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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.203 by sf-marcmagus, Thu Oct 15 16:00:38 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34 34
35/* Want this regardless of rplay. */
36#include <sounds.h>
37
38/** 35/**
39 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
41 */ 38 */
42int 39int
172 */ 169 */
173int 170int
174apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
175{ 172{
176 int got_one = 0, i; 173 int got_one = 0, i;
177 object *force = 0, *floor = 0; 174 object *force = 0;
178 175
179 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
180 177
181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 { 179 {
183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184 181
204 op->update_stats (); 201 op->update_stats ();
205 tmp->decrease (); 202 tmp->decrease ();
206 return 1; 203 return 1;
207 } 204 }
208 205
209 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
210 { 207 {
211 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
212 return 0; 209 return 0;
213 } 210 }
214 211
231 } 228 }
232 229
233 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
235 { 232 {
236 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
237 { 234 {
238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
239 { 236 {
240 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
241 { 238 {
276 } 273 }
277 } 274 }
278 } 275 }
279 276
280 /* Just makes checking easier */ 277 /* Just makes checking easier */
281 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
282 got_one = 1; 279 got_one = 1;
283 280
284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
285 { 282 {
286 if (got_one) 283 if (got_one)
400 397
401/** 398/**
402 * This function just checks whether who can handle equipping an item 399 * This function just checks whether who can handle equipping an item
403 * with item_power. 400 * with item_power.
404 */ 401 */
405 402static bool
406bool
407check_item_power (object *who, int item_power) 403check_item_power (object *who, int item_power)
408{ 404{
409 if (who->type == PLAYER 405 if (who->type == PLAYER
410 && item_power 406 && item_power
411 && 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)
532 528
533/** 529/**
534 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
535 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
536 */ 532 */
537int 533static int
538prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
539{ 535{
540 int sacrifice_count, i; 536 int sacrifice_count, i;
541 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
542 538
595 * 591 *
596 * 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
597 * 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 ??
598 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
599 */ 595 */
600int 596static int
601improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
602{ 598{
603 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
604 600
605 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
707/** 703/**
708 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
709 * 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, ...),
710 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
711 */ 707 */
712int 708static int
713check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
714{ 710{
715 object *otmp; 711 object *otmp;
716 712
717 if (op->type != PLAYER) 713 if (op->type != PLAYER)
764 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
765 * the users level or 90) 761 * the users level or 90)
766 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
767 * changing of physical area right now. 763 * changing of physical area right now.
768 */ 764 */
769int 765static int
770improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
771{ 767{
772 object *tmp; 768 object *tmp;
773 769
774 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
861 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
862 */ 858 */
863int 859int
864convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
865{ 861{
866 sint64 nr, price_in; 862 sint64 nr = 0, price_in;
867 863
868 if (item->flag [FLAG_UNPAID]) 864 if (item->flag [FLAG_UNPAID])
869 return 0; 865 return 0;
870 866
871 shstr conv_from = converter->slaying; 867 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch; 868 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food; 869 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp; 870 sint64 give = converter->stats.sp;
875 871
952 item->nrof *= nr; 948 item->nrof *= nr;
953 949
954 if (converter->flag [FLAG_PRECIOUS]) 950 if (converter->flag [FLAG_PRECIOUS])
955 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
956 952
957 if (is_in_shop (converter)) 953 if (converter->is_in_shop ())
958 { 954 {
959 // 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
960 // and report in case someone still does it. 956 // and report in case someone still does it.
961 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",
962 converter->debug_desc ()); 958 converter->debug_desc ());
985 * Handle apply on containers. 981 * Handle apply on containers.
986 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
987 * 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]
988 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
989 */ 985 */
990int 986static int
991apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
992{ 988{
993 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
994 return 0; /* This might change */ 990 return 0; /* This might change */
995 991
1008 } 1004 }
1009 1005
1010 // 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
1011 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1012 { 1008 {
1013 if (op->container == sack) 1009 if (op->container_ () == sack)
1014 { 1010 {
1015 // open on ground or inv, so close 1011 // open on ground or inv, so close
1016 op->close_container (); 1012 op->close_container ();
1017 return 1; 1013 return 1;
1018 } 1014 }
1165 /* this is only used for players */ 1161 /* this is only used for players */
1166 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1167 1163
1168 if (has_unpaid) 1164 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1171 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1172 else 1168 else
1173 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1174 1170
1175 if (shop_mat->msg) 1171 if (shop_mat->msg)
1176 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1177 /* 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,
1178 * 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
1179 * actually the shop floor. 1175 * actually the shop floor.
1180 */ 1176 */
1181 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1182 { 1178 {
1183 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1184 1180
1185 op->statusmsg ( 1181 op->statusmsg (
1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1325 return; 1321 return;
1326 1322
1327 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1328 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1329 */ 1325 */
1330 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1331 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1332 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1333 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1334 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1335 */ 1331 */
1354 trap->stats.maxsp = 2; 1350 trap->stats.maxsp = 2;
1355 1351
1356 /* 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
1357 * should be divided by trap->speed 1353 * should be divided by trap->speed
1358 */ 1354 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1360 1356
1361 /* 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
1362 * above with some objects have zero speed, and thus the player 1358 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed. 1359 * getting permanently paralyzed.
