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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.193 by root, Thu Apr 30 02:19:13 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 */
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)
399 397
400/** 398/**
401 * This function just checks whether who can handle equipping an item 399 * This function just checks whether who can handle equipping an item
402 * with item_power. 400 * with item_power.
403 */ 401 */
404 402static bool
405bool
406check_item_power (object *who, int item_power) 403check_item_power (object *who, int item_power)
407{ 404{
408 if (who->type == PLAYER 405 if (who->type == PLAYER
409 && item_power 406 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level) 407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
531 528
532/** 529/**
533 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
534 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
535 */ 532 */
536int 533static int
537prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
538{ 535{
539 int sacrifice_count, i; 536 int sacrifice_count, i;
540 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
541 538
594 * 591 *
595 * 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
596 * 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 ??
597 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
598 */ 595 */
599int 596static int
600improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
601{ 598{
602 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
603 600
604 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
706/** 703/**
707 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
708 * 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, ...),
709 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
710 */ 707 */
711int 708static int
712check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
713{ 710{
714 object *otmp; 711 object *otmp;
715 712
716 if (op->type != PLAYER) 713 if (op->type != PLAYER)
763 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
764 * the users level or 90) 761 * the users level or 90)
765 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
766 * changing of physical area right now. 763 * changing of physical area right now.
767 */ 764 */
768int 765static int
769improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
770{ 767{
771 object *tmp; 768 object *tmp;
772 769
773 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
857 * Takes one type of items and makes another. 854 * Takes one type of items and makes another.
858 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
859 * 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
860 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
861 */ 858 */
862static int 859int
863convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
864{ 861{
865 sint64 nr, price_in; 862 sint64 nr = 0, price_in;
866 863
867 if (item->flag [FLAG_UNPAID]) 864 if (item->flag [FLAG_UNPAID])
868 return 0; 865 return 0;
869 866
870 shstr conv_from = converter->slaying; 867 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch; 868 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food; 869 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp; 870 sint64 give = converter->stats.sp;
874 871
951 item->nrof *= nr; 948 item->nrof *= nr;
952 949
953 if (converter->flag [FLAG_PRECIOUS]) 950 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
955 952
956 if (is_in_shop (converter)) 953 if (converter->is_in_shop ())
957 { 954 {
958 // converters on shop floors don't work anymore, bug lets check for it 955 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it. 956 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ()); 958 converter->debug_desc ());
984 * Handle apply on containers. 981 * Handle apply on containers.
985 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
986 * 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]
987 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
988 */ 985 */
989int 986static int
990apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
991{ 988{
992 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
993 return 0; /* This might change */ 990 return 0; /* This might change */
994 991
1007 } 1004 }
1008 1005
1009 // 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
1010 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1011 { 1008 {
1012 if (op->container == sack) 1009 if (op->container_ () == sack)
1013 { 1010 {
1014 // open on ground or inv, so close 1011 // open on ground or inv, so close
1015 op->close_container (); 1012 op->close_container ();
1016 return 1; 1013 return 1;
1017 } 1014 }
1060{ 1057{
1061 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1062 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1063 return 0; 1060 return 0;
1064 1061
1065 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1066 { 1063 {
1067 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1068 * 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
1069 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1070 */ 1067 */
1106 1103
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1108 1105
1109 bool has_unpaid = false; 1106 bool has_unpaid = false;
1110 1107
1111 // 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
1112 // a quick and small change :( 1109 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID]) 1111 if (item->flag [FLAG_UNPAID])
1115 { 1112 {
1116 has_unpaid = true; 1113 has_unpaid = true;
1164 /* this is only used for players */ 1161 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1166 1163
1167 if (has_unpaid) 1164 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 1168 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1173 1170
1174 if (shop_mat->msg) 1171 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct, 1173 /* This check below is a bit simplistic - generally it should be correct,
1177 * but there is never a guarantee that the bottom space on the map is 1174 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor. 1175 * actually the shop floor.
1179 */ 1176 */
1180 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1181 { 1178 {
1182 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1183 1180
1184 op->statusmsg ( 1181 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1324 return; 1321 return;
1325 1322
1326 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1327 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1328 */ 1325 */
1329 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1330 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1331 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1332 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1333 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1334 */ 1331 */
1341 1338
1342 recursion_depth++; 1339 recursion_depth++;
1343 if (trap->head) 1340 if (trap->head)
1344 trap = trap->head; 1341 trap = trap->head;
1345 1342
1346 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)))
1347 goto leave;
1348
1349 switch (trap->type) 1344 switch (trap->type)
1350 { 1345 {
1351 case PLAYERMOVER: 1346 case PLAYERMOVER:
1352 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:
1353 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1354 if (!trap->stats.maxsp) 1420 if (!trap->value)
1355 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1356 1423
1357 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1358 * 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
1359 */ 1439 */
1360 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1361 1441
1362 /* 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)
1363 * above with some objects have zero speed, and thus the player 1443 {
1364 * 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 }
1365 */ 1453 }
1366 if (victim->speed_left < -50.f) 1454 break;
1367 victim->speed_left = -50.f;
1368 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1369 } 1455 }
1370 goto leave;
1371 1456
1372 case SPINNER: 1457 case CONVERTER:
1373 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1374 {
1375 victim->direction = absdir (victim->direction - trap->stats.sp);
1376 update_turn_face (victim);
1377 }
1378 goto leave;
1379
1380 case DIRECTOR:
1381 if (victim->direction && !should_director_abort (trap, victim))
1382 {
1383 victim->direction = trap->stats.sp;
1384 update_turn_face (victim);
1385 }
1386 goto leave;
1387
1388 case BUTTON:
1389 case PEDESTAL:
1390 update_button (trap, originator);
1391 goto leave;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 goto leave;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 goto leave;
1401 /* fallthrough */
1402
1403 case ARROW:
1404 /* bad bug: monster throw a object, make a step forwards, step on object ,
1405 * trigger this here and get hit by own missile - and will be own enemy.
