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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.207 by root, Thu Nov 5 16:09:51 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
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."
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 */
1405 * 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.
1406 * 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
1407 * 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
1408 * action, we avoid hits here 1404 * action, we avoid hits here
1409 */ 1405 */
1410 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)
1411 hit_with_arrow (trap, victim); 1408 hit_with_arrow (trap, victim);
1412 break; 1409 break;
1413 1410
1414 case SPELL_EFFECT: 1411 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim); 1412 apply_spell_effect (trap, victim);
1488 if (victim->type == PLAYER && EXIT_PATH (trap)) 1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 { 1486 {
1490 /* Basically, don't show exits leading to random maps the 1487 /* Basically, don't show exits leading to random maps the
1491 * players output. 1488 * players output.
1492 */ 1489 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY); 1491 victim->statusmsg (trap->msg, NDI_NAVY);
1495 1492
1496 trap->play_sound (trap->sound); 1493 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap); 1494 victim->enter_exit (trap);
1498 } 1495 }
1576 : lev_diff < 15 ? "This book is way beyond your comprehension." 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1577 : "This book is totally beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1578 return; 1575 return;
1579 } 1576 }
1580 1577
1578 // we currently don't use the message types for anything.
1581 readable_message_type *msgType = get_readable_message_type (tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1580
1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1582 1582
1583 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1584 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1586 1586
1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1599 } 1599 }
1600 1600
1601 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1602 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 }
1603 } 1656 }
1604} 1657}
1605 1658
1606/** 1659/**
1607 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1686 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1687 return; 1740 return;
1688 } 1741 }
1689 1742
1690 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1691 player_unready_range_ob (op->contr, spob);
1692 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1693 spob->destroy (); 1745 spob->destroy ();
1694} 1746}
1695 1747
1696/** 1748/**
1713 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1714 * legacy spellbooks 1766 * legacy spellbooks
1715 */ 1767 */
1716 if (tmp->slaying) 1768 if (tmp->slaying)
1717 { 1769 {
1718 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1719 if (!spell) 1772 if (!spell)
1720 { 1773 {
1721 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));
1722 return; 1775 return;
1723 } 1776 }
1752 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.>",
1753 &tmp->skill, learn_level)); 1806 &tmp->skill, learn_level));
1754 return; 1807 return;
1755 } 1808 }
1756 1809
1757 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));
1758 1811
1759 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1760 identify (tmp); 1813 identify (tmp);
1761 1814
1762 /* 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
1774 { 1827 {
1775 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1776 1829
1777 if (!spell_skill) 1830 if (!spell_skill)
1778 { 1831 {
1779 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));
1780 return; 1833 return;
1781 } 1834 }
1782 1835
1783 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1784 { 1837 {
1800 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1801 */ 1854 */
1802 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1803 { 1856 {
1804 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!");
1805 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));
1806 } 1859 }
1807 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1808 (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])
1809 { 1862 {
1810 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1916 break; 1969 break;
1917 } 1970 }
1918 1971
1919 if (!tmp->destroyed () && !tmp->inv) 1972 if (!tmp->destroyed () && !tmp->inv)
1920 tmp->decrease (true); 1973 tmp->decrease (true);
1921}
1922
1923/**
1924 * op eats food.
1925 * If player, takes care of messages and dragon special food.