1364 */ 1360 */
1384 } 1380 }
1385 break; 1381 break;
1386 1382
1387 case BUTTON: 1383 case BUTTON:
1388 case PEDESTAL: 1384 case PEDESTAL:
1385 case T_MATCH:
1389 update_button (trap, originator); 1386 update_button (trap, originator);
1390 break; 1387 break;
1391 1388
1392 case ALTAR: 1389 case ALTAR:
1393 /* sacrifice victim on trap */ 1390 /* sacrifice victim on trap */
1404 * 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.
1405 * 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
1406 * 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
1407 * action, we avoid hits here 1404 * action, we avoid hits here
1408 */ 1405 */
1409 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)
1410 hit_with_arrow (trap, victim); 1408 hit_with_arrow (trap, victim);
1411 break; 1409 break;
1412 1410
1413 case SPELL_EFFECT: 1411 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim); 1412 apply_spell_effect (trap, victim);
1487 if (victim->type == PLAYER && EXIT_PATH (trap)) 1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1488 { 1486 {
1489 /* Basically, don't show exits leading to random maps the 1487 /* Basically, don't show exits leading to random maps the
1490 * players output. 1488 * players output.
1491 */ 1489 */
1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1493 victim->statusmsg (trap->msg, NDI_NAVY); 1491 victim->statusmsg (trap->msg, NDI_NAVY);
1494 1492
1495 trap->play_sound (trap->sound); 1493 trap->play_sound (trap->sound);
1496 victim->enter_exit (trap); 1494 victim->enter_exit (trap);
1497 } 1495 }
1575 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1576 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1577 return; 1575 return;
1578 } 1576 }
1579 1577
1578 // we currently don't use the message types for anything.
1580 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"));
1581 1582
1582 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1583 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1584 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));
1585 1586
1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1598 } 1599 }
1599 1600
1600 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 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 }
1602 } 1656 }
1603} 1657}
1604 1658
1605/** 1659/**
1606 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1685 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1686 return; 1740 return;
1687 } 1741 }
1688 1742
1689 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1690 player_unready_range_ob (op->contr, spob);
1691 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1692 spob->destroy (); 1745 spob->destroy ();
1693} 1746}
1694 1747
1695/** 1748/**
1712 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1713 * legacy spellbooks 1766 * legacy spellbooks
1714 */ 1767 */
1715 if (tmp->slaying) 1768 if (tmp->slaying)
1716 { 1769 {
1717 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1718 if (!spell) 1772 if (!spell)
1719 { 1773 {
1720 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));
1721 return; 1775 return;
1722 } 1776 }
1751 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.>",
1752 &tmp->skill, learn_level)); 1806 &tmp->skill, learn_level));
1753 return; 1807 return;
1754 } 1808 }
1755 1809
1756 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));
1757 1811
1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1759 identify (tmp); 1813 identify (tmp);
1760 1814
1761 /* 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
1773 { 1827 {
1774 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1775 1829
1776 if (!spell_skill) 1830 if (!spell_skill)
1777 { 1831 {
1778 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));
1779 return; 1833 return;
1780 } 1834 }
1781 1835
1782 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1783 { 1837 {
1799 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1800 */ 1854 */
1801 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1802 { 1856 {
1803 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!");
1804 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));
1805 } 1859 }
1806 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1807 (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])
1808 { 1862 {
1809 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1915 break; 1969 break;
1916 } 1970 }
1917 1971
1918 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1919 tmp->decrease (true); 1973 tmp->decrease (true);
1920}
1921
1922/**
1923 * op eats food.
1924 * If player, takes care of messages and dragon special food.