1406 * Victim then is his own enemy and will start to kill herself (this is
1407 * removed) but we have not synced victim and his missile. To avoid senseless
1408 * action, we avoid hits here
1409 */
1410 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 goto leave;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 goto leave;
1417
1418 case TRAPDOOR:
1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1423 if (!trap->value)
1424 { 1459 {
1425 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1426 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 goto leave;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 } 1462 }
1437 1463
1438 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))
1439 { 1486 {
1440 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1441 * ab->above would be bogus 1488 * players output.
1442 */ 1489 */
1443 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1444 1492
1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1446 { 1494 victim->enter_exit (trap);
1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1456 } 1495 }
1457 goto leave; 1496 break;
1458 }
1459 1497
1460 case CONVERTER:
1461 if (convert_item (victim, trap) < 0)
1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 }
1466
1467 goto leave;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim);
1473 goto leave;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 goto leave;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 goto leave;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 goto leave;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 goto leave;
1500
1501 case ENCOUNTER: 1498 case ENCOUNTER:
1502 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1503 goto leave; 1500 break;
1504 1501
1505 case SHOP_MAT: 1502 case SHOP_MAT:
1506 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1507 goto leave; 1504 break;
1508 1505
1509 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1510 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1511 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1512 goto leave; 1509 break;
1513 1510
1514 case SIGN: 1511 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1516 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1517 1514
1518 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1519 goto leave; 1516 break;
1520 1517
1521 case CONTAINER: 1518 case CONTAINER:
1522 apply_container (victim, trap); 1519 apply_container (victim, trap);
1523 goto leave; 1520 break;
1524 1521
1525 case RUNE: 1522 case RUNE:
1526 case TRAP: 1523 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1529 goto leave; 1526 break;
1530 1527
1531 default: 1528 default:
1532 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 "
1533 "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);
1534 goto leave; 1531 break;
1535 } 1532 }
1536 1533
1537leave:
1538 recursion_depth--; 1534 recursion_depth--;
1539} 1535}
1540 1536
1541/** 1537/**
1542 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1553 return; 1549 return;
1554 } 1550 }
1555 1551
1556 if (!tmp->msg) 1552 if (!tmp->msg)
1557 { 1553 {
1558 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));
1559 return; 1555 return;
1560 } 1556 }
1561 1557
1562 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1563 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1577 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1578 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1579 return; 1575 return;
1580 } 1576 }
1581 1577
1578 // we currently don't use the message types for anything.
1582 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"));
1583 1582
1584 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1585 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1586 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));
1587 1586
1599 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1600 } 1599 }
1601 1600
1602 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1603 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 }
1604 } 1656 }
1605} 1657}
1606 1658
1607/** 1659/**
1608 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1687 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1688 return; 1740 return;
1689 } 1741 }
1690 1742
1691 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1692 player_unready_range_ob (op->contr, spob);
1693 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1694 spob->destroy (); 1745 spob->destroy ();
1695} 1746}
1696 1747
1697/** 1748/**
1714 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1715 * legacy spellbooks 1766 * legacy spellbooks
1716 */ 1767 */
1717 if (tmp->slaying) 1768 if (tmp->slaying)
1718 { 1769 {
1719 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1720 if (!spell) 1772 if (!spell)
1721 { 1773 {
1722 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));
1723 return; 1775 return;
1724 } 1776 }
1753 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", 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.>",
1754 &tmp->skill, learn_level)); 1806 &tmp->skill, learn_level));
1755 return; 1807 return;
1756 } 1808 }
1757 1809
1758 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));
1759 1811
1760 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1761 identify (tmp); 1813 identify (tmp);
1762 1814
1763 /* 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
1775 { 1827 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1777 1829
1778 if (!spell_skill) 1830 if (!spell_skill)
1779 { 1831 {
1780 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));
1781 return; 1833 return;
1782 } 1834 }
1783 1835
1784 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1785 { 1837 {
1801 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1802 */ 1854 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1856 {
1805 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!");
1806 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));
1807 } 1859 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (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])
1810 { 1862 {
1811 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1917 break; 1969 break;
1918 } 1970 }
1919 1971
1920 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1921 tmp->decrease (true); 1973 tmp->decrease (true);
1922}
1923
1924/**
1925 * op eats food.
1926 * If player, takes care of messages and dragon special food.
