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

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.199 by sf-marcmagus, Sun Oct 11 05:43:35 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)
860 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
861 */ 858 */
862int 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 */
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 */
1353 trap->stats.maxsp = 2; 1350 trap->stats.maxsp = 2;
1354 1351
1355 /* Is this correct? From the docs, it doesn't look like it 1352 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed 1353 * should be divided by trap->speed
1357 */ 1354 */
1358 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359 1356
1360 /* Just put in some sanity check. I think there is a bug in the 1357 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player 1358 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed. 1359 * getting permanently paralyzed.
1363 */ 1360 */
1383 } 1380 }
1384 break; 1381 break;
1385 1382
1386 case BUTTON: 1383 case BUTTON:
1387 case PEDESTAL: 1384 case PEDESTAL:
1385 case T_MATCH:
1388 update_button (trap, originator); 1386 update_button (trap, originator);
1389 break; 1387 break;
1390 1388
1391 case ALTAR: 1389 case ALTAR:
1392 /* sacrifice victim on trap */ 1390 /* sacrifice victim on trap */
1403 * trigger this here and get hit by own missile - and will be own enemy. 1401 * trigger this here and get hit by own missile - and will be own enemy.
1404 * Victim then is his own enemy and will start to kill herself (this is 1402 * Victim then is his own enemy and will start to kill herself (this is
1405 * removed) but we have not synced victim and his missile. To avoid senseless 1403 * removed) but we have not synced victim and his missile. To avoid senseless
1406 * action, we avoid hits here 1404 * action, we avoid hits here
1407 */ 1405 */
1408 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1406 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1407 && trap->owner != victim)
1409 hit_with_arrow (trap, victim); 1408 hit_with_arrow (trap, victim);
1410 break; 1409 break;
1411 1410
1412 case SPELL_EFFECT: 1411 case SPELL_EFFECT:
1413 apply_spell_effect (trap, victim); 1412 apply_spell_effect (trap, victim);
1465 break; 1464 break;
1466 1465
1467 case TRIGGER_BUTTON: 1466 case TRIGGER_BUTTON:
1468 case TRIGGER_PEDESTAL: 1467 case TRIGGER_PEDESTAL:
1469 case TRIGGER_ALTAR: 1468 case TRIGGER_ALTAR:
1470 check_trigger (trap, victim); 1469 check_trigger (trap, victim, originator);
1471 break; 1470 break;
1472 1471
1473 case DEEP_SWAMP: 1472 case DEEP_SWAMP:
1474 walk_on_deep_swamp (trap, victim); 1473 walk_on_deep_swamp (trap, victim);
1475 break; 1474 break;
1486 if (victim->type == PLAYER && EXIT_PATH (trap)) 1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1487 { 1486 {
1488 /* Basically, don't show exits leading to random maps the 1487 /* Basically, don't show exits leading to random maps the
1489 * players output. 1488 * players output.
1490 */ 1489 */
1491 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1492 victim->statusmsg (trap->msg, NDI_NAVY); 1491 victim->statusmsg (trap->msg, NDI_NAVY);
1493 1492
1494 trap->play_sound (trap->sound); 1493 trap->play_sound (trap->sound);
1495 victim->enter_exit (trap); 1494 victim->enter_exit (trap);
1496 } 1495 }
1550 return; 1549 return;
1551 } 1550 }
1552 1551
1553 if (!tmp->msg) 1552 if (!tmp->msg)
1554 { 1553 {
1555 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));
1556 return; 1555 return;
1557 } 1556 }
1558 1557
1559 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1560 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1574 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1575 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1576 return; 1575 return;
1577 } 1576 }
1578 1577
1578 // we currently don't use the message types for anything.
1579 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"));
1580 1582
1581 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1582 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1583 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));
1584 1586
1596 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1597 } 1599 }
1598 1600
1599 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1600 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 }
1601 } 1656 }
1602} 1657}
1603 1658
1604/** 1659/**
1605 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1684 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1685 return; 1740 return;
1686 } 1741 }
1687 1742
1688 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1689 player_unready_range_ob (op->contr, spob);
1690 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1691 spob->destroy (); 1745 spob->destroy ();
1692} 1746}
1693 1747
1694/** 1748/**
1711 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1712 * legacy spellbooks 1766 * legacy spellbooks
1713 */ 1767 */
1714 if (tmp->slaying) 1768 if (tmp->slaying)
1715 { 1769 {
1716 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1717 if (!spell) 1772 if (!spell)
1718 { 1773 {
1719 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));
1720 return; 1775 return;
1721 } 1776 }
1750 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.>",
1751 &tmp->skill, learn_level)); 1806 &tmp->skill, learn_level));
1752 return; 1807 return;
1753 } 1808 }
1754 1809
1755 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));
1756 1811
1757 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1758 identify (tmp); 1813 identify (tmp);
1759 1814
1760 /* 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
1772 { 1827 {
1773 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1774 1829
1775 if (!spell_skill) 1830 if (!spell_skill)
1776 { 1831 {
1777 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));
1778 return; 1833 return;
1779 } 1834 }
1780 1835
1781 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1782 { 1837 {
1798 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1799 */ 1854 */
1800 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1801 { 1856 {
1802 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!");
1803 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));
1804 } 1859 }
1805 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1806 (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])
1807 { 1862 {
1808 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1914 break; 1969 break;
1915 } 1970 }
1916 1971
1917 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1918 tmp->decrease (true); 1973 tmp->decrease (true);
1919}
1920
1921/**
1922 * op eats food.