1925 */
1926static void
1927apply_food (object *op, object *tmp)
1928{
1929 int capacity_remaining;
1930
1931 if (op->type != PLAYER)
1932 op->stats.hp = op->stats.maxhp;
1933 else
1934 {
1935 /* check if this is a dragon (player), eating some flesh */
1936 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1937 ;
1938 else
1939 {
1940 /* usual case - no dragon meal: */
1941 if (op->stats.food + tmp->stats.food > 999)
1942 {
1943 if (tmp->type == FOOD || tmp->type == FLESH)
1944 op->failmsg ("You feel full, but what a waste of food!");
1945 else
1946 op->statusmsg ("Most of the drink goes down your face not your throat!");
1947 }
1948
1949 tmp->play_sound (
1950 tmp->sound
1951 ? tmp->sound
1952 : tmp->type == DRINK
1953 ? sound_find ("eat_drink")
1954 : sound_find ("eat_food")
1955 );
1956
1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 {
1959 const char *buf;
1960
1961 if (!is_dragon_pl (op))
1962 {
1963 /* eating message for normal players */
1964 if (tmp->type == DRINK)
1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1966 else
1967 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 }
1969 else
1970 /* eating message for dragon players */
1971 buf = format ("The %s tasted terrible!", &tmp->name);
1972
1973 op->statusmsg (buf);
1974
1975 capacity_remaining = 999 - op->stats.food;
1976 op->stats.food += tmp->stats.food;
1977 if (capacity_remaining < tmp->stats.food)
1978 op->stats.hp += capacity_remaining / 50;
1979 else
1980 op->stats.hp += tmp->stats.food / 50;
1981
1982 if (op->stats.hp > op->stats.maxhp)
1983 op->stats.hp = op->stats.maxhp;
1984 if (op->stats.food > 999)
1985 op->stats.food = 999;
1986 }
1987
1988 /* special food hack -b.t. */
1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990 eat_special_food (op, tmp);
1991 }
1992 }
1993
1994 handle_apply_yield (tmp);
1995 tmp->decrease ();
1996} 1974}
1997 1975
1998/** 1976/**
1999 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2000 * 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.
2003 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2004 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2005 * return: 1983 * return:
2006 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2007 */ 1985 */
2008int 1986static int
2009dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2010{ 1988{
2011 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2012 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2013 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2020 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2021 int i; /* index */ 1999 int i; /* index */
2022 2000
2023 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2024 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2025 return 0; 2003 return 0;
2026 2004
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */ 2006 from the player's inventory */
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2037 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2039 return 0; 2017 return 0;
2040 2018
2041 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2042 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2043 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2044 else 2022 else
2045 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2046 2024
2047 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2048 op->stats.hp = op->stats.maxhp;
2049
2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2051 2027
2052 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2053 2029
2054 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2055 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2065 2041
2066 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2067 flesh is too rare */ 2043 flesh is too rare */
2068 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2069 2045
2070 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2071 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2072 2048
2073 if (chance >= 0.) 2049 if (chance >= 0.)
2074 chance += 1.; 2050 chance += 1.;
2075 else 2051 else
2076 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2077 2053
2078 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2079 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2080 2056
2081 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2082 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2083 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2084 2060
2085 /* 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!) */
2086 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2087 { 2063 {
2088 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2089 winners++; 2065 winners++;
2090 } 2066 }
2091 2067
2154 2130
2155 return 1; 2131 return 1;
2156} 2132}
2157 2133
2158/** 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/**
2159 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2160 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2161 */ 2211 */
2162static void 2212static void
2163apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2212 } 2262 }
2213 2263
2214 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2215 poison->destroy (); 2265 poison->destroy ();
2216}
2217
2218/**
2219 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2220 * A valid 2 way exit means:
2221 * -You can come back (there is another exit at the other side)
2222 * -You are
2223 * ° the owner of the exit
2224 * ° or in the same party as the owner
2225 *
2226 * Note: a owner in a 2 way exit is saved as the owner's name
2227 * in the field exit->name cause the field exit->owner doesn't
2228 * survive in the swapping (in fact the whole exit doesn't survive).
2229 */
2230int
2231is_legal_2ways_exit (object *op, object *exit)
2232{
2233 if (exit->stats.exp != 1)
2234 return 1; /*This is not a 2 way, so it is legal */
2235
2236#if 0 //TODO
2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2238 return 0; /* This is a reset town portal */
2239#endif
2240
2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2242
2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2244
2245 if (exitmap)
2246 {
2247 exitmap->load_sync ();
2248
2249 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2250
2251 if (!tmp)
2252 return 0;
2253
2254 for (; tmp; tmp = tmp->above)
2255 {
2256 if (tmp->type != EXIT)
2257 continue; /*Not an exit */
2258
2259 if (!EXIT_PATH (tmp))
2260 continue; /*Not a valid exit */
2261
2262 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2263 continue; /*Not in the same place */
2264
2265 if (exit->map->path != EXIT_PATH (tmp))
2266 continue; /*Not in the same map */
2267
2268 /* From here we have found the exit is valid. However we do
2269 * here the check of the exit owner. It is important for the
2270 * town portals to prevent strangers from visiting your appartments
2271 */
2272 if (!exit->race)
2273 return 1; /*No owner, free for all! */
2274
2275 object *exit_owner = 0;
2276
2277 for_all_players (pp)
2278 {
2279 if (!pp->ob)
2280 continue;
2281
2282 if (pp->ob->name != exit->race)
2283 continue;
2284
2285 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2286 break;
2287 }
2288
2289 if (!exit_owner)
2290 return 0; /* No more owner */
2291
2292 if (exit_owner->contr == op->contr)
2293 return 1; /*It is your exit */
2294
2295 if (exit_owner && /*There is a owner */
2296 (op->contr) && /*A player tries to pass */
2297 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2298 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2299 return 0;
2300
2301 return 1;
2302 }
2303 }
2304
2305 return 0;
2306} 2266}
2307 2267
2308/** 2268/**
2309 * 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
2310 * 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,
2361/** 2321/**
2362 * Designed primarily to light torches/lanterns/etc. 2322 * Designed primarily to light torches/lanterns/etc.