1927 */
1928static void
1929apply_food (object *op, object *tmp)
1930{
1931 int capacity_remaining;
1932
1933 if (op->type != PLAYER)
1934 op->stats.hp = op->stats.maxhp;
1935 else
1936 {
1937 /* check if this is a dragon (player), eating some flesh */
1938 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1939 ;
1940 else
1941 {
1942 /* usual case - no dragon meal: */
1943 if (op->stats.food + tmp->stats.food > 999)
1944 {
1945 if (tmp->type == FOOD || tmp->type == FLESH)
1946 op->failmsg ("You feel full, but what a waste of food!");
1947 else
1948 op->statusmsg ("Most of the drink goes down your face not your throat!");
1949 }
1950
1951 tmp->play_sound (
1952 tmp->sound
1953 ? tmp->sound
1954 : tmp->type == DRINK
1955 ? sound_find ("eat_drink")
1956 : sound_find ("eat_food")
1957 );
1958
1959 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1960 {
1961 const char *buf;
1962
1963 if (!is_dragon_pl (op))
1964 {
1965 /* eating message for normal players */
1966 if (tmp->type == DRINK)
1967 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1968 else
1969 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1970 }
1971 else
1972 /* eating message for dragon players */
1973 buf = format ("The %s tasted terrible!", &tmp->name);
1974
1975 op->statusmsg (buf);
1976
1977 capacity_remaining = 999 - op->stats.food;
1978 op->stats.food += tmp->stats.food;
1979 if (capacity_remaining < tmp->stats.food)
1980 op->stats.hp += capacity_remaining / 50;
1981 else
1982 op->stats.hp += tmp->stats.food / 50;
1983
1984 if (op->stats.hp > op->stats.maxhp)
1985 op->stats.hp = op->stats.maxhp;
1986 if (op->stats.food > 999)
1987 op->stats.food = 999;
1988 }
1989
1990 /* special food hack -b.t. */
1991 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1992 eat_special_food (op, tmp);
1993 }
1994 }
1995
1996 handle_apply_yield (tmp);
1997 tmp->decrease ();
1998} 1974}
1999 1975
2000/** 1976/**
2001 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2002 * 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.
2005 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2006 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2007 * return: 1983 * return:
2008 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2009 */ 1985 */
2010int 1986static int
2011dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2012{ 1988{
2013 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2014 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2015 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2021 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2022 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2023 int i; /* index */ 1999 int i; /* index */
2024 2000
2025 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2026 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2027 return 0; 2003 return 0;
2028 2004
2029 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2030 from the player's inventory */ 2006 from the player's inventory */
2031 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2039 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2040 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2041 return 0; 2017 return 0;
2042 2018
2043 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2044 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2045 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2046 else 2022 else
2047 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2048 2024
2049 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2050 op->stats.hp = op->stats.maxhp;
2051
2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2053 2027
2054 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2055 2029
2056 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2057 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2067 2041
2068 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2069 flesh is too rare */ 2043 flesh is too rare */
2070 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2071 2045
2072 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2073 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2074 2048
2075 if (chance >= 0.) 2049 if (chance >= 0.)
2076 chance += 1.; 2050 chance += 1.;
2077 else 2051 else
2078 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2079 2053
2080 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2081 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2082 2056
2083 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2084 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2085 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2086 2060
2087 /* 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!) */
2088 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2089 { 2063 {
2090 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2091 winners++; 2065 winners++;
2092 } 2066 }
2093 2067
2156 2130
2157 return 1; 2131 return 1;
2158} 2132}
2159 2133
2160/** 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/**
2161 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2162 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2163 */ 2211 */
2164static void 2212static void
2165apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2213 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2214 } 2262 }
2215 2263
2216 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2217 poison->destroy (); 2265 poison->destroy ();
2218}
2219
2220/**
2221 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2222 * A valid 2 way exit means:
2223 * -You can come back (there is another exit at the other side)
2224 * -You are
2225 * ° the owner of the exit
2226 * ° or in the same party as the owner
2227 *
2228 * Note: a owner in a 2 way exit is saved as the owner's name
2229 * in the field exit->name cause the field exit->owner doesn't
2230 * survive in the swapping (in fact the whole exit doesn't survive).
2231 */
2232int
2233is_legal_2ways_exit (object *op, object *exit)
2234{
2235 if (exit->stats.exp != 1)
2236 return 1; /*This is not a 2 way, so it is legal */
2237
2238#if 0 //TODO
2239 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2240 return 0; /* This is a reset town portal */
2241#endif
2242
2243 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2244
2245 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2246
2247 if (exitmap)
2248 {
2249 exitmap->load_sync ();
2250
2251 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2252
2253 if (!tmp)
2254 return 0;
2255
2256 for (; tmp; tmp = tmp->above)
2257 {
2258 if (tmp->type != EXIT)
2259 continue; /*Not an exit */
2260
2261 if (!EXIT_PATH (tmp))
2262 continue; /*Not a valid exit */
2263
2264 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2265 continue; /*Not in the same place */
2266
2267 if (exit->map->path != EXIT_PATH (tmp))
2268 continue; /*Not in the same map */
2269
2270 /* From here we have found the exit is valid. However we do
2271 * here the check of the exit owner. It is important for the
2272 * town portals to prevent strangers from visiting your appartments
2273 */
2274 if (!exit->race)
2275 return 1; /*No owner, free for all! */
2276
2277 object *exit_owner = 0;
2278
2279 for_all_players (pp)
2280 {
2281 if (!pp->ob)
2282 continue;
2283
2284 if (pp->ob->name != exit->race)
2285 continue;
2286
2287 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2288 break;
2289 }
2290
2291 if (!exit_owner)
2292 return 0; /* No more owner */
2293
2294 if (exit_owner->contr == op->contr)
2295 return 1; /*It is your exit */
2296
2297 if (exit_owner && /*There is a owner */
2298 (op->contr) && /*A player tries to pass */
2299 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2300 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2301 return 0;
2302
2303 return 1;
2304 }
2305 }
2306
2307 return 0;
2308} 2266}
2309 2267
2310/** 2268/**
2311 * 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
2312 * 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,
2314 * 2272 *
2315 * who - the player 2273 * who - the player
2316 * op - the item we want to light 2274 * op - the item we want to light
2317 * lighter - 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
2318 */ 2276 */
2319object * 2277static object *
2320auto_apply_lighter (object *who, object *op, object *lighter) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2321{ 2279{
2322 if (lighter == 0) 2280 if (lighter == 0)
2323 { 2281 {
2324 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2363/** 2321/**
2364 * Designed primarily to light torches/lanterns/etc. 2322 * Designed primarily to light torches/lanterns/etc.