1923 * If player, takes care of messages and dragon special food.
1924 */
1925static void
1926apply_food (object *op, object *tmp)
1927{
1928 int capacity_remaining;
1929
1930 if (op->type != PLAYER)
1931 op->stats.hp = op->stats.maxhp;
1932 else
1933 {
1934 /* check if this is a dragon (player), eating some flesh */
1935 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1936 ;
1937 else
1938 {
1939 /* usual case - no dragon meal: */
1940 if (op->stats.food + tmp->stats.food > 999)
1941 {
1942 if (tmp->type == FOOD || tmp->type == FLESH)
1943 op->failmsg ("You feel full, but what a waste of food!");
1944 else
1945 op->statusmsg ("Most of the drink goes down your face not your throat!");
1946 }
1947
1948 tmp->play_sound (
1949 tmp->sound
1950 ? tmp->sound
1951 : tmp->type == DRINK
1952 ? sound_find ("eat_drink")
1953 : sound_find ("eat_food")
1954 );
1955
1956 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1957 {
1958 const char *buf;
1959
1960 if (!is_dragon_pl (op))
1961 {
1962 /* eating message for normal players */
1963 if (tmp->type == DRINK)
1964 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1965 else
1966 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1967 }
1968 else
1969 /* eating message for dragon players */
1970 buf = format ("The %s tasted terrible!", &tmp->name);
1971
1972 op->statusmsg (buf);
1973
1974 capacity_remaining = 999 - op->stats.food;
1975 op->stats.food += tmp->stats.food;
1976 if (capacity_remaining < tmp->stats.food)
1977 op->stats.hp += capacity_remaining / 50;
1978 else
1979 op->stats.hp += tmp->stats.food / 50;
1980
1981 if (op->stats.hp > op->stats.maxhp)
1982 op->stats.hp = op->stats.maxhp;
1983 if (op->stats.food > 999)
1984 op->stats.food = 999;
1985 }
1986
1987 /* special food hack -b.t. */
1988 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1989 eat_special_food (op, tmp);
1990 }
1991 }
1992
1993 handle_apply_yield (tmp);
1994 tmp->decrease ();
1995} 1974}
1996 1975
1997/** 1976/**
1998 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
1999 * 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.
2002 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2003 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2004 * return: 1983 * return:
2005 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2006 */ 1985 */
2007int 1986static int
2008dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2009{ 1988{
2010 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2011 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2012 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2018 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2019 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2020 int i; /* index */ 1999 int i; /* index */
2021 2000
2022 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2023 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2024 return 0; 2003 return 0;
2025 2004
2026 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2027 from the player's inventory */ 2006 from the player's inventory */
2028 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2036 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2037 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2038 return 0; 2017 return 0;
2039 2018
2040 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2041 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2042 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2043 else 2022 else
2044 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2045 2024
2046 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2047 op->stats.hp = op->stats.maxhp;
2048
2049 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2050 2027
2051 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2052 2029
2053 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2054 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2064 2041
2065 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2066 flesh is too rare */ 2043 flesh is too rare */
2067 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2068 2045
2069 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2070 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2071 2048
2072 if (chance >= 0.) 2049 if (chance >= 0.)
2073 chance += 1.; 2050 chance += 1.;
2074 else 2051 else
2075 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2076 2053
2077 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2078 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2079 2056
2080 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2081 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2082 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2083 2060
2084 /* 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!) */
2085 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2086 { 2063 {
2087 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2088 winners++; 2065 winners++;
2089 } 2066 }
2090 2067
2153 2130
2154 return 1; 2131 return 1;
2155} 2132}
2156 2133
2157/** 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/**
2158 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2159 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2160 */ 2211 */
2161static void 2212static void
2162apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2210 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2211 } 2262 }
2212 2263
2213 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2214 poison->destroy (); 2265 poison->destroy ();
2215}
2216
2217/**
2218 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2219 * A valid 2 way exit means:
2220 * -You can come back (there is another exit at the other side)
2221 * -You are
2222 * ° the owner of the exit
2223 * ° or in the same party as the owner
2224 *
2225 * Note: a owner in a 2 way exit is saved as the owner's name
2226 * in the field exit->name cause the field exit->owner doesn't
2227 * survive in the swapping (in fact the whole exit doesn't survive).