2363 * 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
2364 * the selected object to "burn". -b.t. 2324 * the selected object to "burn". -b.t.
2365 */ 2325 */
2366void 2326static void
2367apply_lighter (object *who, object *lighter) 2327apply_lighter (object *who, object *lighter)
2368{ 2328{
2369 object *item; 2329 object *item;
2370 int is_player_env = 0; 2330 int is_player_env = 0;
2371 2331
2398} 2358}
2399 2359
2400/** 2360/**
2401 * This function generates a cursed effect for cursed lamps and torches. 2361 * This function generates a cursed effect for cursed lamps and torches.
2402 */ 2362 */
2363static void
2403void player_apply_lamp_cursed_effect (object *who, object *op) 2364player_apply_lamp_cursed_effect (object *who, object *op)
2404{ 2365{
2405 if (op->level) 2366 if (op->level)
2406 { 2367 {
2407 who->failmsg (format ( 2368 who->failmsg (format (
2408 "The %s was cursed, it explodes in a big fireball!", 2369 "The %s was cursed, it explodes in a big fireball!",
2423 * Apply for players and lamps 2384 * Apply for players and lamps
2424 * 2385 *
2425 * who - the player 2386 * who - the player
2426 * op - the lamp 2387 * op - the lamp
2427 */ 2388 */
2389static void
2428void player_apply_lamp (object *who, object *op) 2390player_apply_lamp (object *who, object *op)
2429{ 2391{
2430 bool switch_on = op->glow_radius ? false : true; 2392 bool switch_on = op->glow_radius ? false : true;
2431 2393
2432 if (switch_on) 2394 if (switch_on)
2433 { 2395 {
2546 if (op->other_arch) 2508 if (op->other_arch)
2547 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);
2548 2510
2549 if (object *pl = op->visible_to ()) 2511 if (object *pl = op->visible_to ())
2550 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 ();
2551} 2613}
2552 2614
2553/** 2615/**
2554 * Main apply handler. 2616 * Main apply handler.
2555 * 2617 *
2564 * being applied. 2626 * being applied.
2565 * 2627 *
2566 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2567 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2568 */ 2630 */
2569int 2631static int
2570manual_apply (object *who, object *op, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2571{ 2633{
2572 op = op->head_ (); 2634 op = op->head_ ();
2573 2635
2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2575 { 2637 {
2576 if (who->type == PLAYER) 2638 if (who->type == PLAYER)
2577 { 2639 {
2578 examine (who, op); 2640 examine (who, op);
2579 //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
2610 2672
2611 case EXIT: 2673 case EXIT:
2612 if (who->type != PLAYER) 2674 if (who->type != PLAYER)
2613 return 0; 2675 return 0;
2614 2676
2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2677 if (!EXIT_PATH (op))
2616 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)));
2617 else 2679 else
2618 { 2680 {
2619 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2621 who->statusmsg (op->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2622 2684
2623 who->enter_exit (op); 2685 who->enter_exit (op);
2624 } 2686 }
2625 2687
2706 case CLOAK: 2768 case CLOAK:
2707 case WAND: 2769 case WAND:
2708 case ROD: 2770 case ROD:
2709 case HORN: 2771 case HORN:
2710 case SKILL: 2772 case SKILL:
2773 case SPELL:
2711 case BOW: 2774 case BOW:
2775 case RANGED:
2712 case BUILDER: 2776 case BUILDER:
2713 case SKILL_TOOL: 2777 case SKILL_TOOL:
2714 if (op->env != who) 2778 if (op->env != who)
2715 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)));
2716 2780 else
2717 apply_special (who, op, aflag); 2781 apply_special (who, op, aflag);
2782
2718 return 1; 2783 return 1;
2719 2784
2720 case DRINK: 2785 case DRINK:
2721 case FOOD: 2786 case FOOD:
2722 case FLESH: 2787 case FLESH:
2786 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2787 apply_item_transformer (who, op); 2852 apply_item_transformer (who, op);
2788 return 1; 2853 return 1;
2789 2854
2790 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2791 return 0; 2857 return 0;
2792 } 2858 }
2793} 2859}
2794 2860
2795/* quiet suppresses the "don't know how to apply" and "you must get it first" 2861/*
2796 * messages as needed by player_apply_below(). But there can still be
2797 * "but you are floating high above the ground" messages.
2798 *
2799 * Same return value as apply() function. 2862 * Same return value as apply() function.