1926 */
1927static void
1928apply_food (object *op, object *tmp)
1929{
1930 int capacity_remaining;
1931
1932 if (op->type != PLAYER)
1933 op->stats.hp = op->stats.maxhp;
1934 else
1935 {
1936 /* check if this is a dragon (player), eating some flesh */
1937 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1938 ;
1939 else
1940 {
1941 /* usual case - no dragon meal: */
1942 if (op->stats.food + tmp->stats.food > 999)
1943 {
1944 if (tmp->type == FOOD || tmp->type == FLESH)
1945 op->failmsg ("You feel full, but what a waste of food!");
1946 else
1947 op->statusmsg ("Most of the drink goes down your face not your throat!");
1948 }
1949
1950 tmp->play_sound (
1951 tmp->sound
1952 ? tmp->sound
1953 : tmp->type == DRINK
1954 ? sound_find ("eat_drink")
1955 : sound_find ("eat_food")
1956 );
1957
1958 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1959 {
1960 const char *buf;
1961
1962 if (!is_dragon_pl (op))
1963 {
1964 /* eating message for normal players */
1965 if (tmp->type == DRINK)
1966 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1967 else
1968 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1969 }
1970 else
1971 /* eating message for dragon players */
1972 buf = format ("The %s tasted terrible!", &tmp->name);
1973
1974 op->statusmsg (buf);
1975
1976 capacity_remaining = 999 - op->stats.food;
1977 op->stats.food += tmp->stats.food;
1978 if (capacity_remaining < tmp->stats.food)
1979 op->stats.hp += capacity_remaining / 50;
1980 else
1981 op->stats.hp += tmp->stats.food / 50;
1982
1983 if (op->stats.hp > op->stats.maxhp)
1984 op->stats.hp = op->stats.maxhp;
1985 if (op->stats.food > 999)
1986 op->stats.food = 999;
1987 }
1988
1989 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp);
1992 }
1993 }
1994
1995 handle_apply_yield (tmp);
1996 tmp->decrease ();
1997} 1974}
1998 1975
1999/** 1976/**
2000 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2001 * 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.
2004 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2005 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2006 * return: 1983 * return:
2007 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2008 */ 1985 */
2009int 1986static int
2010dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2011{ 1988{
2012 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2013 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2014 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2021 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2022 int i; /* index */ 1999 int i; /* index */
2023 2000
2024 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2026 return 0; 2003 return 0;
2027 2004
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2006 from the player's inventory */
2030 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2038 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2039 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2040 return 0; 2017 return 0;
2041 2018
2042 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2043 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2044 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2045 else 2022 else
2046 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2047 2024
2048 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2049 op->stats.hp = op->stats.maxhp;
2050
2051 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2052 2027
2053 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2054 2029
2055 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2056 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2066 2041
2067 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2068 flesh is too rare */ 2043 flesh is too rare */
2069 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2070 2045
2071 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2072 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2073 2048
2074 if (chance >= 0.) 2049 if (chance >= 0.)
2075 chance += 1.; 2050 chance += 1.;
2076 else 2051 else
2077 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2078 2053
2079 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2080 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2081 2056
2082 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2083 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2084 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2085 2060
2086 /* 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!) */
2087 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2088 { 2063 {
2089 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2090 winners++; 2065 winners++;
2091 } 2066 }
2092 2067
2155 2130
2156 return 1; 2131 return 1;
2157} 2132}
2158 2133
2159/** 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/**
2160 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2161 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2162 */ 2211 */
2163static void 2212static void
2164apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2212 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2213 } 2262 }
2214 2263
2215 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2216 poison->destroy (); 2265 poison->destroy ();
2217}
2218
2219/**
2220 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2221 * A valid 2 way exit means:
2222 * -You can come back (there is another exit at the other side)
2223 * -You are
2224 * ° the owner of the exit
2225 * ° or in the same party as the owner
2226 *
2227 * Note: a owner in a 2 way exit is saved as the owner's name
2228 * in the field exit->name cause the field exit->owner doesn't
2229 * survive in the swapping (in fact the whole exit doesn't survive).
2230 */
2231int
2232is_legal_2ways_exit (object *op, object *exit)
2233{
2234 if (exit->stats.exp != 1)
2235 return 1; /*This is not a 2 way, so it is legal */
2236
2237#if 0 //TODO
2238 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2239 return 0; /* This is a reset town portal */
2240#endif
2241
2242 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2243
2244 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2245
2246 if (exitmap)
2247 {
2248 exitmap->load_sync ();
2249
2250 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2251
2252 if (!tmp)
2253 return 0;
2254
2255 for (; tmp; tmp = tmp->above)
2256 {
2257 if (tmp->type != EXIT)
2258 continue; /*Not an exit */
2259
2260 if (!EXIT_PATH (tmp))
2261 continue; /*Not a valid exit */
2262
2263 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2264 continue; /*Not in the same place */
2265
2266 if (exit->map->path != EXIT_PATH (tmp))
2267 continue; /*Not in the same map */
2268
2269 /* From here we have found the exit is valid. However we do
2270 * here the check of the exit owner. It is important for the
2271 * town portals to prevent strangers from visiting your appartments
2272 */
2273 if (!exit->race)
2274 return 1; /*No owner, free for all! */
2275
2276 object *exit_owner = 0;
2277
2278 for_all_players (pp)
2279 {
2280 if (!pp->ob)
2281 continue;
2282
2283 if (pp->ob->name != exit->race)
2284 continue;
2285
2286 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2287 break;
2288 }
2289
2290 if (!exit_owner)
2291 return 0; /* No more owner */
2292
2293 if (exit_owner->contr == op->contr)
2294 return 1; /*It is your exit */
2295
2296 if (exit_owner && /*There is a owner */
2297 (op->contr) && /*A player tries to pass */
2298 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2299 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2300 return 0;
2301
2302 return 1;
2303 }
2304 }
2305
2306 return 0;
2307} 2266}
2308 2267
2309/** 2268/**
2310 * 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
2311 * 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,
2362/** 2321/**
2363 * Designed primarily to light torches/lanterns/etc. 2322 * Designed primarily to light torches/lanterns/etc.