2228 */
2229int
2230is_legal_2ways_exit (object *op, object *exit)
2231{
2232 if (exit->stats.exp != 1)
2233 return 1; /*This is not a 2 way, so it is legal */
2234
2235#if 0 //TODO
2236 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2237 return 0; /* This is a reset town portal */
2238#endif
2239
2240 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2241
2242 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2243
2244 if (exitmap)
2245 {
2246 exitmap->load_sync ();
2247
2248 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2249
2250 if (!tmp)
2251 return 0;
2252
2253 for (; tmp; tmp = tmp->above)
2254 {
2255 if (tmp->type != EXIT)
2256 continue; /*Not an exit */
2257
2258 if (!EXIT_PATH (tmp))
2259 continue; /*Not a valid exit */
2260
2261 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2262 continue; /*Not in the same place */
2263
2264 if (exit->map->path != EXIT_PATH (tmp))
2265 continue; /*Not in the same map */
2266
2267 /* From here we have found the exit is valid. However we do
2268 * here the check of the exit owner. It is important for the
2269 * town portals to prevent strangers from visiting your appartments
2270 */
2271 if (!exit->race)
2272 return 1; /*No owner, free for all! */
2273
2274 object *exit_owner = 0;
2275
2276 for_all_players (pp)
2277 {
2278 if (!pp->ob)
2279 continue;
2280
2281 if (pp->ob->name != exit->race)
2282 continue;
2283
2284 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2285 break;
2286 }
2287
2288 if (!exit_owner)
2289 return 0; /* No more owner */
2290
2291 if (exit_owner->contr == op->contr)
2292 return 1; /*It is your exit */
2293
2294 if (exit_owner && /*There is a owner */
2295 (op->contr) && /*A player tries to pass */
2296 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2297 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2298 return 0;
2299
2300 return 1;
2301 }
2302 }
2303
2304 return 0;
2305} 2266}
2306 2267
2307/** 2268/**
2308 * 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
2309 * 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,
2360/** 2321/**
2361 * Designed primarily to light torches/lanterns/etc. 2322 * Designed primarily to light torches/lanterns/etc.
2362 * 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
2363 * the selected object to "burn". -b.t. 2324 * the selected object to "burn". -b.t.
2364 */ 2325 */
2365void 2326static void
2366apply_lighter (object *who, object *lighter) 2327apply_lighter (object *who, object *lighter)
2367{ 2328{
2368 object *item; 2329 object *item;
2369 int is_player_env = 0; 2330 int is_player_env = 0;
2370 2331
2397} 2358}
2398 2359
2399/** 2360/**
2400 * This function generates a cursed effect for cursed lamps and torches. 2361 * This function generates a cursed effect for cursed lamps and torches.
2401 */ 2362 */
2363static void
2402void player_apply_lamp_cursed_effect (object *who, object *op) 2364player_apply_lamp_cursed_effect (object *who, object *op)
2403{ 2365{
2404 if (op->level) 2366 if (op->level)
2405 { 2367 {
2406 who->failmsg (format ( 2368 who->failmsg (format (
2407 "The %s was cursed, it explodes in a big fireball!", 2369 "The %s was cursed, it explodes in a big fireball!",
2422 * Apply for players and lamps 2384 * Apply for players and lamps
2423 * 2385 *
2424 * who - the player 2386 * who - the player
2425 * op - the lamp 2387 * op - the lamp
2426 */ 2388 */
2389static void
2427void player_apply_lamp (object *who, object *op) 2390player_apply_lamp (object *who, object *op)
2428{ 2391{
2429 bool switch_on = op->glow_radius ? false : true; 2392 bool switch_on = op->glow_radius ? false : true;
2430 2393
2431 if (switch_on) 2394 if (switch_on)
2432 { 2395 {
2545 if (op->other_arch) 2508 if (op->other_arch)
2546 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);
2547 2510
2548 if (object *pl = op->visible_to ()) 2511 if (object *pl = op->visible_to ())
2549 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 ();
2550} 2613}
2551 2614
2552/** 2615/**
2553 * Main apply handler. 2616 * Main apply handler.
2554 * 2617 *
2563 * being applied. 2626 * being applied.