2800 */ 2863 */
2801int 2864bool
2802player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2803{ 2866{
2804 if (!op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2805 { 2868 {
2806 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2813 } 2876 }
2814 } 2877 }
2815 2878
2816 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2817 2880
2818 int tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2819
2820 if (!quiet)
2821 {
2822 if (tmp == 0)
2823 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2824 else if (tmp == 2)
2825 pl->failmsg ("You must get it first!\n");
2826 }
2827
2828 return tmp;
2829} 2882}
2830 2883
2831/** 2884/**
2832 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2833 * 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
2844 * 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
2845 * 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
2846 * 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
2847 * not return a proper value. 2900 * not return a proper value.
2848 */ 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?
2849 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)
2850 { 2905 {
2851 next = tmp->below; 2906 next = tmp->below;
2852 2907
2853 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2854 floors++;
2855 else if (floors > 0)
2856 return; /* process only floor objects after first floor object */
2857
2858 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2859 * person moving on it, also activate. Added code to make it
2860 * so that at least one of players movement types be that which
2861 * the item needs.
2862 */ 2909 */
2863 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2864 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2865 return; 2912 break;
2866 2913
2867 if (floors >= 2) 2914 break;
2868 return; /* process at most two floor objects */
2869 } 2915 }
2870} 2916}
2871 2917
2872/** 2918/**
2873 * Unapplies specified item. 2919 * Unapplies specified item.
2880{ 2926{
2881 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))
2882 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2883 return RESULT_INT (0); 2929 return RESULT_INT (0);
2884 2930
2885 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2886 2935
2887 switch (op->type) 2936 switch (op->type)
2888 { 2937 {
2889 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
2890 // 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
2891 // 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
2892 // be used for other reasons 2956 // be used for other reasons
2893 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2894 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2895 && tmp->type == SKILL
2896 && tmp->flag [FLAG_APPLIED]
2897 && !tmp->flag [FLAG_CAN_USE_SKILL])
2898 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2899 2960
2900 change_abil (who, op);
2901 break; 2961 break;
2902 2962
2963 case BOW:
2903 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2904 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2905 if (op == pl->combat_ob)
2906 {
2907 pl->combat_ob = 0;
2908 who->change_weapon (pl->ranged_ob);
2909 }
2910
2911 who->statusmsg (format ("You unwield %s.", query_name (op)));
2912
2913 change_abil (who, op);
2914 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2915 break;
2916
2917 case SKILL:
2918 if (who->contr)
2919 { 2969 {
2920 if (IS_COMBAT_SKILL (op->subtype)) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2921 who->change_weapon (who->contr->combat_ob = 0); 2971 change_abil (who, op);
2922 else if (IS_RANGED_SKILL (op->subtype)) 2972 }
2923 who->change_weapon (who->contr->ranged_ob = 0); 2973 else
2974 {
2975 who->change_skill (0);
2924 2976
2925 if (op->invisible) 2977 if (op->type == BOW)
2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2978 op->flag [FLAG_READY_BOW ] = false;
2927 else 2979 else
2928 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2980 op->flag [FLAG_READY_RANGE] = false;
2929 } 2981 }
2930 2982
2931 change_abil (who, op);
2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break; 2983 break;
2934 2984
2935 case ARMOUR: 2985 case ARMOUR:
2936 case HELMET: 2986 case HELMET:
2937 case SHIELD: 2987 case SHIELD:
2944 case CLOAK: 2994 case CLOAK:
2945 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2946 change_abil (who, op); 2996 change_abil (who, op);
2947 break; 2997 break;
2948 2998
2999 case SPELL:
2949 case BOW: 3000 case BUILDER:
2950 case WAND:
2951 case ROD:
2952 case HORN:
2953 if (player *pl = who->contr)
2954 {
2955 if (op == pl->ranged_ob)
2956 {
2957 pl->ranged_ob = 0;
2958 who->change_weapon (pl->combat_ob);
2959 }
2960
2961 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2962 }
2963 else
2964 {
2965 who->change_skill (0);
2966
2967 if (op->type == BOW)
2968 CLEAR_FLAG (who, FLAG_READY_BOW);
2969 else
2970 CLEAR_FLAG (who, FLAG_READY_RANGE);
2971 }
2972
2973 break; 3002 break;
2974 3003
2975 case BUILDER: 3004 //case SKILL_TOOL://TODO
2976 if (who->contr)
2977 who->statusmsg (format ("You unready %s.", query_name (op)));
2978 break;
2979
2980 default: 3005 default:
2981 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2982 break; 3007 break;
2983 } 3008 }
2984 3009
3008static object * 3033static object *
3009get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
3010{ 3035{
3011 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3012 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
3013 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
3014 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3015 return tmp; 3040 return tmp;
3016 3041
3017 return 0; 3042 return 0;
3018} 3043}
3019 3044
3032#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
3033 "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. " \
3034 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3035 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
3036 3061
3037int 3062static int
3038unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3039{ 3064{
3040 if (op->is_range ()) 3065 if (op->is_range ())
3041 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3164 continue; 3189 continue;
3165 } 3190 }
3166 3191
3167 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3168 if (!tmp1) 3193 if (!tmp1)
3169 {
3170#if 0
3171 /* This is sort of an error, but happens a lot when old players
3172 * join in with more stuff equipped than they are now allowed.
