {
2001 /* eating message for normal players */
2002 if (tmp->type == DRINK)
2003 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2004 else
2005 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2006 }
2007 else
2008 /* eating message for dragon players */
2009 buf = format ("The %s tasted terrible!", &tmp->name);
2010
2011 op->statusmsg (buf);
2012
2013 capacity_remaining = 999 - op->stats.food;
2014 op->stats.food += tmp->stats.food;
2015 if (capacity_remaining < tmp->stats.food)
2016 op->stats.hp += capacity_remaining / 50;
2017 else
2018 op->stats.hp += tmp->stats.food / 50;
2019
2020 if (op->stats.hp > op->stats.maxhp)
2021 op->stats.hp = op->stats.maxhp;
2022 if (op->stats.food > 999)
2023 op->stats.food = 999;
2024 }
2025
2026 /* special food hack -b.t. */
2027 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2028 eat_special_food (op, tmp);
2029 }
2030 }
2031
2032 handle_apply_yield (tmp);
2033 tmp->decrease ();
2034} 1974}
2035 1975
2036/** 1976/**
2037 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2038 * there is a chance for the dragon's skin to get improved. 1978 * there is a chance for the dragon's skin to get improved.
2041 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2042 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2043 * return: 1983 * return:
2044 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2045 */ 1985 */
2046int 1986static int
2047dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2048{ 1988{
2049 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2050 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2051 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2057 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2058 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2059 int i; /* index */ 1999 int i; /* index */
2060 2000
2061 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2062 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2063 return 0; 2003 return 0;
2064 2004
2065 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2066 from the player's inventory */ 2006 from the player's inventory */
2067 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2075 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2076 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2077 return 0; 2017 return 0;
2078 2018
2079 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2080 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2081 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2082 else 2022 else
2083 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2084 2024
2085 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2086 op->stats.hp = op->stats.maxhp;
2087
2088 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2089 2027
2090 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2091 2029
2092 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2093 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2103 2041
2104 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2105 flesh is too rare */ 2043 flesh is too rare */
2106 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2107 2045
2108 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2109 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2110 2048
2111 if (chance >= 0.) 2049 if (chance >= 0.)
2112 chance += 1.; 2050 chance += 1.;
2113 else 2051 else
2114 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2115 2053
2116 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2117 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2118 2056
2119 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2120 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2121 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2122 2060
2123 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2061 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2124 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2125 { 2063 {
2126 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2127 winners++; 2065 winners++;
2128 } 2066 }
2129 2067
2192 2130
2193 return 1; 2131 return 1;
2194} 2132}
2195 2133
2196/** 2134/**
2135 * op eats food.
2136 * If player, takes care of messages and dragon special food.
2137 */
2138static void
2139apply_food (object *op, object *tmp)
2140{
2141 int capacity_remaining;
2142
2143 if (op->type != PLAYER)
2144 op->stats.hp = op->stats.maxhp;
2145 else
2146 {
2147 /* check if this is a dragon (player), eating some flesh */
2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2149 ;
2150 else
2151 {
2152 /* usual case - no dragon meal: */
2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2154 {
2155 if (tmp->type == FOOD || tmp->type == FLESH)
2156 op->failmsg ("You feel full, but what a waste of food!");
2157 else
2158 op->statusmsg ("Most of the drink goes down your face not your throat!");
2159 }
2160
2161 tmp->play_sound (
2162 tmp->sound
2163 ? tmp->sound
2164 : tmp->type == DRINK
2165 ? sound_find ("eat_drink")
2166 : sound_find ("eat_food")
2167 );
2168
2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2170 {
2171 const char *buf;
2172
2173 if (!op->is_dragon ())
2174 {
2175 /* eating message for normal players */
2176 if (tmp->type == DRINK)
2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2178 else
2179 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2180 }
2181 else
2182 /* eating message for dragon players */
2183 buf = format ("The %s tasted terrible!", &tmp->name);
2184
2185 op->statusmsg (buf);
2186
2187 capacity_remaining = MAX_FOOD - op->stats.food;
2188 op->stats.food += tmp->stats.food;
2189 if (capacity_remaining < tmp->stats.food)
2190 op->stats.hp += capacity_remaining / 50;
2191 else
2192 op->stats.hp += tmp->stats.food / 50;
2193
2194 min_it (op->stats.hp, op->stats.maxhp);
2195 min_it (op->stats.food, MAX_FOOD);
2196 }
2197
2198 /* special food hack -b.t. */
2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2200 eat_special_food (op, tmp);
2201 }
2202 }
2203
2204 handle_apply_yield (tmp);
2205 tmp->decrease ();
2206}
2207
2208/**
2197 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2198 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2199 */ 2211 */
2200static void 2212static void
2201apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2249 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2250 } 2262 }
2251 2263
2252 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2253 poison->destroy (); 2265 poison->destroy ();
2254}
2255
2256/**
2257 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2258 * A valid 2 way exit means:
2259 * -You can come back (there is another exit at the other side)
2260 * -You are
2261 * ° the owner of the exit
2262 * ° or in the same party as the owner
2263 *
2264 * Note: a owner in a 2 way exit is saved as the owner's name
2265 * in the field exit->name cause the field exit->owner doesn't
2266 * survive in the swapping (in fact the whole exit doesn't survive).