2564 * 2627 *
2565 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2566 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2567 */ 2630 */
2568int 2631static int
2569manual_apply (object *who, object *op, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2570{ 2633{
2571 op = op->head_ (); 2634 op = op->head_ ();
2572 2635
2573 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2574 { 2637 {
2575 if (who->type == PLAYER) 2638 if (who->type == PLAYER)
2576 { 2639 {
2577 examine (who, op); 2640 examine (who, op);
2578 //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
2585 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2586 return RESULT_INT (0); 2649 return RESULT_INT (0);
2587 2650
2588 switch (op->type) 2651 switch (op->type)
2589 { 2652 {
2590 case CF_HANDLE: 2653 case T_HANDLE:
2591 who->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2592 who->statusmsg ("You turn the handle."); 2655 who->statusmsg ("You turn the handle.");
2593 op->value = op->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2594 SET_ANIMATION (op, op->value); 2657 SET_ANIMATION (op, op->value);
2595 update_object (op, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2596 push_button (op, who); 2659 push_button (op, who);
2597 return 1; 2660 return 1;
2598 2661
2599 case TRIGGER: 2662 case TRIGGER:
2600 if (check_trigger (op, who)) 2663 if (check_trigger (op, who, who))
2601 { 2664 {
2602 who->statusmsg ("You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2603 who->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2604 } 2667 }
2605 else 2668 else
2609 2672
2610 case EXIT: 2673 case EXIT:
2611 if (who->type != PLAYER) 2674 if (who->type != PLAYER)
2612 return 0; 2675 return 0;
2613 2676
2614 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2677 if (!EXIT_PATH (op))
2615 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op))); 2678 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2616 else 2679 else
2617 { 2680 {
2618 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2619 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2620 who->statusmsg (op->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2621 2684
2622 who->enter_exit (op); 2685 who->enter_exit (op);
2623 } 2686 }
2624 2687
2705 case CLOAK: 2768 case CLOAK:
2706 case WAND: 2769 case WAND:
2707 case ROD: 2770 case ROD:
2708 case HORN: 2771 case HORN:
2709 case SKILL: 2772 case SKILL:
2773 case SPELL:
2710 case BOW: 2774 case BOW:
2775 case RANGED:
2711 case BUILDER: 2776 case BUILDER:
2712 case SKILL_TOOL: 2777 case SKILL_TOOL:
2713 if (op->env != who) 2778 if (op->env != who)
2714 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)));
2715 2780 else
2716 apply_special (who, op, aflag); 2781 apply_special (who, op, aflag);
2782
2717 return 1; 2783 return 1;
2718 2784
2719 case DRINK: 2785 case DRINK:
2720 case FOOD: 2786 case FOOD:
2721 case FLESH: 2787 case FLESH:
2785 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2786 apply_item_transformer (who, op); 2852 apply_item_transformer (who, op);
2787 return 1; 2853 return 1;
2788 2854
2789 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2790 return 0; 2857 return 0;
2791 } 2858 }
2792} 2859}
2793 2860
2794/* quiet suppresses the "don't know how to apply" and "you must get it first" 2861/*
2795 * messages as needed by player_apply_below(). But there can still be
2796 * "but you are floating high above the ground" messages.
2797 *
2798 * Same return value as apply() function. 2862 * Same return value as apply() function.
2799 */ 2863 */
2800int 2864bool
2801player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2802{ 2866{
2803 if (!op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2804 { 2868 {
2805 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2806 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2812 } 2876 }
2813 } 2877 }
2814 2878
2815 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2816 2880
2817 int tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2818
2819 if (!quiet)
2820 {
2821 if (tmp == 0)
2822 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2823 else if (tmp == 2)
2824 pl->failmsg ("You must get it first!\n");
2825 }
2826
2827 return tmp;
2828} 2882}
2829 2883
2830/** 2884/**
2831 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2832 * 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
2843 * 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
2844 * 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
2845 * 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
2846 * not return a proper value. 2900 * not return a proper value.
2847 */ 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?
2848 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)
2849 { 2905 {
2850 next = tmp->below; 2906 next = tmp->below;
2851 2907
2852 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2853 floors++;
2854 else if (floors > 0)
2855 return; /* process only floor objects after first floor object */
2856
2857 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2858 * person moving on it, also activate. Added code to make it
2859 * so that at least one of players movement types be that which
2860 * the item needs.
2861 */ 2909 */
2862 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2863 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2864 return; 2912 break;
2865 2913
2866 if (floors >= 2) 2914 break;
2867 return; /* process at most two floor objects */
2868 } 2915 }
2869} 2916}
2870 2917
2871/** 2918/**
2872 * Unapplies specified item. 2919 * Unapplies specified item.