2365 * 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
2366 * the selected object to "burn". -b.t. 2324 * the selected object to "burn". -b.t.
2367 */ 2325 */
2368void 2326static void
2369apply_lighter (object *who, object *lighter) 2327apply_lighter (object *who, object *lighter)
2370{ 2328{
2371 object *item; 2329 object *item;
2372 int is_player_env = 0; 2330 int is_player_env = 0;
2373 2331
2400} 2358}
2401 2359
2402/** 2360/**
2403 * This function generates a cursed effect for cursed lamps and torches. 2361 * This function generates a cursed effect for cursed lamps and torches.
2404 */ 2362 */
2363static void
2405void player_apply_lamp_cursed_effect (object *who, object *op) 2364player_apply_lamp_cursed_effect (object *who, object *op)
2406{ 2365{
2407 if (op->level) 2366 if (op->level)
2408 { 2367 {
2409 who->failmsg (format ( 2368 who->failmsg (format (
2410 "The %s was cursed, it explodes in a big fireball!", 2369 "The %s was cursed, it explodes in a big fireball!",
2425 * Apply for players and lamps 2384 * Apply for players and lamps
2426 * 2385 *
2427 * who - the player 2386 * who - the player
2428 * op - the lamp 2387 * op - the lamp
2429 */ 2388 */
2389static void
2430void player_apply_lamp (object *who, object *op) 2390player_apply_lamp (object *who, object *op)
2431{ 2391{
2432 bool switch_on = op->glow_radius ? false : true; 2392 bool switch_on = op->glow_radius ? false : true;
2433 2393
2434 if (switch_on) 2394 if (switch_on)
2435 { 2395 {
2548 if (op->other_arch) 2508 if (op->other_arch)
2549 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);
2550 2510
2551 if (object *pl = op->visible_to ()) 2511 if (object *pl = op->visible_to ())
2552 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 ();
2553} 2613}
2554 2614
2555/** 2615/**
2556 * Main apply handler. 2616 * Main apply handler.
2557 * 2617 *
2566 * being applied. 2626 * being applied.
2567 * 2627 *
2568 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2569 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2570 */ 2630 */
2571int 2631static int
2572manual_apply (object *who, object *op, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2573{ 2633{
2574 op = op->head_ (); 2634 op = op->head_ ();
2575 2635
2576 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2577 { 2637 {
2578 if (who->type == PLAYER) 2638 if (who->type == PLAYER)
2579 { 2639 {
2580 examine (who, op); 2640 examine (who, op);
2581 //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
2588 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2589 return RESULT_INT (0); 2649 return RESULT_INT (0);
2590 2650
2591 switch (op->type) 2651 switch (op->type)
2592 { 2652 {
2593 case CF_HANDLE: 2653 case T_HANDLE:
2594 who->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2595 who->statusmsg ("You turn the handle."); 2655 who->statusmsg ("You turn the handle.");
2596 op->value = op->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2597 SET_ANIMATION (op, op->value); 2657 SET_ANIMATION (op, op->value);
2598 update_object (op, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2599 push_button (op, who); 2659 push_button (op, who);
2600 return 1; 2660 return 1;
2601 2661
2602 case TRIGGER: 2662 case TRIGGER:
2603 if (check_trigger (op, who)) 2663 if (check_trigger (op, who, who))
2604 { 2664 {
2605 who->statusmsg ("You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2606 who->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2607 } 2667 }
2608 else 2668 else
2612 2672
2613 case EXIT: 2673 case EXIT:
2614 if (who->type != PLAYER) 2674 if (who->type != PLAYER)
2615 return 0; 2675 return 0;
2616 2676
2617 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2677 if (!EXIT_PATH (op))
2618 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)));
2619 else 2679 else
2620 { 2680 {
2621 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2622 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2623 who->statusmsg (op->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2624 2684
2625 who->enter_exit (op); 2685 who->enter_exit (op);
2626 } 2686 }
2627 2687
2708 case CLOAK: 2768 case CLOAK:
2709 case WAND: 2769 case WAND:
2710 case ROD: 2770 case ROD:
2711 case HORN: 2771 case HORN:
2712 case SKILL: 2772 case SKILL:
2773 case SPELL:
2713 case BOW: 2774 case BOW:
2775 case RANGED:
2714 case BUILDER: 2776 case BUILDER:
2715 case SKILL_TOOL: 2777 case SKILL_TOOL:
2716 if (op->env != who) 2778 if (op->env != who)
2717 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)));
2718 2780 else
2719 apply_special (who, op, aflag); 2781 apply_special (who, op, aflag);
2782
2720 return 1; 2783 return 1;
2721 2784
2722 case DRINK: 2785 case DRINK:
2723 case FOOD: 2786 case FOOD:
2724 case FLESH: 2787 case FLESH:
2788 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2789 apply_item_transformer (who, op); 2852 apply_item_transformer (who, op);
2790 return 1; 2853 return 1;
2791 2854
2792 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2793 return 0; 2857 return 0;
2794 } 2858 }
2795} 2859}
2796 2860
2797/* quiet suppresses the "don't know how to apply" and "you must get it first" 2861/*
2798 * messages as needed by player_apply_below(). But there can still be
2799 * "but you are floating high above the ground" messages.