3173 */
3174 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3175#endif
3176 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3177 }
3178 else 3195 else
3179 { 3196 {
3180 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3181 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3182 * to apply multiple objects 3199 * to apply multiple objects
3233 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3234 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3235 } 3252 }
3236 3253
3237 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;
3238} 3344}
3239 3345
3240/** 3346/**
3241 * 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.
3242 * 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,
3265 " 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.>"
3266 3372
3267int 3373int
3268apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3269{ 3375{
3270 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3271 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3272 3378
3273 if (who == NULL) 3379 if (who == NULL)
3274 { 3380 {
3275 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3294 3400
3295 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3296 } 3402 }
3297 else if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3298 return 0; 3404 return 0;
3299
3300 // if the item is combat/ranged, wield the relevant slot first
3301 // to resolve conflicts.
3302 if (player *pl = who->contr)
3303 switch (op->slottype ())
3304 {
3305 case slot_combat: who->change_weapon (pl->combat_ob); break;
3306 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3307 }
3308 3405
3309 splay (op); 3406 splay (op);
3310 3407
3311 /* 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 */
3312 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3346 } 3443 }
3347 } 3444 }
3348 3445
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3350 { 3447 {
3448 // try to ready attached skill first
3351 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3352 3450
3353 if (!skop) 3451 if (!skop)
3354 { 3452 {
3355 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));
3356 return 1; 3454 return 1;
3357 } 3455 }
3358 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3359 /* While experience will be credited properly, we want to change the
3360 * skill so that the dam and wc get updated
3361 */ 3457 {
3362 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3363 } 3461 }
3364 3462
3365 if (!check_item_power (who, op->item_power)) 3463 if (!check_item_power (who, op->item_power))
3366 { 3464 {
3367 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);
3370 3468
3371 /* 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.
3372 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3373 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3374 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3375 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3376 3476
3377 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)))
3378 return RESULT_INT (0); 3478 return RESULT_INT (0);
3379 3479
3380 switch (op->type) 3480 switch (op->type)
3381 { 3481 {
3382 case WEAPON: 3482 case WEAPON:
3383 //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 ()] != '\''))
3384 // i.e. "R" can use Ragnarok's sword.
3385 if (op->level && !op->name.starts_with (who->name))
3386 { 3484 {
3387 /* 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. */
3388 /* (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) */
3389 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. "
3390 3488 "H<Its name indicates that it belongs to somebody else.>");
3391 if (tmp) 3489 if (tmp) who->insert (tmp);
3392 insert_ob_in_ob (tmp, who);
3393
3394 return 1; 3490 return 1;
3395 } 3491 }
3396 3492
3397 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3398 { 3496 {
3399 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)));
3400 return 1; 3498 change_abil (who, op);
3401 } 3499 }
3402 3500 else
3403 SET_FLAG (op, FLAG_APPLIED);
3404 who->change_skill (skop); 3501 who->change_skill (skop);
3405 3502
3406 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3407 who->change_weapon (who->contr->combat_ob = op);
3408
3409 who->statusmsg (format ("You wield %s.", query_name (op)));
3410
3411 SET_FLAG (who, FLAG_READY_WEAPON);
3412 change_abil (who, op);
3413 break; 3504 break;
3414 3505
3415 case ARMOUR: 3506 case ARMOUR:
3416 case HELMET: 3507 case HELMET:
3417 case SHIELD: 3508 case SHIELD:
3426 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3427 change_abil (who, op); 3518 change_abil (who, op);
3428 break; 3519 break;
3429 3520
3430 case SKILL_TOOL: 3521 case SKILL_TOOL:
3431 // 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
3432 SET_FLAG (op, FLAG_APPLIED); 3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3433 3527
3528 case SKILL:
3434 if (!(aflags & AP_NO_READY)) 3529 if (!(aflags & AP_NO_SLOT))
3435 { 3530 {
3436 skop = find_skill_by_name (who, op->skill); 3531 // skill is used on it's own, as opposed to being a chosen_skill
3437 if (!skop->flag [FLAG_APPLIED])
3438 apply_special (who, skop, AP_APPLY);
3439 }
3440 break;
3441 3532
3442 case SKILL: 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3443 if (player *pl = who->contr)
3444 {
3445 if (IS_COMBAT_SKILL (op->subtype))
3446 { 3534 {
3447 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3448 {
3449 for (object *item = who->inv; item; item = item->below)
3450 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3451 {
3452 if (item->skill == op->skill)
3453 {
3454 who->change_weapon (pl->combat_ob = item);
3455 goto found_weapon;
3456 }
3457 }
3458
3459 who->failmsg (format ( 3535 who->failmsg (format (
3460 "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. "
3461 "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. "
3462 &op->skill 3538 "It cannot be used on its own.>",
3463 ));
3464 return 1;
3465
3466 found_weapon:;
3467 }
3468 else
3469 who->change_weapon (pl->combat_ob = op);
3470 }
3471 else if (IS_RANGED_SKILL (op->subtype))
3472 {
3473 if (skill_flags [op->subtype] & SF_NEED_BOW)
3474 {
3475 for (object *item = who->inv; item; item = item->below)
3476 if (item->type == BOW && item->flag [FLAG_APPLIED])
3477 {
3478 //TODO: bows should/must all have skill missile weapon right now
3479 who->change_weapon (pl->ranged_ob = item);
3480 goto found_bow;
3481 }
3482
3483 who->failmsg (
3484 "You need to apply a missile weapon before readying this skill. "
3485 "H<Some skills need an item, in this case a missile weapon, to function.>"
3486 );
3487 return 1;
3488
3489 found_bow:;
3490 }
3491 else
3492 who->change_weapon (pl->ranged_ob = op);
3493 }
3494
3495 if (!op->invisible)
3496 {
3497 who->statusmsg (format (
3498 "You ready %s."