2267 */
2268int
2269is_legal_2ways_exit (object *op, object *exit)
2270{
2271 if (exit->stats.exp != 1)
2272 return 1; /*This is not a 2 way, so it is legal */
2273
2274#if 0 //TODO
2275 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2276 return 0; /* This is a reset town portal */
2277#endif
2278
2279 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2280
2281 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2282
2283 if (exitmap)
2284 {
2285 exitmap->load_sync ();
2286
2287 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2288
2289 if (!tmp)
2290 return 0;
2291
2292 for (; tmp; tmp = tmp->above)
2293 {
2294 if (tmp->type != EXIT)
2295 continue; /*Not an exit */
2296
2297 if (!EXIT_PATH (tmp))
2298 continue; /*Not a valid exit */
2299
2300 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2301 continue; /*Not in the same place */
2302
2303 if (exit->map->path != EXIT_PATH (tmp))
2304 continue; /*Not in the same map */
2305
2306 /* From here we have found the exit is valid. However we do
2307 * here the check of the exit owner. It is important for the
2308 * town portals to prevent strangers from visiting your appartments
2309 */
2310 if (!exit->race)
2311 return 1; /*No owner, free for all! */
2312
2313 object *exit_owner = 0;
2314
2315 for_all_players (pp)
2316 {
2317 if (!pp->ob)
2318 continue;
2319
2320 if (pp->ob->name != exit->race)
2321 continue;
2322
2323 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2324 break;
2325 }
2326
2327 if (!exit_owner)
2328 return 0; /* No more owner */
2329
2330 if (exit_owner->contr == op->contr)
2331 return 1; /*It is your exit */
2332
2333 if (exit_owner && /*There is a owner */
2334 (op->contr) && /*A player tries to pass */
2335 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2336 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2337 return 0;
2338
2339 return 1;
2340 }
2341 }
2342
2343 return 0;
2344} 2266}
2345 2267
2346/** 2268/**
2347 * 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
2348 * 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,
2349 * and inform him about this requirement. 2271 * and inform him about this requirement.
2350 * 2272 *
2351 * who - the player 2273 * who - the player
2352 * op - the item we want to light 2274 * op - the item we want to light
2353 * ligher - the lighter or 0 if a lighter has yet to be found 2275 * lighter - the lighter or 0 if a lighter has yet to be found
2354 */ 2276 */
2277static object *
2355object *auto_apply_lighter (object *who, object *op, object *lighter) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2356{ 2279{
2357 if (lighter == 0) 2280 if (lighter == 0)
2358 { 2281 {
2359 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2360 { 2283 {
2398/** 2321/**
2399 * Designed primarily to light torches/lanterns/etc. 2322 * Designed primarily to light torches/lanterns/etc.
2400 * Also burns up burnable material too. First object in the inventory is 2323 * Also burns up burnable material too. First object in the inventory is
2401 * the selected object to "burn". -b.t. 2324 * the selected object to "burn". -b.t.
2402 */ 2325 */
2403void 2326static void
2404apply_lighter (object *who, object *lighter) 2327apply_lighter (object *who, object *lighter)
2405{ 2328{
2406 object *item; 2329 object *item;
2407 int is_player_env = 0; 2330 int is_player_env = 0;
2408 2331
2409 item = find_marked_object (who); 2332 item = find_marked_object (who);
2410 if (item) 2333 if (item)
2411 { 2334 {
2412 if (!auto_apply_lighter (who, 0, lighter)) 2335 if (!auto_apply_lighter (who, item, lighter))
2413 return; 2336 return;
2414 2337
2415 /* Perhaps we should split what we are trying to light on fire? 2338 /* Perhaps we should split what we are trying to light on fire?
2416 * I can't see many times when you would want to light multiple 2339 * I can't see many times when you would want to light multiple
2417 * objects at once. 2340 * objects at once.
2433 else 2356 else
2434 who->failmsg ("You need to mark a lightable object."); 2357 who->failmsg ("You need to mark a lightable object.");
2435} 2358}
2436 2359
2437/** 2360/**
2361 * This function generates a cursed effect for cursed lamps and torches.