2800 *
2801 * Same return value as apply() function. 2862 * Same return value as apply() function.
2802 */ 2863 */
2803int 2864bool
2804player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2805{ 2866{
2806 if (!op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2807 { 2868 {
2808 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2809 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2815 } 2876 }
2816 } 2877 }
2817 2878
2818 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2819 2880
2820 int tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2821
2822 if (!quiet)
2823 {
2824 if (tmp == 0)
2825 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2826 else if (tmp == 2)
2827 pl->failmsg ("You must get it first!\n");
2828 }
2829
2830 return tmp;
2831} 2882}
2832 2883
2833/** 2884/**
2834 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2835 * 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
2846 * 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
2847 * 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
2848 * 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
2849 * not return a proper value. 2900 * not return a proper value.
2850 */ 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?
2851 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)
2852 { 2905 {
2853 next = tmp->below; 2906 next = tmp->below;
2854 2907
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++;
2857 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */
2859
2860 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2861 * person moving on it, also activate. Added code to make it
2862 * so that at least one of players movement types be that which
2863 * the item needs.
2864 */ 2909 */
2865 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2866 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2867 return; 2912 break;
2868 2913
2869 if (floors >= 2) 2914 break;
2870 return; /* process at most two floor objects */
2871 } 2915 }
2872} 2916}
2873 2917
2874/** 2918/**
2875 * Unapplies specified item. 2919 * Unapplies specified item.
2882{ 2926{
2883 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))
2884 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 2929 return RESULT_INT (0);
2886 2930
2887 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2888 2935
2889 switch (op->type) 2936 switch (op->type)
2890 { 2937 {
2891 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
2892 // 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
2893 // 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
2894 // be used for other reasons 2956 // be used for other reasons
2895 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2896 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2897 && tmp->type == SKILL
2898 && tmp->flag [FLAG_APPLIED]
2899 && !tmp->flag [FLAG_CAN_USE_SKILL])
2900 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2901 2960
2902 change_abil (who, op);
2903 break; 2961 break;
2904 2962
2963 case BOW:
2905 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2906 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2907 if (op == pl->combat_ob)
2908 {
2909 pl->combat_ob = 0;
2910 who->change_weapon (pl->ranged_ob);
2911 }
2912
2913 who->statusmsg (format ("You unwield %s.", query_name (op)));
2914
2915 change_abil (who, op);
2916 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2917 break;
2918
2919 case SKILL:
2920 if (who->contr)
2921 { 2969 {
2922 if (IS_COMBAT_SKILL (op->subtype)) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2923 who->change_weapon (who->contr->combat_ob = 0); 2971 change_abil (who, op);
2924 else if (IS_RANGED_SKILL (op->subtype)) 2972 }
2925 who->change_weapon (who->contr->ranged_ob = 0); 2973 else
2974 {
2975 who->change_skill (0);
2926 2976
2927 if (op->invisible) 2977 if (op->type == BOW)
2928 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2978 op->flag [FLAG_READY_BOW ] = false;
2929 else 2979 else
2930 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2980 op->flag [FLAG_READY_RANGE] = false;
2931 } 2981 }
2932 2982
2933 change_abil (who, op);
2934 CLEAR_FLAG (who, FLAG_READY_SKILL);
2935 break; 2983 break;
2936 2984
2937 case ARMOUR: 2985 case ARMOUR:
2938 case HELMET: 2986 case HELMET:
2939 case SHIELD: 2987 case SHIELD:
2946 case CLOAK: 2994 case CLOAK:
2947 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2948 change_abil (who, op); 2996 change_abil (who, op);
2949 break; 2997 break;
2950 2998
2999 case SPELL:
2951 case BOW: 3000 case BUILDER:
2952 case WAND:
2953 case ROD:
2954 case HORN:
2955 if (player *pl = who->contr)
2956 {
2957 if (op == pl->ranged_ob)
2958 {
2959 pl->ranged_ob = 0;
2960 who->change_weapon (pl->combat_ob);
2961 }
2962
2963 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2964 }
2965 else
2966 {
2967 who->change_skill (0);
2968
2969 if (op->type == BOW)
2970 CLEAR_FLAG (who, FLAG_READY_BOW);
2971 else
2972 CLEAR_FLAG (who, FLAG_READY_RANGE);
2973 }
2974
2975 break; 3002 break;
2976 3003
2977 case BUILDER: 3004 //case SKILL_TOOL://TODO
2978 if (who->contr)
2979 who->statusmsg (format ("You unready %s.", query_name (op)));
2980 break;
2981
2982 default: 3005 default:
2983 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2984 break; 3007 break;
2985 } 3008 }
2986 3009
3010static object * 3033static object *
3011get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
3012{ 3035{
3013 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3014 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
3015 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
3016 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3017 return tmp; 3040 return tmp;
3018 3041
3019 return 0; 3042 return 0;
3020} 3043}
3021 3044
3034#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
3035 "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. " \
3036 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3037 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
3038 3061
3039int 3062static int
3040unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3041{ 3064{
3042 if (op->is_range ()) 3065 if (op->is_range ())
3043 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3166 continue; 3189 continue;
3167 } 3190 }
3168 3191
3169 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3170 if (!tmp1) 3193 if (!tmp1)
3171 {
3172#if 0
3173 /* This is sort of an error, but happens a lot when old players
3174 * join in with more stuff equipped than they are now allowed.