2364 * 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
2365 * the selected object to "burn". -b.t. 2324 * the selected object to "burn". -b.t.
2366 */ 2325 */
2367void 2326static void
2368apply_lighter (object *who, object *lighter) 2327apply_lighter (object *who, object *lighter)
2369{ 2328{
2370 object *item; 2329 object *item;
2371 int is_player_env = 0; 2330 int is_player_env = 0;
2372 2331
2399} 2358}
2400 2359
2401/** 2360/**
2402 * This function generates a cursed effect for cursed lamps and torches. 2361 * This function generates a cursed effect for cursed lamps and torches.
2403 */ 2362 */
2363static void
2404void player_apply_lamp_cursed_effect (object *who, object *op) 2364player_apply_lamp_cursed_effect (object *who, object *op)
2405{ 2365{
2406 if (op->level) 2366 if (op->level)
2407 { 2367 {
2408 who->failmsg (format ( 2368 who->failmsg (format (
2409 "The %s was cursed, it explodes in a big fireball!", 2369 "The %s was cursed, it explodes in a big fireball!",
2424 * Apply for players and lamps 2384 * Apply for players and lamps
2425 * 2385 *
2426 * who - the player 2386 * who - the player
2427 * op - the lamp 2387 * op - the lamp
2428 */ 2388 */
2389static void
2429void player_apply_lamp (object *who, object *op) 2390player_apply_lamp (object *who, object *op)
2430{ 2391{
2431 bool switch_on = op->glow_radius ? false : true; 2392 bool switch_on = op->glow_radius ? false : true;
2432 2393
2433 if (switch_on) 2394 if (switch_on)
2434 { 2395 {
2547 if (op->other_arch) 2508 if (op->other_arch)
2548 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);
2549 2510
2550 if (object *pl = op->visible_to ()) 2511 if (object *pl = op->visible_to ())
2551 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 ();
2552} 2613}
2553 2614
2554/** 2615/**
2555 * Main apply handler. 2616 * Main apply handler.
2556 * 2617 *
2565 * being applied. 2626 * being applied.