2362 */
2363static void
2364player_apply_lamp_cursed_effect (object *who, object *op)
2365{
2366 if (op->level)
2367 {
2368 who->failmsg (format (
2369 "The %s was cursed, it explodes in a big fireball!",
2370 &op->name));
2371 create_exploding_ball_at (who, op->level);
2372 }
2373 else
2374 {
2375 who->failmsg (format (
2376 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2377 &op->name));
2378 }
2379
2380 op->destroy ();
2381}
2382
2383/**
2438 * Apply for players and lamps 2384 * Apply for players and lamps
2439 * 2385 *
2440 * who - the player 2386 * who - the player
2441 * op - the lamp 2387 * op - the lamp
2442 */ 2388 */
2389static void
2443void player_apply_lamp (object *who, object *op) 2390player_apply_lamp (object *who, object *op)
2444{ 2391{
2445 bool switch_on = op->glow_radius ? false : true; 2392 bool switch_on = op->glow_radius ? false : true;
2446 2393
2447 if (switch_on) 2394 if (switch_on)
2448 { 2395 {
2465 "H<Torches and similar items burn out and become worthless.>", 2412 "H<Torches and similar items burn out and become worthless.>",
2466 &op->name)); 2413 &op->name));
2467 return; 2414 return;
2468 } 2415 }
2469 2416
2417 if (op->flag [FLAG_CURSED])
2418 {
2419 player_apply_lamp_cursed_effect (who, op);
2420 return;
2421 }
2422
2470 if (lighter) 2423 if (lighter)
2471 who->statusmsg (format ( 2424 who->statusmsg (format (
2472 "You light up the %s with the %s.", &op->name, &lighter->name)); 2425 "You light up the %s with the %s.", &op->name, &lighter->name));
2473 else 2426 else
2474 who->statusmsg (format ("You light up the %s.", &op->name)); 2427 who->statusmsg (format ("You light up the %s.", &op->name));
2475 } 2428 }
2476 else 2429 else
2477 { 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2436
2478 if (op->type == TORCH) 2437 if (op->type == TORCH)
2479 { 2438 {
2480 if (!op->flag [FLAG_IS_LIGHTABLE]) 2439 if (!op->flag [FLAG_IS_LIGHTABLE])
2481 { 2440 {
2482 who->statusmsg (format ( 2441 who->statusmsg (format (
2549 if (op->other_arch) 2508 if (op->other_arch)
2550 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); 2509 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2551 2510
2552 if (object *pl = op->visible_to ()) 2511 if (object *pl = op->visible_to ())
2553 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); 2512 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2513}
2514
2515/**
2516 * This handles items of type 'transformer'.
2517 * Basically those items, used with a marked item, transform both items into something
2518 * else.
2519 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2520 * Change information is contained in the 'slaying' field of the marked item.
2521 * The format is as follow: transformer:[number ]yield[;transformer:...].
2522 * This way an item can be transformed in many things, and/or many objects.
2523 * The 'slaying' field for transformer is used as verb for the action.
2524 */
2525static void
2526apply_item_transformer (object *pl, object *transformer)
2527{
2528 object *marked;
2529 object *new_item;
2530 const char *find;
2531 char *separator;
2532 int yield;
2533 char got[MAX_BUF];
2534 int len;
2535
2536 if (!pl || !transformer)
2537 return;
2538
2539 marked = find_marked_object (pl);
2540
2541 if (!marked)
2542 {
2543 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2544 return;
2545 }
2546
2547 if (!marked->slaying)
2548 {
2549 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2550 return;
2551 }
2552
2553 /* check whether they are compatible or not */
2554 find = strstr (&marked->slaying, transformer->arch->archname);
2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 find += strlen (transformer->arch->archname) + 1;
2562 /* Item can be used, now find how many and what it yields */
2563 if (isdigit (*(find)))
2564 {
2565 yield = atoi (find);
2566 if (yield < 1)
2567 {
2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2569 yield = 1;
2570 }
2571 }
2572 else
2573 yield = 1;
2574
2575 while (isdigit (*find))
2576 find++;
2577
2578 while (*find == ' ')
2579 find++;
2580
2581 memset (got, 0, MAX_BUF);
2582
2583 if ((separator = (char *) strchr (find, ';')))
2584 len = separator - find;
2585 else
2586 len = strlen (find);
2587
2588 min_it (len, MAX_BUF - 1);
2589
2590 strcpy (got, find);
2591 got[len] = '\0';
2592
2593 /* Now create new item, remove used ones when required. */
2594 new_item = get_archetype (got);
2595 if (!new_item)
2596 {
2597 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2598 return;
2599 }
2600
2601 new_item->nrof = yield;
2602
2603 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604
2605 pl->insert (new_item);
2606 /* Eat up one item */
2607 marked->decrease ();
2608
2609 /* Eat one transformer if needed */
2610 if (transformer->stats.food)
2611 if (--transformer->stats.food == 0)
2612 transformer->decrease ();
2554} 2613}
2555 2614
2556/** 2615/**
2557 * Main apply handler. 2616 * Main apply handler.
2558 * 2617 *
2567 * being applied. 2626 * being applied.