3175 */
3176 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3177#endif
3178 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3179 }
3180 else 3195 else
3181 { 3196 {
3182 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3183 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3184 * to apply multiple objects 3199 * to apply multiple objects
3235 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3236 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3237 } 3252 }
3238 3253
3239 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;
3240} 3344}
3241 3345
3242/** 3346/**
3243 * 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.
3244 * 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,
3267 " 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.>"
3268 3372
3269int 3373int
3270apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3271{ 3375{
3272 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3273 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3274 3378
3275 if (who == NULL) 3379 if (who == NULL)
3276 { 3380 {
3277 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3296 3400
3297 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3298 } 3402 }
3299 else if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3300 return 0; 3404 return 0;
3301
3302 // if the item is combat/ranged, wield the relevant slot first
3303 // to resolve conflicts.
3304 if (player *pl = who->contr)
3305 switch (op->slottype ())
3306 {
3307 case slot_combat: who->change_weapon (pl->combat_ob); break;
3308 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3309 }
3310 3405
3311 splay (op); 3406 splay (op);
3312 3407
3313 /* 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 */
3314 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3348 } 3443 }
3349 } 3444 }
3350 3445
3351 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3352 { 3447 {
3448 // try to ready attached skill first
3353 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3354 3450
3355 if (!skop) 3451 if (!skop)
3356 { 3452 {
3357 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));
3358 return 1; 3454 return 1;
3359 } 3455 }
3360 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3361 /* While experience will be credited properly, we want to change the
3362 * skill so that the dam and wc get updated
3363 */ 3457 {
3364 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3365 } 3461 }
3366 3462
3367 if (!check_item_power (who, op->item_power)) 3463 if (!check_item_power (who, op->item_power))
3368 { 3464 {
3369 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);
3372 3468
3373 /* 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.
3374 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3375 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3376 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3377 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3378 3476
3379 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)))
3380 return RESULT_INT (0); 3478 return RESULT_INT (0);
3381 3479
3382 switch (op->type) 3480 switch (op->type)
3383 { 3481 {
3384 case WEAPON: 3482 case WEAPON:
3385 //TODO: this obviously fails for players using a shorter prefix 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3386 // i.e. "R" can use Ragnarok's sword.
3387 if (op->level && !op->name.starts_with (who->name))
3388 { 3484 {
3389 /* 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. */
3390 /* (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) */
3391 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. "
3392 3488 "H<Its name indicates that it belongs to somebody else.>");
3393 if (tmp) 3489 if (tmp) who->insert (tmp);
3394 insert_ob_in_ob (tmp, who);
3395
3396 return 1; 3490 return 1;
3397 } 3491 }
3398 3492
3399 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3400 { 3496 {
3401 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)));
3402 return 1; 3498 change_abil (who, op);
3403 } 3499 }
3404 3500 else
3405 SET_FLAG (op, FLAG_APPLIED);
3406 who->change_skill (skop); 3501 who->change_skill (skop);
3407 3502
3408 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3409 who->change_weapon (who->contr->combat_ob = op);
3410
3411 who->statusmsg (format ("You wield %s.", query_name (op)));
3412
3413 SET_FLAG (who, FLAG_READY_WEAPON);
3414 change_abil (who, op);
3415 break; 3504 break;
3416 3505
3417 case ARMOUR: 3506 case ARMOUR:
3418 case HELMET: 3507 case HELMET:
3419 case SHIELD: 3508 case SHIELD:
3428 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3429 change_abil (who, op); 3518 change_abil (who, op);
3430 break; 3519 break;
3431 3520
3432 case SKILL_TOOL: 3521 case SKILL_TOOL:
3433 // 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
3434 SET_FLAG (op, FLAG_APPLIED); 3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3435 3527
3528 case SKILL:
3436 if (!(aflags & AP_NO_READY)) 3529 if (!(aflags & AP_NO_SLOT))
3437 { 3530 {
3438 skop = find_skill_by_name (who, op->skill); 3531 // skill is used on it's own, as opposed to being a chosen_skill
3439 if (!skop->flag [FLAG_APPLIED])
3440 apply_special (who, skop, AP_APPLY);
3441 }
3442 break;
3443 3532
3444 case SKILL: 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3445 if (player *pl = who->contr)
3446 {
3447 if (IS_COMBAT_SKILL (op->subtype))
3448 { 3534 {
3449 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3450 {
3451 for (object *item = who->inv; item; item = item->below)
3452 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3453 {
3454 if (item->skill == op->skill)
3455 {
3456 who->change_weapon (pl->combat_ob = item);
3457 goto found_weapon;
3458 }
3459 }
3460
3461 who->failmsg (format ( 3535 who->failmsg (format (
3462 "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. "
3463 "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. "
3464 &op->skill 3538 "It cannot be used on its own.>",
3465 ));
3466 return 1;
3467
3468 found_weapon:;
3469 }
3470 else
3471 who->change_weapon (pl->combat_ob = op);
3472 }
3473 else if (IS_RANGED_SKILL (op->subtype))
3474 {
3475 if (skill_flags [op->subtype] & SF_NEED_BOW)
3476 {
3477 for (object *item = who->inv; item; item = item->below)
3478 if (item->type == BOW && item->flag [FLAG_APPLIED])
3479 {
3480 //TODO: bows should/must all have skill missile weapon right now
3481 who->change_weapon (pl->ranged_ob = item);
3482 goto found_bow;
3483 }
3484
3485 who->failmsg (
3486 "You need to apply a missile weapon before readying this skill. "
3487 "H<Some skills need an item, in this case a missile weapon, to function.>"
3488 );
3489 return 1;
3490
3491 found_bow:;
3492 }
3493 else
3494 who->change_weapon (pl->ranged_ob = op);
3495 }
3496
3497 if (!op->invisible)
3498 {
3499 who->statusmsg (format (
3500 "You ready %s."