2879{ 2926{
2880 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))
2881 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2882 return RESULT_INT (0); 2929 return RESULT_INT (0);
2883 2930
2884 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2885 2935
2886 switch (op->type) 2936 switch (op->type)
2887 { 2937 {
2888 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
2889 // 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
2890 // 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
2891 // be used for other reasons 2956 // be used for other reasons
2892 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2893 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2894 && tmp->type == SKILL
2895 && tmp->flag [FLAG_APPLIED]
2896 && !tmp->flag [FLAG_CAN_USE_SKILL])
2897 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2898 2960
2899 change_abil (who, op);
2900 break; 2961 break;
2901 2962
2963 case BOW:
2902 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2903 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2904 if (op == pl->combat_ob)
2905 {
2906 pl->combat_ob = 0;
2907 who->change_weapon (pl->ranged_ob);
2908 }
2909
2910 who->statusmsg (format ("You unwield %s.", query_name (op)));
2911
2912 change_abil (who, op);
2913 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2914 break;
2915
2916 case SKILL:
2917 if (who->contr)
2918 { 2969 {
2919 if (IS_COMBAT_SKILL (op->subtype)) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2920 who->change_weapon (who->contr->combat_ob = 0); 2971 change_abil (who, op);
2921 else if (IS_RANGED_SKILL (op->subtype)) 2972 }
2922 who->change_weapon (who->contr->ranged_ob = 0); 2973 else
2974 {
2975 who->change_skill (0);
2923 2976
2924 if (op->invisible) 2977 if (op->type == BOW)
2925 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2978 op->flag [FLAG_READY_BOW ] = false;
2926 else 2979 else
2927 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2980 op->flag [FLAG_READY_RANGE] = false;
2928 } 2981 }
2929 2982
2930 change_abil (who, op);
2931 CLEAR_FLAG (who, FLAG_READY_SKILL);
2932 break; 2983 break;
2933 2984
2934 case ARMOUR: 2985 case ARMOUR:
2935 case HELMET: 2986 case HELMET:
2936 case SHIELD: 2987 case SHIELD:
2943 case CLOAK: 2994 case CLOAK:
2944 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2945 change_abil (who, op); 2996 change_abil (who, op);
2946 break; 2997 break;
2947 2998
2999 case SPELL:
2948 case BOW: 3000 case BUILDER:
2949 case WAND:
2950 case ROD:
2951 case HORN:
2952 if (player *pl = who->contr)
2953 {
2954 if (op == pl->ranged_ob)
2955 {
2956 pl->ranged_ob = 0;
2957 who->change_weapon (pl->combat_ob);
2958 }
2959
2960 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2961 }
2962 else
2963 {
2964 who->change_skill (0);
2965
2966 if (op->type == BOW)
2967 CLEAR_FLAG (who, FLAG_READY_BOW);
2968 else
2969 CLEAR_FLAG (who, FLAG_READY_RANGE);
2970 }
2971
2972 break; 3002 break;
2973 3003
2974 case BUILDER: 3004 //case SKILL_TOOL://TODO
2975 if (who->contr)
2976 who->statusmsg (format ("You unready %s.", query_name (op)));
2977 break;
2978
2979 default: 3005 default:
2980 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2981 break; 3007 break;
2982 } 3008 }
2983 3009
3007static object * 3033static object *
3008get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
3009{ 3035{
3010 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3011 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
3012 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
3013 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3014 return tmp; 3040 return tmp;
3015 3041
3016 return 0; 3042 return 0;
3017} 3043}
3018 3044
3031#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
3032 "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. " \
3033 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3034 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
3035 3061
3036int 3062static int
3037unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3038{ 3064{
3039 if (op->is_range ()) 3065 if (op->is_range ())
3040 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3041 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3163 continue; 3189 continue;
3164 } 3190 }
3165 3191
3166 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3167 if (!tmp1) 3193 if (!tmp1)
3168 {
3169#if 0
3170 /* This is sort of an error, but happens a lot when old players
3171 * join in with more stuff equipped than they are now allowed.
3172 */
3173 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3174#endif
3175 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3176 }
3177 else 3195 else
3178 { 3196 {
3179 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3180 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3181 * to apply multiple objects 3199 * to apply multiple objects
3232 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3233 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3234 } 3252 }
3235 3253
3236 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;
3237} 3344}
3238 3345
3239/** 3346/**
3240 * 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.
3241 * 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,
3264 " 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.>"
3265 3372
3266int 3373int
3267apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3268{ 3375{
3269 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3270 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3271 3378
3272 if (who == NULL) 3379 if (who == NULL)
3273 { 3380 {
3274 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3293 3400
3294 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3295 } 3402 }
3296 else if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3297 return 0; 3404 return 0;
3298
3299 // if the item is combat/ranged, wield the relevant slot first
3300 // to resolve conflicts.