2568 * 2627 *
2569 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2570 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2571 */ 2630 */
2572int 2631static int
2573manual_apply (object *who, object *op, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2574{ 2633{
2575 op = op->head_ (); 2634 op = op->head_ ();
2576 2635
2577 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2578 { 2637 {
2579 if (who->type == PLAYER) 2638 if (who->type == PLAYER)
2580 { 2639 {
2581 examine (who, op); 2640 examine (who, op);
2582 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove 2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2589 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2590 return RESULT_INT (0); 2649 return RESULT_INT (0);
2591 2650
2592 switch (op->type) 2651 switch (op->type)
2593 { 2652 {
2594 case CF_HANDLE: 2653 case T_HANDLE:
2595 who->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2596 who->statusmsg ("You turn the handle."); 2655 who->statusmsg ("You turn the handle.");
2597 op->value = op->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2598 SET_ANIMATION (op, op->value); 2657 SET_ANIMATION (op, op->value);
2599 update_object (op, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2600 push_button (op, who); 2659 push_button (op, who);
2601 return 1; 2660 return 1;
2602 2661
2603 case TRIGGER: 2662 case TRIGGER:
2604 if (check_trigger (op, who)) 2663 if (check_trigger (op, who, who))
2605 { 2664 {
2606 who->statusmsg ("You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2607 who->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2608 } 2667 }
2609 else 2668 else
2613 2672
2614 case EXIT: 2673 case EXIT:
2615 if (who->type != PLAYER) 2674 if (who->type != PLAYER)
2616 return 0; 2675 return 0;
2617 2676
2618 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2677 if (!EXIT_PATH (op))
2619 who->failmsg (format ("The %s is closed.", query_name (op))); 2678 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2620 else 2679 else
2621 { 2680 {
2622 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2623 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2624 who->statusmsg (op->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2625 2684
2626 who->enter_exit (op); 2685 who->enter_exit (op);
2627 } 2686 }
2628 2687
2709 case CLOAK: 2768 case CLOAK:
2710 case WAND: 2769 case WAND:
2711 case ROD: 2770 case ROD:
2712 case HORN: 2771 case HORN:
2713 case SKILL: 2772 case SKILL:
2773 case SPELL:
2714 case BOW: 2774 case BOW:
2775 case RANGED:
2715 case BUILDER: 2776 case BUILDER:
2716 case SKILL_TOOL: 2777 case SKILL_TOOL:
2717 if (op->env != who) 2778 if (op->env != who)
2718 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)));
2719 2780 else
2720 apply_special (who, op, aflag); 2781 apply_special (who, op, aflag);
2782
2721 return 1; 2783 return 1;
2722 2784
2723 case DRINK: 2785 case DRINK:
2724 case FOOD: 2786 case FOOD:
2725 case FLESH: 2787 case FLESH:
2789 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2790 apply_item_transformer (who, op); 2852 apply_item_transformer (who, op);
2791 return 1; 2853 return 1;
2792 2854
2793 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2794 return 0; 2857 return 0;
2795 } 2858 }
2796} 2859}
2797 2860
2798/* quiet suppresses the "don't know how to apply" and "you must get it first" 2861/*
2799 * messages as needed by player_apply_below(). But there can still be
2800 * "but you are floating high above the ground" messages.
2801 *
2802 * Same return value as apply() function. 2862 * Same return value as apply() function.
2803 */ 2863 */
2804int 2864bool
2805player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2806{ 2866{
2807 if (!op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2808 { 2868 {
2809 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2810 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2816 } 2876 }
2817 } 2877 }
2818 2878
2819 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2820 2880
2821 int tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2822
2823 if (!quiet)
2824 {
2825 if (tmp == 0)
2826 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2827 else if (tmp == 2)
2828 pl->failmsg ("You must get it first!\n");
2829 }
2830
2831 return tmp;
2832} 2882}
2833 2883
2834/** 2884/**
2835 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2836 * 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
2847 * 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
2848 * 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
2849 * 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
2850 * not return a proper value. 2900 * not return a proper value.
2851 */ 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?
2852 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)
2853 { 2905 {
2854 next = tmp->below; 2906 next = tmp->below;
2855 2907
2856 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2857 floors++;
2858 else if (floors > 0)
2859 return; /* process only floor objects after first floor object */
2860
2861 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2862 * person moving on it, also activate. Added code to make it
2863 * so that at least one of players movement types be that which
2864 * the item needs.
2865 */ 2909 */
2866 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2867 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2868 return; 2912 break;
2869 2913
2870 if (floors >= 2) 2914 break;
2871 return; /* process at most two floor objects */
2872 } 2915 }
2873} 2916}
2874 2917
2875/** 2918/**
2876 * Unapplies specified item. 2919 * Unapplies specified item.