3499 "You can now use the skill: %s.",
3500 query_name (op),
3501 &op->skill 3539 &op->skill
3502 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3503 } 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 ));
3504 else 3554 else
3505 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 ));
3506 } 3571 }
3507 else 3572
3508 {
3509 SET_FLAG (op, FLAG_APPLIED);
3510 change_abil (who, op);
3511 who->chosen_skill = op;
3512 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3513 } 3574 SET_FLAG (op, FLAG_APPLIED);
3514 3575 change_abil (who, op);
3515 break; 3576 break;
3516 3577
3517 case BOW: 3578 case BOW:
3518 if (op->level && !op->name.starts_with (who->name)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3519 { 3580 {
3520 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3521 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3522 if (tmp) 3583 if (tmp) who->insert (tmp);
3523 insert_ob_in_ob (tmp, who);
3524
3525 return 1; 3584 return 1;
3526 } 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;
3527 3610
3528 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3529 case WAND: 3612 case WAND:
3530 case ROD: 3613 case ROD:
3531 case HORN: 3614 case HORN:
3532 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3533 3616
3534 if (!skop) 3617 if (!skop)
3535 { 3618 {
3536 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);
3537 return 1; 3621 return 1;
3538 } 3622 }
3539 3623
3540 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3541 who->change_skill (skop);
3542 3625
3543 if (who->contr) 3626 if (player *pl = who->contr)
3544 { 3627 {
3545 who->contr->ranged_ob = op;
3546
3547 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3548 3629
3549 if (op->type == BOW) 3630 if (op->type == BOW)
3550 {
3551 who->current_weapon = op;
3552 change_abil (who, op);
3553 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)));
3554 } 3632
3633 change_abil (who, op);
3555 } 3634 }
3556 else 3635 else
3557 { 3636 {
3637 who->change_skill (skop);
3638
3558 if (op->type == BOW) 3639 if (op->type == BOW)
3559 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3560 else 3641 else
3561 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3562 } 3643 }
3563 3644
3564 break; 3645 break;
3565 3646
3566 case BUILDER: 3647 case BUILDER:
3567 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3568 { 3649 {
3569 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3570 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3571 unapply_special (who, who->contr->ranged_ob, 0);
3572
3573 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3574 3651 //TODO: change_abil?
3575 who->contr->ranged_ob = op;
3576 } 3652 }
3577 break; 3653 break;
3578 3654
3579 default: 3655 default:
3580 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3581 } 3657 }
3582 3658
3583 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3584 3660
3585 if (tmp)
3586 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3587 3662
3588 who->update_stats (); 3663 who->update_stats ();
3589 3664
3590 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3591 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3606 3681
3607 if (object *pl = op->visible_to ()) 3682 if (object *pl = op->visible_to ())
3608 esrv_send_item (pl, op); 3683 esrv_send_item (pl, op);
3609 3684
3610 return 0; 3685 return 0;
3611}
3612
3613int
3614monster_apply_special (object *who, object *op, int aflags)
3615{
3616 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3617 return 1;
3618
3619 return apply_special (who, op, aflags);
3620} 3686}
3621 3687
3622/** 3688/**
3623 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3624 * 3690 *
3731 * treasure again for this object 3797 * treasure again for this object
3732 */ 3798 */
3733 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3734 } 3800 }
3735 } 3801 }
3802
3736 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3737 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3738 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3739 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3740 * MSW 2004-05-13 3807 * MSW 2004-05-13
3744 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3745 */ 3812 */
3746 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3747 || 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)
3748 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3749
3750 } 3816 }
3751 3817
3752 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3753 auto_apply (tmp); 3819 auto_apply (tmp);
3754 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 ())
3811 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3812 int duration = TIME2TICK (food->stats.food); 3878 int duration = TIME2TICK (food->stats.food);
3813 3879
3814 if (force = who->force_find (key)) 3880 if (force = who->force_find (key))
3815 { 3881 {
3816 if (duration > abs (force->speed_left / force->speed)) 3882 if (duration > fabs (force->speed_left / force->speed))
3817 { 3883 {
3818 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));
3819 force->force_set_timer (duration); 3885 force->force_set_timer (duration);
3820 } 3886 }
3821 else 3887 else
3893 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3894 } 3960 }
3895 } 3961 }
3896 3962
3897 who->update_stats (); 3963 who->update_stats ();
3898}
3899
3900
3901/**
3902 * op made some mistake with a scroll, this takes care of punishment.