2566 * 2627 *
2567 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2568 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2569 */ 2630 */
2570int 2631static int
2571manual_apply (object *who, object *op, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2572{ 2633{
2573 op = op->head_ (); 2634 op = op->head_ ();
2574 2635
2575 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2576 { 2637 {
2577 if (who->type == PLAYER) 2638 if (who->type == PLAYER)
2578 { 2639 {
2579 examine (who, op); 2640 examine (who, op);
2580 //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
2611 2672
2612 case EXIT: 2673 case EXIT:
2613 if (who->type != PLAYER) 2674 if (who->type != PLAYER)
2614 return 0; 2675 return 0;
2615 2676
2616 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2677 if (!EXIT_PATH (op))
2617 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)));
2618 else 2679 else
2619 { 2680 {
2620 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2621 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2622 who->statusmsg (op->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2623 2684
2624 who->enter_exit (op); 2685 who->enter_exit (op);
2625 } 2686 }
2626 2687
2707 case CLOAK: 2768 case CLOAK:
2708 case WAND: 2769 case WAND:
2709 case ROD: 2770 case ROD:
2710 case HORN: 2771 case HORN:
2711 case SKILL: 2772 case SKILL:
2773 case SPELL:
2712 case BOW: 2774 case BOW:
2775 case RANGED:
2713 case BUILDER: 2776 case BUILDER:
2714 case SKILL_TOOL: 2777 case SKILL_TOOL:
2715 if (op->env != who) 2778 if (op->env != who)
2716 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)));
2717 2780 else
2718 apply_special (who, op, aflag); 2781 apply_special (who, op, aflag);
2782
2719 return 1; 2783 return 1;
2720 2784
2721 case DRINK: 2785 case DRINK:
2722 case FOOD: 2786 case FOOD:
2723 case FLESH: 2787 case FLESH:
2787 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2788 apply_item_transformer (who, op); 2852 apply_item_transformer (who, op);
2789 return 1; 2853 return 1;
2790 2854
2791 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2792 return 0; 2857 return 0;
2793 } 2858 }
2794} 2859}
2795 2860
2796/* quiet suppresses the "don't know how to apply" and "you must get it first" 2861/*
2797 * messages as needed by player_apply_below(). But there can still be
2798 * "but you are floating high above the ground" messages.
2799 *
2800 * Same return value as apply() function. 2862 * Same return value as apply() function.
2801 */ 2863 */
2802int 2864bool
2803player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2804{ 2866{
2805 if (!op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2806 { 2868 {
2807 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2808 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2814 } 2876 }
2815 } 2877 }
2816 2878
2817 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2818 2880
2819 int tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2820
2821 if (!quiet)
2822 {
2823 if (tmp == 0)
2824 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2825 else if (tmp == 2)
2826 pl->failmsg ("You must get it first!\n");
2827 }
2828
2829 return tmp;
2830} 2882}
2831 2883
2832/** 2884/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2834 * 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
2845 * 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
2846 * 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
2847 * 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
2848 * not return a proper value. 2900 * not return a proper value.
2849 */ 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?
2850 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)
2851 { 2905 {
2852 next = tmp->below; 2906 next = tmp->below;
2853 2907
2854 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2855 floors++;
2856 else if (floors > 0)
2857 return; /* process only floor objects after first floor object */
2858
2859 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2860 * person moving on it, also activate. Added code to make it
2861 * so that at least one of players movement types be that which
2862 * the item needs.
2863 */ 2909 */
2864 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2865 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2866 return; 2912 break;
2867 2913
2868 if (floors >= 2) 2914 break;
2869 return; /* process at most two floor objects */
2870 } 2915 }
2871} 2916}
2872 2917
2873/** 2918/**
2874 * Unapplies specified item. 2919 * Unapplies specified item.
2881{ 2926{
2882 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))
2883 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2884 return RESULT_INT (0); 2929 return RESULT_INT (0);
2885 2930
2886 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2887 2935
2888 switch (op->type) 2936 switch (op->type)
2889 { 2937 {
2890 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
2891 // 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
2892 // 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
2893 // be used for other reasons 2956 // be used for other reasons
2894 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2895 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2896 && tmp->type == SKILL
2897 && tmp->flag [FLAG_APPLIED]
2898 && !tmp->flag [FLAG_CAN_USE_SKILL])
2899 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2900 2960
2901 change_abil (who, op);
2902 break; 2961 break;
2903 2962
2963 case BOW:
2904 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2905 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2906 if (op == pl->combat_ob)
2907 {
2908 pl->combat_ob = 0;
2909 who->change_weapon (pl->ranged_ob);
2910 }
2911
2912 who->statusmsg (format ("You unwield %s.", query_name (op)));
2913
2914 change_abil (who, op);
2915 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2916 break;