2883{ 2926{
2884 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))
2885 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2886 return RESULT_INT (0); 2929 return RESULT_INT (0);
2887 2930
2888 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2889 2935
2890 switch (op->type) 2936 switch (op->type)
2891 { 2937 {
2892 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
2893 // 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
2894 // 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
2895 // be used for other reasons 2956 // be used for other reasons
2896 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2897 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2898 && tmp->type == SKILL
2899 && tmp->flag [FLAG_APPLIED]
2900 && !tmp->flag [FLAG_CAN_USE_SKILL])
2901 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2902 2960
2903 change_abil (who, op);
2904 break; 2961 break;
2905 2962
2963 case BOW:
2906 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2907 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2908 if (op == pl->combat_ob)
2909 {
2910 pl->combat_ob = 0;
2911 who->change_weapon (pl->ranged_ob);
2912 }
2913
2914 who->statusmsg (format ("You unwield %s.", query_name (op)));
2915
2916 change_abil (who, op);
2917 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2918 break;
2919
2920 case SKILL:
2921 if (who->contr)
2922 { 2969 {
2923 if (IS_COMBAT_SKILL (op->subtype)) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2924 who->change_weapon (who->contr->combat_ob = 0); 2971 change_abil (who, op);
2925 else if (IS_RANGED_SKILL (op->subtype)) 2972 }
2926 who->change_weapon (who->contr->ranged_ob = 0); 2973 else
2974 {
2975 who->change_skill (0);
2927 2976
2928 if (op->invisible) 2977 if (op->type == BOW)
2929 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2978 op->flag [FLAG_READY_BOW ] = false;
2930 else 2979 else
2931 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2980 op->flag [FLAG_READY_RANGE] = false;
2932 } 2981 }
2933 2982
2934 change_abil (who, op);
2935 CLEAR_FLAG (who, FLAG_READY_SKILL);
2936 break; 2983 break;
2937 2984
2938 case ARMOUR: 2985 case ARMOUR:
2939 case HELMET: 2986 case HELMET:
2940 case SHIELD: 2987 case SHIELD:
2947 case CLOAK: 2994 case CLOAK:
2948 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2949 change_abil (who, op); 2996 change_abil (who, op);
2950 break; 2997 break;
2951 2998
2999 case SPELL:
2952 case BOW: 3000 case BUILDER:
2953 case WAND:
2954 case ROD:
2955 case HORN:
2956 if (player *pl = who->contr)
2957 {
2958 if (op == pl->ranged_ob)
2959 {
2960 pl->ranged_ob = 0;
2961 who->change_weapon (pl->combat_ob);
2962 }
2963
2964 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2965 }
2966 else
2967 {
2968 who->change_skill (0);
2969
2970 if (op->type == BOW)
2971 CLEAR_FLAG (who, FLAG_READY_BOW);
2972 else
2973 CLEAR_FLAG (who, FLAG_READY_RANGE);
2974 }
2975
2976 break; 3002 break;
2977 3003
2978 case BUILDER: 3004 //case SKILL_TOOL://TODO
2979 if (who->contr)
2980 who->statusmsg (format ("You unready %s.", query_name (op)));
2981 break;
2982
2983 default: 3005 default:
2984 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2985 break; 3007 break;
2986 } 3008 }
2987 3009
3011static object * 3033static object *
3012get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
3013{ 3035{
3014 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3015 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
3016 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
3017 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3018 return tmp; 3040 return tmp;
3019 3041
3020 return 0; 3042 return 0;
3021} 3043}
3022 3044
3035#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
3036 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3058 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3037 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3038 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
3039 3061
3040int 3062static int
3041unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3042{ 3064{
3043 if (op->is_range ()) 3065 if (op->is_range ())
3044 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3045 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3167 continue; 3189 continue;
3168 } 3190 }
3169 3191
3170 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3171 if (!tmp1) 3193 if (!tmp1)
3172 {
3173#if 0
3174 /* This is sort of an error, but happens a lot when old players
3175 * join in with more stuff equipped than they are now allowed.
3176 */
3177 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3178#endif
3179 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3180 }
3181 else 3195 else
3182 { 3196 {
3183 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3184 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3185 * to apply multiple objects 3199 * to apply multiple objects
3236 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3237 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3238 } 3252 }
3239 3253
3240 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;
3241} 3344}
3242 3345
3243/** 3346/**
3244 * 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.
3245 * 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,
3268 " 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.>"
3269 3372
3270int 3373int
3271apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3272{ 3375{
3273 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3274 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3275 3378
3276 if (who == NULL) 3379 if (who == NULL)
3277 { 3380 {
3278 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3297 3400
3298 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3299 } 3402 }
3300 else if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3301 return 0; 3404 return 0;
3302
3303 // if the item is combat/ranged, wield the relevant slot first
3304 // to resolve conflicts.
3305 if (player *pl = who->contr)
3306 switch (op->slottype ())
3307 {
3308 case slot_combat: who->change_weapon (pl->combat_ob); break;
3309 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3310 }
3311 3405
3312 splay (op); 3406 splay (op);
3313 3407
3314 /* 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 */
3315 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3349 } 3443 }
3350 } 3444 }
3351 3445
3352 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3353 { 3447 {
3448 // try to ready attached skill first
3354 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3355 3450
3356 if (!skop) 3451 if (!skop)
3357 { 3452 {
3358 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));
3359 return 1; 3454 return 1;
3360 } 3455 }
3361 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3362 /* While experience will be credited properly, we want to change the
3363 * skill so that the dam and wc get updated
3364 */ 3457 {
3365 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3366 } 3461 }
3367 3462
3368 if (who->type == PLAYER 3463 if (!check_item_power (who, op->item_power))
3369 && op->item_power
3370 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3371 { 3464 {
3372 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);
3373 return 1; 3466 return 1;
3374 } 3467 }
3375 3468
3376 /* 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.