3501 "You can now use the skill: %s.",
3502 query_name (op),
3503 &op->skill 3539 &op->skill
3504 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3505 } 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 ));
3506 else 3554 else
3507 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 ));
3508 } 3571 }
3509 else 3572
3510 {
3511 SET_FLAG (op, FLAG_APPLIED);
3512 change_abil (who, op);
3513 who->chosen_skill = op;
3514 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3515 } 3574 SET_FLAG (op, FLAG_APPLIED);
3516 3575 change_abil (who, op);
3517 break; 3576 break;
3518 3577
3519 case BOW: 3578 case BOW:
3520 if (op->level && !op->name.starts_with (who->name)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3521 { 3580 {
3522 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3523 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3524 if (tmp) 3583 if (tmp) who->insert (tmp);
3525 insert_ob_in_ob (tmp, who);
3526
3527 return 1; 3584 return 1;
3528 } 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;
3529 3610
3530 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3531 case WAND: 3612 case WAND:
3532 case ROD: 3613 case ROD:
3533 case HORN: 3614 case HORN:
3534 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3535 3616
3536 if (!skop) 3617 if (!skop)
3537 { 3618 {
3538 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);
3539 return 1; 3621 return 1;
3540 } 3622 }
3541 3623
3542 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3543 who->change_skill (skop);
3544 3625
3545 if (who->contr) 3626 if (player *pl = who->contr)
3546 { 3627 {
3547 who->contr->ranged_ob = op;
3548
3549 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3550 3629
3551 if (op->type == BOW) 3630 if (op->type == BOW)
3552 {
3553 who->current_weapon = op;
3554 change_abil (who, op);
3555 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)));
3556 } 3632
3633 change_abil (who, op);
3557 } 3634 }
3558 else 3635 else
3559 { 3636 {
3637 who->change_skill (skop);
3638
3560 if (op->type == BOW) 3639 if (op->type == BOW)
3561 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3562 else 3641 else
3563 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3564 } 3643 }
3565 3644
3566 break; 3645 break;
3567 3646
3568 case BUILDER: 3647 case BUILDER:
3569 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3570 { 3649 {
3571 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3572 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3573 unapply_special (who, who->contr->ranged_ob, 0);
3574
3575 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3576 3651 //TODO: change_abil?
3577 who->contr->ranged_ob = op;
3578 } 3652 }
3579 break; 3653 break;
3580 3654
3581 default: 3655 default:
3582 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3583 } 3657 }
3584 3658
3585 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3586 3660
3587 if (tmp)
3588 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3589 3662
3590 who->update_stats (); 3663 who->update_stats ();
3591 3664
3592 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3593 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3608 3681
3609 if (object *pl = op->visible_to ()) 3682 if (object *pl = op->visible_to ())
3610 esrv_send_item (pl, op); 3683 esrv_send_item (pl, op);
3611 3684
3612 return 0; 3685 return 0;
3613}
3614
3615int
3616monster_apply_special (object *who, object *op, int aflags)
3617{
3618 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3619 return 1;
3620
3621 return apply_special (who, op, aflags);
3622} 3686}
3623 3687
3624/** 3688/**
3625 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3626 * 3690 *
3733 * treasure again for this object 3797 * treasure again for this object
3734 */ 3798 */
3735 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3736 } 3800 }
3737 } 3801 }
3802
3738 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3739 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3740 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3741 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3742 * MSW 2004-05-13 3807 * MSW 2004-05-13
3746 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3747 */ 3812 */
3748 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3749 || 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)
3750 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3751
3752 } 3816 }
3753 3817
3754 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3755 auto_apply (tmp); 3819 auto_apply (tmp);
3756 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 ())
3789 } 3853 }
3790 3854
3791 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3792 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3793 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3794 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3795} 3859}
3796 3860
3797/** 3861/**
3798 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3799 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3804eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3805{ 3869{
3806 object *force; 3870 object *force;
3807 int i, did_one = 0; 3871 int i, did_one = 0;
3808 3872
3809 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3810 3876
3811 for (i = 0; i < NUM_STATS; i++)
3812 if (sint8 k = food->stats.stat (i))
3813 {
3814 force->stats.stat (i) = k;
3815 did_one = 1;
3816 }
3817
3818 /* check if we can protect the eater */
3819 for (i = 0; i < NROFATTACKS; i++)
3820 {
3821 if (food->resist[i] > 0)
3822 {
3823 force->resist[i] = food->resist[i] / 2;
3824 did_one = 1;
3825 }
3826 }
3827
3828 if (did_one)
3829 {
3830 force->set_speed (0.1);
3831 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3832 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3833 SET_FLAG (force, FLAG_APPLIED); 3879
3834 change_abil (who, force); 3880 if (force = who->force_find (key))
3835 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;
3836 } 3891 }
3837 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
3838 force->destroy (); 3923 force->destroy ();
3924 }
3839 3925
3840 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3841 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3842 { 3928 {
3843 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3873 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3874 } 3960 }
3875 } 3961 }
3876 3962
3877 who->update_stats (); 3963 who->update_stats ();
3878}
3879
3880
3881/**
3882 * op made some mistake with a scroll, this takes care of punishment.