2917
2918 case SKILL:
2919 if (who->contr)
2920 { 2969 {
2921 if (IS_COMBAT_SKILL (op->subtype)) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2922 who->change_weapon (who->contr->combat_ob = 0); 2971 change_abil (who, op);
2923 else if (IS_RANGED_SKILL (op->subtype)) 2972 }
2924 who->change_weapon (who->contr->ranged_ob = 0); 2973 else
2974 {
2975 who->change_skill (0);
2925 2976
2926 if (op->invisible) 2977 if (op->type == BOW)
2927 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2978 op->flag [FLAG_READY_BOW ] = false;
2928 else 2979 else
2929 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2980 op->flag [FLAG_READY_RANGE] = false;
2930 } 2981 }
2931 2982
2932 change_abil (who, op);
2933 CLEAR_FLAG (who, FLAG_READY_SKILL);
2934 break; 2983 break;
2935 2984
2936 case ARMOUR: 2985 case ARMOUR:
2937 case HELMET: 2986 case HELMET:
2938 case SHIELD: 2987 case SHIELD:
2945 case CLOAK: 2994 case CLOAK:
2946 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2947 change_abil (who, op); 2996 change_abil (who, op);
2948 break; 2997 break;
2949 2998
2999 case SPELL:
2950 case BOW: 3000 case BUILDER:
2951 case WAND:
2952 case ROD:
2953 case HORN:
2954 if (player *pl = who->contr)
2955 {
2956 if (op == pl->ranged_ob)
2957 {
2958 pl->ranged_ob = 0;
2959 who->change_weapon (pl->combat_ob);
2960 }
2961
2962 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2963 }
2964 else
2965 {
2966 who->change_skill (0);
2967
2968 if (op->type == BOW)
2969 CLEAR_FLAG (who, FLAG_READY_BOW);
2970 else
2971 CLEAR_FLAG (who, FLAG_READY_RANGE);
2972 }
2973
2974 break; 3002 break;
2975 3003
2976 case BUILDER: 3004 //case SKILL_TOOL://TODO
2977 if (who->contr)
2978 who->statusmsg (format ("You unready %s.", query_name (op)));
2979 break;
2980
2981 default: 3005 default:
2982 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2983 break; 3007 break;
2984 } 3008 }
2985 3009
3009static object * 3033static object *
3010get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
3011{ 3035{
3012 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3013 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
3014 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
3015 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3016 return tmp; 3040 return tmp;
3017 3041
3018 return 0; 3042 return 0;
3019} 3043}
3020 3044
3033#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
3034 "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. " \
3035 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3036 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
3037 3061
3038int 3062static int
3039unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3040{ 3064{
3041 if (op->is_range ()) 3065 if (op->is_range ())
3042 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3043 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3165 continue; 3189 continue;
3166 } 3190 }
3167 3191
3168 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3169 if (!tmp1) 3193 if (!tmp1)
3170 {
3171#if 0
3172 /* This is sort of an error, but happens a lot when old players
3173 * join in with more stuff equipped than they are now allowed.
3174 */
3175 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3176#endif
3177 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3178 }
3179 else 3195 else
3180 { 3196 {
3181 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3182 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3183 * to apply multiple objects 3199 * to apply multiple objects
3234 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3235 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3236 } 3252 }
3237 3253
3238 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;
3239} 3344}
3240 3345
3241/** 3346/**
3242 * 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.
3243 * 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,
3266 " 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.>"
3267 3372
3268int 3373int
3269apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3270{ 3375{
3271 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3272 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3273 3378
3274 if (who == NULL) 3379 if (who == NULL)
3275 { 3380 {
3276 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3295 3400
3296 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3297 } 3402 }
3298 else if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3299 return 0; 3404 return 0;
3300
3301 // if the item is combat/ranged, wield the relevant slot first
3302 // to resolve conflicts.
3303 if (player *pl = who->contr)
3304 switch (op->slottype ())
3305 {
3306 case slot_combat: who->change_weapon (pl->combat_ob); break;
3307 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3308 }
3309 3405
3310 splay (op); 3406 splay (op);
3311 3407
3312 /* 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 */
3313 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3347 } 3443 }
3348 } 3444 }
3349 3445
3350 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3351 { 3447 {
3448 // try to ready attached skill first
3352 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3353 3450
3354 if (!skop) 3451 if (!skop)
3355 { 3452 {
3356 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));
3357 return 1; 3454 return 1;
3358 } 3455 }
3359 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3360 /* While experience will be credited properly, we want to change the
3361 * skill so that the dam and wc get updated
3362 */ 3457 {
3363 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3364 } 3461 }
3365 3462
3366 if (!check_item_power (who, op->item_power)) 3463 if (!check_item_power (who, op->item_power))
3367 { 3464 {
3368 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);
3371 3468
3372 /* 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.