3377 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3378 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3379 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3380 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3381 3476
3382 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)))
3383 return RESULT_INT (0); 3478 return RESULT_INT (0);
3384 3479
3385 switch (op->type) 3480 switch (op->type)
3386 { 3481 {
3387 case WEAPON: 3482 case WEAPON:
3388 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3389 {
3390 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3391
3392 if (tmp)
3393 insert_ob_in_ob (tmp, who);
3394
3395 return 1;
3396 }
3397
3398 //TODO: this obviously fails for players using a shorter prefix
3399 // i.e. "R" can use Ragnarok's sword.
3400 if (op->level && !op->name.starts_with (who->name))
3401 { 3484 {
3402 /* 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. */
3403 /* (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) */
3404 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. "
3405 3488 "H<Its name indicates that it belongs to somebody else.>");
3406 if (tmp) 3489 if (tmp) who->insert (tmp);
3407 insert_ob_in_ob (tmp, who);
3408
3409 return 1; 3490 return 1;
3410 } 3491 }
3411 3492
3412 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3413 { 3496 {
3414 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)));
3415 return 1; 3498 change_abil (who, op);
3416 } 3499 }
3417 3500 else
3418 SET_FLAG (op, FLAG_APPLIED);
3419 who->change_skill (skop); 3501 who->change_skill (skop);
3420 3502
3421 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3422 who->change_weapon (who->contr->combat_ob = op);
3423
3424 who->statusmsg (format ("You wield %s.", query_name (op)));
3425
3426 SET_FLAG (who, FLAG_READY_WEAPON);
3427 change_abil (who, op);
3428 break; 3504 break;
3429 3505
3430 case ARMOUR: 3506 case ARMOUR:
3431 case HELMET: 3507 case HELMET:
3432 case SHIELD: 3508 case SHIELD:
3441 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3442 change_abil (who, op); 3518 change_abil (who, op);
3443 break; 3519 break;
3444 3520
3445 case SKILL_TOOL: 3521 case SKILL_TOOL:
3446 // 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
3447 SET_FLAG (op, FLAG_APPLIED); 3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3448 3527
3528 case SKILL:
3449 if (!(aflags & AP_NO_READY)) 3529 if (!(aflags & AP_NO_SLOT))
3450 { 3530 {
3451 skop = find_skill_by_name (who, op->skill); 3531 // skill is used on it's own, as opposed to being a chosen_skill
3452 if (!skop->flag [FLAG_APPLIED])
3453 apply_special (who, skop, AP_APPLY);
3454 }
3455 break;
3456 3532
3457 case SKILL: 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3458 if (player *pl = who->contr)
3459 {
3460 if (IS_COMBAT_SKILL (op->subtype))
3461 { 3534 {
3462 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3463 {
3464 for (object *item = who->inv; item; item = item->below)
3465 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3466 {
3467 if (item->skill == op->skill)
3468 {
3469 who->change_weapon (pl->combat_ob = item);
3470 goto found_weapon;
3471 }
3472 }
3473
3474 who->failmsg (format ( 3535 who->failmsg (format (
3475 "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. "
3476 "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. "
3477 &op->skill 3538 "It cannot be used on its own.>",
3478 ));
3479 return 1;
3480
3481 found_weapon:;
3482 }
3483 else
3484 who->change_weapon (pl->combat_ob = op);
3485 }
3486 else if (IS_RANGED_SKILL (op->subtype))
3487 {
3488 if (skill_flags [op->subtype] & SF_NEED_BOW)
3489 {
3490 for (object *item = who->inv; item; item = item->below)
3491 if (item->type == BOW && item->flag [FLAG_APPLIED])
3492 {
3493 //TODO: bows should/must all have skill missile weapon right now
3494 who->change_weapon (pl->ranged_ob = item);
3495 goto found_bow;
3496 }
3497
3498 who->failmsg (
3499 "You need to apply a missile weapon before readying this skill. "
3500 "H<Some skills need an item, in this case a missile weapon, to function.>"
3501 );
3502 return 1;
3503
3504 found_bow:;
3505 }
3506 else
3507 who->change_weapon (pl->ranged_ob = op);
3508 }
3509
3510 if (!op->invisible)
3511 {
3512 who->statusmsg (format (
3513 "You ready %s."