3883 * scroll_failure()- hacked directly from spell_failure
3884 */
3885void
3886scroll_failure (object *op, int failure, int power)
3887{
3888 if (abs (failure / 4) > power)
3889 power = abs (failure / 4); /* set minimum effect */
3890
3891 if (failure <= -1 && failure > -15)
3892 { /* wonder */
3893 object *tmp;
3894
3895 op->failmsg ("Your spell warps!");
3896 tmp = get_archetype (SPELL_WONDER);
3897 cast_wonder (op, op, 0, tmp);
3898 tmp->destroy ();
3899 }
3900 else if (failure <= -15 && failure > -35)
3901 { /* drain mana */
3902 op->failmsg ("Your mana is drained!");
3903 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3904 if (op->stats.sp < 0)
3905 op->stats.sp = 0;
3906 }
3907 else if (settings.spell_failure_effects == TRUE)
3908 {
3909 if (failure <= -35 && failure > -60)
3910 { /* confusion */
3911 op->failmsg ("The magic recoils on you!");
3912 confuse_player (op, op, power);
3913 }
3914 else if (failure <= -60 && failure > -70)
3915 { /* paralysis */
3916 op->failmsg ("The magic recoils and paralyzes you!");
3917 paralyze_player (op, op, power);
3918 }
3919 else if (failure <= -70 && failure > -80)
3920 { /* blind */
3921 op->failmsg ("The magic recoils on you!");
3922 blind_player (op, op, power);
3923 }
3924 else if (failure <= -80)
3925 { /* blast the immediate area */
3926 object *tmp = get_archetype (LOOSE_MANA);
3927 cast_magic_storm (op, tmp, power);
3928 op->failmsg ("You unleash uncontrolled mana!");
3929 tmp->destroy ();
3930 }
3931 }
3932} 3964}
3933 3965
3934void 3966void
3935apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3936{ 3968{
4013 break; 4045 break;
4014 } 4046 }
4015 } 4047 }
4016} 4048}
4017 4049
4018/**
4019 * This handles items of type 'transformer'.
4020 * Basically those items, used with a marked item, transform both items into something
4021 * else.
4022 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4023 * Change information is contained in the 'slaying' field of the marked item.
4024 * The format is as follow: transformer:[number ]yield[;transformer:...].
4025 * This way an item can be transformed in many things, and/or many objects.
4026 * The 'slaying' field for transformer is used as verb for the action.
4027 */
4028void
4029apply_item_transformer (object *pl, object *transformer)
4030{
4031 object *marked;
4032 object *new_item;
4033 char *find;
4034 char *separator;
4035 int yield;
4036 char got[MAX_BUF];
4037 int len;
4038
4039 if (!pl || !transformer)
4040 return;
4041
4042 marked = find_marked_object (pl);
4043
4044 if (!marked)
4045 {
4046 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4047 return;
4048 }
4049
4050 if (!marked->slaying)
4051 {
4052 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4053 return;
4054 }
4055
4056 /* check whether they are compatible or not */
4057 find = strstr (&marked->slaying, transformer->arch->archname);
4058 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4059 {
4060 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4061 return;
4062 }
4063
4064 find += strlen (transformer->arch->archname) + 1;
4065 /* Item can be used, now find how many and what it yields */
4066 if (isdigit (*(find)))
4067 {
4068 yield = atoi (find);
4069 if (yield < 1)
4070 {
4071 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4072 yield = 1;
4073 }
4074 }
4075 else
4076 yield = 1;
4077
4078 while (isdigit (*find))
4079 find++;
4080
4081 while (*find == ' ')
4082 find++;
4083
4084 memset (got, 0, MAX_BUF);
4085
4086 if ((separator = strchr (find, ';')) != NULL)
4087 len = separator - find;
4088 else
4089 len = strlen (find);
4090
4091 if (len > MAX_BUF - 1)
4092 len = MAX_BUF - 1;
4093
4094 strcpy (got, find);
4095 got[len] = '\0';
4096
4097 /* Now create new item, remove used ones when required. */
4098 new_item = get_archetype (got);
4099 if (!new_item)
4100 {
4101 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4102 return;
4103 }
4104
4105 new_item->nrof = yield;
4106
4107 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4108
4109 pl->insert (new_item);
4110 /* Eat up one item */
4111 marked->decrease ();
4112
4113 /* Eat one transformer if needed */
4114 if (transformer->stats.food)
4115 if (--transformer->stats.food == 0)
4116 transformer->decrease ();
4117}
4118

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