3903 * scroll_failure()- hacked directly from spell_failure
3904 */
3905void
3906scroll_failure (object *op, int failure, int power)
3907{
3908 if (abs (failure / 4) > power)
3909 power = abs (failure / 4); /* set minimum effect */
3910
3911 if (failure <= -1 && failure > -15)
3912 { /* wonder */
3913 object *tmp;
3914
3915 op->failmsg ("Your spell warps!");
3916 tmp = get_archetype (SPELL_WONDER);
3917 cast_wonder (op, op, 0, tmp);
3918 tmp->destroy ();
3919 }
3920 else if (failure <= -15 && failure > -35)
3921 { /* drain mana */
3922 op->failmsg ("Your mana is drained!");
3923 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3924 if (op->stats.sp < 0)
3925 op->stats.sp = 0;
3926 }
3927 else if (settings.spell_failure_effects == TRUE)
3928 {
3929 if (failure <= -35 && failure > -60)
3930 { /* confusion */
3931 op->failmsg ("The magic recoils on you!");
3932 confuse_player (op, op, power);
3933 }
3934 else if (failure <= -60 && failure > -70)
3935 { /* paralysis */
3936 op->failmsg ("The magic recoils and paralyzes you!");
3937 paralyze_player (op, op, power);
3938 }
3939 else if (failure <= -70 && failure > -80)
3940 { /* blind */
3941 op->failmsg ("The magic recoils on you!");
3942 blind_player (op, op, power);
3943 }
3944 else if (failure <= -80)
3945 { /* blast the immediate area */
3946 object *tmp = get_archetype (LOOSE_MANA);
3947 cast_magic_storm (op, tmp, power);
3948 op->failmsg ("You unleash uncontrolled mana!");
3949 tmp->destroy ();
3950 }
3951 }
3952} 3964}
3953 3965
3954void 3966void
3955apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3956{ 3968{
4033 break; 4045 break;
4034 } 4046 }
4035 } 4047 }
4036} 4048}
4037 4049
4038/**
4039 * This handles items of type 'transformer'.
4040 * Basically those items, used with a marked item, transform both items into something
4041 * else.
4042 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4043 * Change information is contained in the 'slaying' field of the marked item.
4044 * The format is as follow: transformer:[number ]yield[;transformer:...].
4045 * This way an item can be transformed in many things, and/or many objects.
4046 * The 'slaying' field for transformer is used as verb for the action.
4047 */
4048void
4049apply_item_transformer (object *pl, object *transformer)
4050{
4051 object *marked;
4052 object *new_item;
4053 char *find;
4054 char *separator;
4055 int yield;
4056 char got[MAX_BUF];
4057 int len;
4058
4059 if (!pl || !transformer)
4060 return;
4061
4062 marked = find_marked_object (pl);
4063
4064 if (!marked)
4065 {
4066 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4067 return;
4068 }
4069
4070 if (!marked->slaying)
4071 {
4072 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4073 return;
4074 }
4075
4076 /* check whether they are compatible or not */
4077 find = strstr (&marked->slaying, transformer->arch->archname);
4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4079 {
4080 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4081 return;
4082 }
4083
4084 find += strlen (transformer->arch->archname) + 1;
4085 /* Item can be used, now find how many and what it yields */
4086 if (isdigit (*(find)))
4087 {
4088 yield = atoi (find);
4089 if (yield < 1)
4090 {
4091 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4092 yield = 1;
4093 }
4094 }
4095 else
4096 yield = 1;
4097
4098 while (isdigit (*find))
4099 find++;
4100
4101 while (*find == ' ')
4102 find++;
4103
4104 memset (got, 0, MAX_BUF);
4105
4106 if ((separator = strchr (find, ';')) != NULL)
4107 len = separator - find;
4108 else
4109 len = strlen (find);
4110
4111 if (len > MAX_BUF - 1)
4112 len = MAX_BUF - 1;
4113
4114 strcpy (got, find);
4115 got[len] = '\0';
4116
4117 /* Now create new item, remove used ones when required. */
4118 new_item = get_archetype (got);
4119 if (!new_item)
4120 {
4121 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4122 return;
4123 }
4124
4125 new_item->nrof = yield;
4126
4127 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4128
4129 pl->insert (new_item);
4130 /* Eat up one item */
4131 marked->decrease ();
4132
4133 /* Eat one transformer if needed */
4134 if (transformer->stats.food)
4135 if (--transformer->stats.food == 0)
4136 transformer->decrease ();
4137}
4138

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