3514 "You can now use the skill: %s.",
3515 query_name (op),
3516 &op->skill 3539 &op->skill
3517 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3518 } 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 ));
3519 else 3554 else
3520 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 ));
3521 } 3571 }
3522 else 3572
3523 {
3524 SET_FLAG (op, FLAG_APPLIED);
3525 change_abil (who, op);
3526 who->chosen_skill = op;
3527 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3528 } 3574 SET_FLAG (op, FLAG_APPLIED);
3529 3575 change_abil (who, op);
3530 break; 3576 break;
3531 3577
3532 case BOW: 3578 case BOW:
3533 if (!check_weapon_power (who, op->last_eat)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3534 {
3535 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3536
3537 if (tmp)
3538 insert_ob_in_ob (tmp, who);
3539
3540 return 1;
3541 }
3542
3543 if (op->level && !op->name.starts_with (who->name))
3544 { 3580 {
3545 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3546 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3547 if (tmp) 3583 if (tmp) who->insert (tmp);
3548 insert_ob_in_ob (tmp, who);
3549
3550 return 1; 3584 return 1;
3551 } 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;
3552 3610
3553 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3554 case WAND: 3612 case WAND:
3555 case ROD: 3613 case ROD:
3556 case HORN: 3614 case HORN:
3557 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3558 3616
3559 if (!skop) 3617 if (!skop)
3560 { 3618 {
3561 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);
3562 return 1; 3621 return 1;
3563 } 3622 }
3564 3623
3565 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3566 who->change_skill (skop);
3567 3625
3568 if (who->contr) 3626 if (player *pl = who->contr)
3569 { 3627 {
3570 who->contr->ranged_ob = op;
3571
3572 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3573 3629
3574 if (op->type == BOW) 3630 if (op->type == BOW)
3575 {
3576 who->current_weapon = op;
3577 change_abil (who, op);
3578 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)));
3579 } 3632
3633 change_abil (who, op);
3580 } 3634 }
3581 else 3635 else
3582 { 3636 {
3637 who->change_skill (skop);
3638
3583 if (op->type == BOW) 3639 if (op->type == BOW)
3584 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3585 else 3641 else
3586 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3587 } 3643 }
3588 3644
3589 break; 3645 break;
3590 3646
3591 case BUILDER: 3647 case BUILDER:
3592 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3593 { 3649 {
3594 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3595 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3596 unapply_special (who, who->contr->ranged_ob, 0);
3597
3598 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3599 3651 //TODO: change_abil?
3600 who->contr->ranged_ob = op;
3601 } 3652 }
3602 break; 3653 break;
3603 3654
3604 default: 3655 default:
3605 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3606 } 3657 }
3607 3658
3608 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3609 3660
3610 if (tmp)
3611 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3612 3662
3613 who->update_stats (); 3663 who->update_stats ();
3614 3664
3615 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3616 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3631 3681
3632 if (object *pl = op->visible_to ()) 3682 if (object *pl = op->visible_to ())
3633 esrv_send_item (pl, op); 3683 esrv_send_item (pl, op);
3634 3684
3635 return 0; 3685 return 0;
3636}
3637
3638int
3639monster_apply_special (object *who, object *op, int aflags)
3640{
3641 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3642 return 1;
3643
3644 return apply_special (who, op, aflags);
3645} 3686}
3646 3687
3647/** 3688/**
3648 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3649 * 3690 *
3756 * treasure again for this object 3797 * treasure again for this object
3757 */ 3798 */
3758 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3759 } 3800 }
3760 } 3801 }
3802
3761 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13 3807 * MSW 2004-05-13
3769 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3770 */ 3812 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3772 || 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)
3773 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3774
3775 } 3816 }
3776 3817
3777 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3778 auto_apply (tmp); 3819 auto_apply (tmp);
3779 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 ())
3812 } 3853 }
3813 3854
3814 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3815 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3818} 3859}
3819 3860
3820/** 3861/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3827eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3828{ 3869{
3829 object *force; 3870 object *force;
3830 int i, did_one = 0; 3871 int i, did_one = 0;
3831 3872
3832 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3833 3876
3834 for (i = 0; i < NUM_STATS; i++)
3835 if (sint8 k = food->stats.stat (i))
3836 {
3837 force->stats.stat (i) = k;
3838 did_one = 1;
3839 }
3840
3841 /* check if we can protect the eater */
3842 for (i = 0; i < NROFATTACKS; i++)
3843 {
3844 if (food->resist[i] > 0)
3845 {
3846 force->resist[i] = food->resist[i] / 2;
3847 did_one = 1;
3848 }
3849 }
3850
3851 if (did_one)
3852 {
3853 force->set_speed (0.1);
3854 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3855 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3856 SET_FLAG (force, FLAG_APPLIED); 3879
3857 change_abil (who, force); 3880 if (force = who->force_find (key))
3858 insert_ob_in_ob (force, who); 3881 {
3882 if (duration > fabs (force->speed_left / force->speed))
3883 {
3884 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3885 force->force_set_timer (duration);
3886 }
3887 else
3888 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3889
3890 return;
3859 } 3891 }
3860 else 3892 else
3893 {
3894 force = who->force_add (key, duration);
3895 force->name = key;
3896
3897 /* check if the food affects a stat */
3898 for (i = 0; i < NUM_STATS; i++)
3899 if (sint8 k = food->stats.stat (i))
3900 {
3901 force->stats.stat (i) = k;
3902 did_one = 1;
3903 }
3904
3905 /* check if we can protect the eater */
3906 for (i = 0; i < NROFATTACKS; i++)
3907 {
3908 if (food->resist[i] > 0)
3909 {
3910 force->resist[i] = food->resist[i];
3911 did_one = 1;
3912 }
3913 }
3914
3915 if (did_one)
3916 {
3917 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3918
3919 /* make the force take effect and report effects to user */
3920 change_abil (who, force);
3921 }
3922 else
3861 force->destroy (); 3923 force->destroy ();
3924 }
3862 3925
3863 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3864 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3865 { 3928 {
3866 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3896 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3897 } 3960 }
3898 } 3961 }
3899 3962
3900 who->update_stats (); 3963 who->update_stats ();
3901}
3902
3903
3904/**
3905 * op made some mistake with a scroll, this takes care of punishment.