3301 if (player *pl = who->contr)
3302 switch (op->slottype ())
3303 {
3304 case slot_combat: who->change_weapon (pl->combat_ob); break;
3305 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3306 }
3307 3405
3308 splay (op); 3406 splay (op);
3309 3407
3310 /* 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 */
3311 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3345 } 3443 }
3346 } 3444 }
3347 3445
3348 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3349 { 3447 {
3448 // try to ready attached skill first
3350 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3351 3450
3352 if (!skop) 3451 if (!skop)
3353 { 3452 {
3354 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));
3355 return 1; 3454 return 1;
3356 } 3455 }
3357 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3358 /* While experience will be credited properly, we want to change the
3359 * skill so that the dam and wc get updated
3360 */ 3457 {
3361 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3362 } 3461 }
3363 3462
3364 if (!check_item_power (who, op->item_power)) 3463 if (!check_item_power (who, op->item_power))
3365 { 3464 {
3366 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);
3369 3468
3370 /* 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.
3371 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3372 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3373 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3374 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3375 3476
3376 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)))
3377 return RESULT_INT (0); 3478 return RESULT_INT (0);
3378 3479
3379 switch (op->type) 3480 switch (op->type)
3380 { 3481 {
3381 case WEAPON: 3482 case WEAPON:
3382 //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 ()] != '\''))
3383 // i.e. "R" can use Ragnarok's sword.
3384 if (op->level && !op->name.starts_with (who->name))
3385 { 3484 {
3386 /* 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. */
3387 /* (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) */
3388 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. "
3389 3488 "H<Its name indicates that it belongs to somebody else.>");
3390 if (tmp) 3489 if (tmp) who->insert (tmp);
3391 insert_ob_in_ob (tmp, who);
3392
3393 return 1; 3490 return 1;
3394 } 3491 }
3395 3492
3396 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3397 { 3496 {
3398 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)));
3399 return 1; 3498 change_abil (who, op);
3400 } 3499 }
3401 3500 else
3402 SET_FLAG (op, FLAG_APPLIED);
3403 who->change_skill (skop); 3501 who->change_skill (skop);
3404 3502
3405 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3406 who->change_weapon (who->contr->combat_ob = op);
3407
3408 who->statusmsg (format ("You wield %s.", query_name (op)));
3409
3410 SET_FLAG (who, FLAG_READY_WEAPON);
3411 change_abil (who, op);
3412 break; 3504 break;
3413 3505
3414 case ARMOUR: 3506 case ARMOUR:
3415 case HELMET: 3507 case HELMET:
3416 case SHIELD: 3508 case SHIELD:
3425 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3426 change_abil (who, op); 3518 change_abil (who, op);
3427 break; 3519 break;
3428 3520
3429 case SKILL_TOOL: 3521 case SKILL_TOOL:
3430 // 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
3431 SET_FLAG (op, FLAG_APPLIED); 3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3432 3527
3528 case SKILL:
3433 if (!(aflags & AP_NO_READY)) 3529 if (!(aflags & AP_NO_SLOT))
3434 { 3530 {
3435 skop = find_skill_by_name (who, op->skill); 3531 // skill is used on it's own, as opposed to being a chosen_skill
3436 if (!skop->flag [FLAG_APPLIED])
3437 apply_special (who, skop, AP_APPLY);
3438 }
3439 break;
3440 3532
3441 case SKILL: 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3442 if (player *pl = who->contr)
3443 {
3444 if (IS_COMBAT_SKILL (op->subtype))
3445 { 3534 {
3446 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3447 {
3448 for (object *item = who->inv; item; item = item->below)
3449 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3450 {
3451 if (item->skill == op->skill)
3452 {
3453 who->change_weapon (pl->combat_ob = item);
3454 goto found_weapon;
3455 }
3456 }
3457
3458 who->failmsg (format ( 3535 who->failmsg (format (
3459 "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. "
3460 "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. "
3461 &op->skill 3538 "It cannot be used on its own.>",
3462 ));
3463 return 1;
3464
3465 found_weapon:;
3466 }
3467 else
3468 who->change_weapon (pl->combat_ob = op);
3469 }
3470 else if (IS_RANGED_SKILL (op->subtype))
3471 {
3472 if (skill_flags [op->subtype] & SF_NEED_BOW)
3473 {
3474 for (object *item = who->inv; item; item = item->below)
3475 if (item->type == BOW && item->flag [FLAG_APPLIED])
3476 {
3477 //TODO: bows should/must all have skill missile weapon right now
3478 who->change_weapon (pl->ranged_ob = item);
3479 goto found_bow;
3480 }
3481
3482 who->failmsg (
3483 "You need to apply a missile weapon before readying this skill. "
3484 "H<Some skills need an item, in this case a missile weapon, to function.>"
3485 );
3486 return 1;
3487
3488 found_bow:;
3489 }
3490 else
3491 who->change_weapon (pl->ranged_ob = op);
3492 }
3493
3494 if (!op->invisible)
3495 {
3496 who->statusmsg (format (
3497 "You ready %s."