3373 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3374 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3375 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3376 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3377 3476
3378 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)))
3379 return RESULT_INT (0); 3478 return RESULT_INT (0);
3380 3479
3381 switch (op->type) 3480 switch (op->type)
3382 { 3481 {
3383 case WEAPON: 3482 case WEAPON:
3384 //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 ()] != '\''))
3385 // i.e. "R" can use Ragnarok's sword.
3386 if (op->level && !op->name.starts_with (who->name))
3387 { 3484 {
3388 /* 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. */
3389 /* (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) */
3390 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. "
3391 3488 "H<Its name indicates that it belongs to somebody else.>");
3392 if (tmp) 3489 if (tmp) who->insert (tmp);
3393 insert_ob_in_ob (tmp, who);
3394
3395 return 1; 3490 return 1;
3396 } 3491 }
3397 3492
3398 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3399 { 3496 {
3400 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)));
3401 return 1; 3498 change_abil (who, op);
3402 } 3499 }
3403 3500 else
3404 SET_FLAG (op, FLAG_APPLIED);
3405 who->change_skill (skop); 3501 who->change_skill (skop);
3406 3502
3407 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3408 who->change_weapon (who->contr->combat_ob = op);
3409
3410 who->statusmsg (format ("You wield %s.", query_name (op)));
3411
3412 SET_FLAG (who, FLAG_READY_WEAPON);
3413 change_abil (who, op);
3414 break; 3504 break;
3415 3505
3416 case ARMOUR: 3506 case ARMOUR:
3417 case HELMET: 3507 case HELMET:
3418 case SHIELD: 3508 case SHIELD:
3427 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3428 change_abil (who, op); 3518 change_abil (who, op);
3429 break; 3519 break;
3430 3520
3431 case SKILL_TOOL: 3521 case SKILL_TOOL:
3432 // 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
3433 SET_FLAG (op, FLAG_APPLIED); 3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3434 3527
3528 case SKILL:
3435 if (!(aflags & AP_NO_READY)) 3529 if (!(aflags & AP_NO_SLOT))
3436 { 3530 {
3437 skop = find_skill_by_name (who, op->skill); 3531 // skill is used on it's own, as opposed to being a chosen_skill
3438 if (!skop->flag [FLAG_APPLIED])
3439 apply_special (who, skop, AP_APPLY);
3440 }
3441 break;
3442 3532
3443 case SKILL: 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3444 if (player *pl = who->contr)
3445 {
3446 if (IS_COMBAT_SKILL (op->subtype))
3447 { 3534 {
3448 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3449 {
3450 for (object *item = who->inv; item; item = item->below)
3451 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3452 {
3453 if (item->skill == op->skill)
3454 {
3455 who->change_weapon (pl->combat_ob = item);
3456 goto found_weapon;
3457 }
3458 }
3459
3460 who->failmsg (format ( 3535 who->failmsg (format (
3461 "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. "
3462 "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. "
3463 &op->skill 3538 "It cannot be used on its own.>",
3464 ));
3465 return 1;
3466
3467 found_weapon:;
3468 }
3469 else
3470 who->change_weapon (pl->combat_ob = op);
3471 }
3472 else if (IS_RANGED_SKILL (op->subtype))
3473 {
3474 if (skill_flags [op->subtype] & SF_NEED_BOW)
3475 {
3476 for (object *item = who->inv; item; item = item->below)
3477 if (item->type == BOW && item->flag [FLAG_APPLIED])
3478 {
3479 //TODO: bows should/must all have skill missile weapon right now
3480 who->change_weapon (pl->ranged_ob = item);
3481 goto found_bow;
3482 }
3483
3484 who->failmsg (
3485 "You need to apply a missile weapon before readying this skill. "
3486 "H<Some skills need an item, in this case a missile weapon, to function.>"
3487 );
3488 return 1;
3489
3490 found_bow:;
3491 }
3492 else
3493 who->change_weapon (pl->ranged_ob = op);
3494 }
3495
3496 if (!op->invisible)
3497 {
3498 who->statusmsg (format (
3499 "You ready %s."