3906 * scroll_failure()- hacked directly from spell_failure
3907 */
3908void
3909scroll_failure (object *op, int failure, int power)
3910{
3911 if (abs (failure / 4) > power)
3912 power = abs (failure / 4); /* set minimum effect */
3913
3914 if (failure <= -1 && failure > -15)
3915 { /* wonder */
3916 object *tmp;
3917
3918 op->failmsg ("Your spell warps!");
3919 tmp = get_archetype (SPELL_WONDER);
3920 cast_wonder (op, op, 0, tmp);
3921 tmp->destroy ();
3922 }
3923 else if (failure <= -15 && failure > -35)
3924 { /* drain mana */
3925 op->failmsg ("Your mana is drained!");
3926 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3927 if (op->stats.sp < 0)
3928 op->stats.sp = 0;
3929 }
3930 else if (settings.spell_failure_effects == TRUE)
3931 {
3932 if (failure <= -35 && failure > -60)
3933 { /* confusion */
3934 op->failmsg ("The magic recoils on you!");
3935 confuse_player (op, op, power);
3936 }
3937 else if (failure <= -60 && failure > -70)
3938 { /* paralysis */
3939 op->failmsg ("The magic recoils and paralyzes you!");
3940 paralyze_player (op, op, power);
3941 }
3942 else if (failure <= -70 && failure > -80)
3943 { /* blind */
3944 op->failmsg ("The magic recoils on you!");
3945 blind_player (op, op, power);
3946 }
3947 else if (failure <= -80)
3948 { /* blast the immediate area */
3949 object *tmp = get_archetype (LOOSE_MANA);
3950 cast_magic_storm (op, tmp, power);
3951 op->failmsg ("You unleash uncontrolled mana!");
3952 tmp->destroy ();
3953 }
3954 }
3955} 3964}
3956 3965
3957void 3966void
3958apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3959{ 3968{
4036 break; 4045 break;
4037 } 4046 }
4038 } 4047 }
4039} 4048}
4040 4049
4041/**
4042 * This handles items of type 'transformer'.
4043 * Basically those items, used with a marked item, transform both items into something
4044 * else.
4045 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4046 * Change information is contained in the 'slaying' field of the marked item.
4047 * The format is as follow: transformer:[number ]yield[;transformer:...].
4048 * This way an item can be transformed in many things, and/or many objects.
4049 * The 'slaying' field for transformer is used as verb for the action.
4050 */
4051void
4052apply_item_transformer (object *pl, object *transformer)
4053{
4054 object *marked;
4055 object *new_item;
4056 char *find;
4057 char *separator;
4058 int yield;
4059 char got[MAX_BUF];
4060 int len;
4061
4062 if (!pl || !transformer)
4063 return;
4064
4065 marked = find_marked_object (pl);
4066
4067 if (!marked)
4068 {
4069 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4070 return;
4071 }
4072
4073 if (!marked->slaying)
4074 {
4075 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4076 return;
4077 }
4078
4079 /* check whether they are compatible or not */
4080 find = strstr (&marked->slaying, transformer->arch->archname);
4081 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4082 {
4083 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4084 return;
4085 }
4086
4087 find += strlen (transformer->arch->archname) + 1;
4088 /* Item can be used, now find how many and what it yields */
4089 if (isdigit (*(find)))
4090 {
4091 yield = atoi (find);
4092 if (yield < 1)
4093 {
4094 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4095 yield = 1;
4096 }
4097 }
4098 else
4099 yield = 1;
4100
4101 while (isdigit (*find))
4102 find++;
4103
4104 while (*find == ' ')
4105 find++;
4106
4107 memset (got, 0, MAX_BUF);
4108
4109 if ((separator = strchr (find, ';')) != NULL)
4110 len = separator - find;
4111 else
4112 len = strlen (find);
4113
4114 if (len > MAX_BUF - 1)
4115 len = MAX_BUF - 1;
4116
4117 strcpy (got, find);
4118 got[len] = '\0';
4119
4120 /* Now create new item, remove used ones when required. */
4121 new_item = get_archetype (got);
4122 if (!new_item)
4123 {
4124 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4125 return;
4126 }
4127
4128 new_item->nrof = yield;
4129
4130 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4131
4132 pl->insert (new_item);
4133 /* Eat up one item */
4134 marked->decrease ();
4135
4136 /* Eat one transformer if needed */
4137 if (transformer->stats.food)
4138 if (--transformer->stats.food == 0)
4139 transformer->decrease ();
4140}
4141

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