3498 "You can now use the skill: %s.",
3499 query_name (op),
3500 &op->skill 3539 &op->skill
3501 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3502 } 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 ));
3503 else 3554 else
3504 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 ));
3505 } 3571 }
3506 else 3572
3507 {
3508 SET_FLAG (op, FLAG_APPLIED);
3509 change_abil (who, op);
3510 who->chosen_skill = op;
3511 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3512 } 3574 SET_FLAG (op, FLAG_APPLIED);
3513 3575 change_abil (who, op);
3514 break; 3576 break;
3515 3577
3516 case BOW: 3578 case BOW:
3517 if (op->level && !op->name.starts_with (who->name)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3518 { 3580 {
3519 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3520 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3521 if (tmp) 3583 if (tmp) who->insert (tmp);
3522 insert_ob_in_ob (tmp, who);
3523
3524 return 1; 3584 return 1;
3525 } 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;
3526 3610
3527 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3528 case WAND: 3612 case WAND:
3529 case ROD: 3613 case ROD:
3530 case HORN: 3614 case HORN:
3531 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3532 3616
3533 if (!skop) 3617 if (!skop)
3534 { 3618 {
3535 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);
3536 return 1; 3621 return 1;
3537 } 3622 }
3538 3623
3539 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3540 who->change_skill (skop);
3541 3625
3542 if (who->contr) 3626 if (player *pl = who->contr)
3543 { 3627 {
3544 who->contr->ranged_ob = op;
3545
3546 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3547 3629
3548 if (op->type == BOW) 3630 if (op->type == BOW)
3549 {
3550 who->current_weapon = op;
3551 change_abil (who, op);
3552 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)));
3553 } 3632
3633 change_abil (who, op);
3554 } 3634 }
3555 else 3635 else
3556 { 3636 {
3637 who->change_skill (skop);
3638
3557 if (op->type == BOW) 3639 if (op->type == BOW)
3558 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3559 else 3641 else
3560 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3561 } 3643 }
3562 3644
3563 break; 3645 break;
3564 3646
3565 case BUILDER: 3647 case BUILDER:
3566 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3567 { 3649 {
3568 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3569 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3570 unapply_special (who, who->contr->ranged_ob, 0);
3571
3572 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3573 3651 //TODO: change_abil?
3574 who->contr->ranged_ob = op;
3575 } 3652 }
3576 break; 3653 break;
3577 3654
3578 default: 3655 default:
3579 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3580 } 3657 }
3581 3658
3582 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3583 3660
3584 if (tmp)
3585 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3586 3662
3587 who->update_stats (); 3663 who->update_stats ();
3588 3664
3589 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3590 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3605 3681
3606 if (object *pl = op->visible_to ()) 3682 if (object *pl = op->visible_to ())
3607 esrv_send_item (pl, op); 3683 esrv_send_item (pl, op);
3608 3684
3609 return 0; 3685 return 0;
3610}
3611
3612int
3613monster_apply_special (object *who, object *op, int aflags)
3614{
3615 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3616 return 1;
3617
3618 return apply_special (who, op, aflags);
3619} 3686}
3620 3687
3621/** 3688/**
3622 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3623 * 3690 *
3730 * treasure again for this object 3797 * treasure again for this object
3731 */ 3798 */
3732 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3733 } 3800 }
3734 } 3801 }
3802
3735 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3736 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3737 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3738 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3739 * MSW 2004-05-13 3807 * MSW 2004-05-13
3743 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3744 */ 3812 */
3745 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3746 || 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)
3747 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3748
3749 } 3816 }
3750 3817
3751 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3752 auto_apply (tmp); 3819 auto_apply (tmp);
3753 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 ())
3786 } 3853 }
3787 3854
3788 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3789 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3790 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3791 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3792} 3859}
3793 3860
3794/** 3861/**
3795 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3796 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3810 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3811 int duration = TIME2TICK (food->stats.food); 3878 int duration = TIME2TICK (food->stats.food);
3812 3879
3813 if (force = who->force_find (key)) 3880 if (force = who->force_find (key))
3814 { 3881 {
3815 if (duration > abs (force->speed_left / force->speed)) 3882 if (duration > fabs (force->speed_left / force->speed))
3816 { 3883 {
3817 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration)); 3884 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3818 force->force_set_timer (duration); 3885 force->force_set_timer (duration);
3819 } 3886 }
3820 else 3887 else
3892 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3893 } 3960 }
3894 } 3961 }
3895 3962
3896 who->update_stats (); 3963 who->update_stats ();
3897}
3898
3899
3900/**
3901 * op made some mistake with a scroll, this takes care of punishment.