3500 "You can now use the skill: %s.",
3501 query_name (op),
3502 &op->skill 3539 &op->skill
3503 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3504 } 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 ));
3505 else 3554 else
3506 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 ));
3507 } 3571 }
3508 else 3572
3509 {
3510 SET_FLAG (op, FLAG_APPLIED);
3511 change_abil (who, op);
3512 who->chosen_skill = op;
3513 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3514 } 3574 SET_FLAG (op, FLAG_APPLIED);
3515 3575 change_abil (who, op);
3516 break; 3576 break;
3517 3577
3518 case BOW: 3578 case BOW:
3519 if (op->level && !op->name.starts_with (who->name)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3520 { 3580 {
3521 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3522 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3523 if (tmp) 3583 if (tmp) who->insert (tmp);
3524 insert_ob_in_ob (tmp, who);
3525
3526 return 1; 3584 return 1;
3527 } 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;
3528 3610
3529 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3530 case WAND: 3612 case WAND:
3531 case ROD: 3613 case ROD:
3532 case HORN: 3614 case HORN:
3533 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3534 3616
3535 if (!skop) 3617 if (!skop)
3536 { 3618 {
3537 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);
3538 return 1; 3621 return 1;
3539 } 3622 }
3540 3623
3541 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3542 who->change_skill (skop);
3543 3625
3544 if (who->contr) 3626 if (player *pl = who->contr)
3545 { 3627 {
3546 who->contr->ranged_ob = op;
3547
3548 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3549 3629
3550 if (op->type == BOW) 3630 if (op->type == BOW)
3551 {
3552 who->current_weapon = op;
3553 change_abil (who, op);
3554 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)));
3555 } 3632
3633 change_abil (who, op);
3556 } 3634 }
3557 else 3635 else
3558 { 3636 {
3637 who->change_skill (skop);
3638
3559 if (op->type == BOW) 3639 if (op->type == BOW)
3560 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3561 else 3641 else
3562 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3563 } 3643 }
3564 3644
3565 break; 3645 break;
3566 3646
3567 case BUILDER: 3647 case BUILDER:
3568 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3569 { 3649 {
3570 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3571 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3572 unapply_special (who, who->contr->ranged_ob, 0);
3573
3574 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3575 3651 //TODO: change_abil?
3576 who->contr->ranged_ob = op;
3577 } 3652 }
3578 break; 3653 break;
3579 3654
3580 default: 3655 default:
3581 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3582 } 3657 }
3583 3658
3584 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3585 3660
3586 if (tmp)
3587 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3588 3662
3589 who->update_stats (); 3663 who->update_stats ();
3590 3664
3591 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3592 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3607 3681
3608 if (object *pl = op->visible_to ()) 3682 if (object *pl = op->visible_to ())
3609 esrv_send_item (pl, op); 3683 esrv_send_item (pl, op);
3610 3684
3611 return 0; 3685 return 0;
3612}
3613
3614int
3615monster_apply_special (object *who, object *op, int aflags)
3616{
3617 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3618 return 1;
3619
3620 return apply_special (who, op, aflags);
3621} 3686}
3622 3687
3623/** 3688/**
3624 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3625 * 3690 *
3732 * treasure again for this object 3797 * treasure again for this object
3733 */ 3798 */
3734 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3735 } 3800 }
3736 } 3801 }
3802
3737 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3738 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3739 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3740 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3741 * MSW 2004-05-13 3807 * MSW 2004-05-13
3745 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3746 */ 3812 */
3747 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3748 || 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)
3749 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3750
3751 } 3816 }
3752 3817
3753 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3754 auto_apply (tmp); 3819 auto_apply (tmp);
3755 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3820 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3812 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3813 int duration = TIME2TICK (food->stats.food); 3878 int duration = TIME2TICK (food->stats.food);
3814 3879
3815 if (force = who->force_find (key)) 3880 if (force = who->force_find (key))
3816 { 3881 {
3817 if (duration > abs (force->speed_left / force->speed)) 3882 if (duration > fabs (force->speed_left / force->speed))
3818 { 3883 {
3819 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));
3820 force->force_set_timer (duration); 3885 force->force_set_timer (duration);
3821 } 3886 }
3822 else 3887 else
3894 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3895 } 3960 }
3896 } 3961 }
3897 3962
3898 who->update_stats (); 3963 who->update_stats ();
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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