3902 * scroll_failure()- hacked directly from spell_failure
3903 */
3904void
3905scroll_failure (object *op, int failure, int power)
3906{
3907 if (abs (failure / 4) > power)
3908 power = abs (failure / 4); /* set minimum effect */
3909
3910 if (failure <= -1 && failure > -15)
3911 { /* wonder */
3912 object *tmp;
3913
3914 op->failmsg ("Your spell warps!");
3915 tmp = get_archetype (SPELL_WONDER);
3916 cast_wonder (op, op, 0, tmp);
3917 tmp->destroy ();
3918 }
3919 else if (failure <= -15 && failure > -35)
3920 { /* drain mana */
3921 op->failmsg ("Your mana is drained!");
3922 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3923 if (op->stats.sp < 0)
3924 op->stats.sp = 0;
3925 }
3926 else if (settings.spell_failure_effects == TRUE)
3927 {
3928 if (failure <= -35 && failure > -60)
3929 { /* confusion */
3930 op->failmsg ("The magic recoils on you!");
3931 confuse_player (op, op, power);
3932 }
3933 else if (failure <= -60 && failure > -70)
3934 { /* paralysis */
3935 op->failmsg ("The magic recoils and paralyzes you!");
3936 paralyze_player (op, op, power);
3937 }
3938 else if (failure <= -70 && failure > -80)
3939 { /* blind */
3940 op->failmsg ("The magic recoils on you!");
3941 blind_player (op, op, power);
3942 }
3943 else if (failure <= -80)
3944 { /* blast the immediate area */
3945 object *tmp = get_archetype (LOOSE_MANA);
3946 cast_magic_storm (op, tmp, power);
3947 op->failmsg ("You unleash uncontrolled mana!");
3948 tmp->destroy ();
3949 }
3950 }
3951} 3964}
3952 3965
3953void 3966void
3954apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3955{ 3968{
4032 break; 4045 break;
4033 } 4046 }
4034 } 4047 }
4035} 4048}
4036 4049
4037/**
4038 * This handles items of type 'transformer'.
4039 * Basically those items, used with a marked item, transform both items into something
4040 * else.
4041 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4042 * Change information is contained in the 'slaying' field of the marked item.
4043 * The format is as follow: transformer:[number ]yield[;transformer:...].
4044 * This way an item can be transformed in many things, and/or many objects.
4045 * The 'slaying' field for transformer is used as verb for the action.
4046 */
4047void
4048apply_item_transformer (object *pl, object *transformer)
4049{
4050 object *marked;
4051 object *new_item;
4052 char *find;
4053 char *separator;
4054 int yield;
4055 char got[MAX_BUF];
4056 int len;
4057
4058 if (!pl || !transformer)
4059 return;
4060
4061 marked = find_marked_object (pl);
4062
4063 if (!marked)
4064 {
4065 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4066 return;
4067 }
4068
4069 if (!marked->slaying)
4070 {
4071 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4072 return;
4073 }
4074
4075 /* check whether they are compatible or not */
4076 find = strstr (&marked->slaying, transformer->arch->archname);
4077 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4078 {
4079 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4080 return;
4081 }
4082
4083 find += strlen (transformer->arch->archname) + 1;
4084 /* Item can be used, now find how many and what it yields */
4085 if (isdigit (*(find)))
4086 {
4087 yield = atoi (find);
4088 if (yield < 1)
4089 {
4090 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4091 yield = 1;
4092 }
4093 }
4094 else
4095 yield = 1;
4096
4097 while (isdigit (*find))
4098 find++;
4099
4100 while (*find == ' ')
4101 find++;
4102
4103 memset (got, 0, MAX_BUF);
4104
4105 if ((separator = strchr (find, ';')) != NULL)
4106 len = separator - find;
4107 else
4108 len = strlen (find);
4109
4110 if (len > MAX_BUF - 1)
4111 len = MAX_BUF - 1;
4112
4113 strcpy (got, find);
4114 got[len] = '\0';
4115
4116 /* Now create new item, remove used ones when required. */
4117 new_item = get_archetype (got);
4118 if (!new_item)
4119 {
4120 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4121 return;
4122 }
4123
4124 new_item->nrof = yield;
4125
4126 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4127
4128 pl->insert (new_item);
4129 /* Eat up one item */
4130 marked->decrease ();
4131
4132 /* Eat one transformer if needed */
4133 if (transformer->stats.food)
4134 if (--transformer->stats.food == 0)
4135 transformer->decrease ();
4136}
4137

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines