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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.209 by root, Fri Nov 6 12:49:19 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)
531 528
532/** 529/**
533 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
534 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
535 */ 532 */
536int 533static int
537prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
538{ 535{
539 int sacrifice_count, i; 536 int sacrifice_count, i;
540 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
541 538
594 * 591 *
595 * We are hiding extra information about the weapon in the level and 592 * We are hiding extra information about the weapon in the level and
596 * last_eat numbers for an object. Hopefully this won't break anything ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
597 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
598 */ 595 */
599int 596static int
600improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
601{ 598{
602 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
603 600
604 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
763 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
764 * the users level or 90) 761 * the users level or 90)
765 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
766 * changing of physical area right now. 763 * changing of physical area right now.
767 */ 764 */
768int 765static int
769improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
770{ 767{
771 object *tmp; 768 object *tmp;
772 769
773 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
860 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
861 */ 858 */
862int 859int
863convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
864{ 861{
865 sint64 nr, price_in; 862 sint64 nr = 0, price_in;
866 863
867 if (item->flag [FLAG_UNPAID]) 864 if (item->flag [FLAG_UNPAID])
868 return 0; 865 return 0;
869 866
870 shstr conv_from = converter->slaying; 867 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch; 868 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food; 869 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp; 870 sint64 give = converter->stats.sp;
874 871
951 item->nrof *= nr; 948 item->nrof *= nr;
952 949
953 if (converter->flag [FLAG_PRECIOUS]) 950 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
955 952
956 if (is_in_shop (converter)) 953 if (converter->is_in_shop ())
957 { 954 {
958 // converters on shop floors don't work anymore, bug lets check for it 955 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it. 956 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", 957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ()); 958 converter->debug_desc ());
1164 /* this is only used for players */ 1161 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1166 1163
1167 if (has_unpaid) 1164 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1170 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1171 else 1168 else
1172 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1173 1170
1174 if (shop_mat->msg) 1171 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct, 1173 /* This check below is a bit simplistic - generally it should be correct,
1177 * but there is never a guarantee that the bottom space on the map is 1174 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor. 1175 * actually the shop floor.
1179 */ 1176 */
1180 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1181 { 1178 {
1182 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1183 1180
1184 op->statusmsg ( 1181 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1353 trap->stats.maxsp = 2; 1350 trap->stats.maxsp = 2;
1354 1351
1355 /* Is this correct? From the docs, it doesn't look like it 1352 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed 1353 * should be divided by trap->speed
1357 */ 1354 */
1358 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359 1356
1360 /* Just put in some sanity check. I think there is a bug in the 1357 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player 1358 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed. 1359 * getting permanently paralyzed.
1363 */ 1360 */
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
1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1739 return; 1740 return;
1740 } 1741 }
1741 1742
1742 op->failmsg (format ("You lose knowledge of %s.", spell)); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1743 player_unready_range_ob (op->contr, spob);
1744 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1745 spob->destroy (); 1745 spob->destroy ();
1746} 1746}
1747 1747
1748/** 1748/**
1765 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1766 * legacy spellbooks 1766 * legacy spellbooks
1767 */ 1767 */
1768 if (tmp->slaying) 1768 if (tmp->slaying)
1769 { 1769 {
1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1771 if (!spell) 1772 if (!spell)
1772 { 1773 {
1773 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));
1774 return; 1775 return;
1775 } 1776 }
1804 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.>",
1805 &tmp->skill, learn_level)); 1806 &tmp->skill, learn_level));
1806 return; 1807 return;
1807 } 1808 }
1808 1809
1809 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));
1810 1811
1811 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1812 identify (tmp); 1813 identify (tmp);
1813 1814
1814 /* 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
1826 { 1827 {
1827 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1828 1829
1829 if (!spell_skill) 1830 if (!spell_skill)
1830 { 1831 {
1831 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));
1832 return; 1833 return;
1833 } 1834 }
1834 1835
1835 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1836 { 1837 {
1852 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1853 */ 1854 */
1854 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1855 { 1856 {
1856 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!");
1857 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));
1858 } 1859 }
1859 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1860 (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])
1861 { 1862 {
1862 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1996 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1997 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
1998 int i; /* index */ 1999 int i; /* index */
1999 2000
2000 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2001 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2002 return 0; 2003 return 0;
2003 2004
2004 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2005 from the player's inventory */ 2006 from the player's inventory */
2006 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2014 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2015 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2016 return 0; 2017 return 0;
2017 2018
2018 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2019 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2020 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2021 else 2022 else
2022 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2023 2024
2024 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2025 op->stats.hp = op->stats.maxhp;
2026
2027 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2028 2027
2029 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2030 2029
2031 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2032 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2042 2041
2043 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2044 flesh is too rare */ 2043 flesh is too rare */
2045 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2046 2045
2047 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2048 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2049 2048
2050 if (chance >= 0.) 2049 if (chance >= 0.)
2051 chance += 1.; 2050 chance += 1.;
2052 else 2051 else
2053 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2054 2053
2055 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2056 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2057 2056
2058 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2059 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2060 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2061 2060
2062 /* 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!) */
2063 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2064 { 2063 {
2065 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2066 winners++; 2065 winners++;
2067 } 2066 }
2068 2067
2144 if (op->type != PLAYER) 2143 if (op->type != PLAYER)
2145 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2146 else 2145 else
2147 { 2146 {
2148 /* check if this is a dragon (player), eating some flesh */ 2147 /* check if this is a dragon (player), eating some flesh */
2149 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) 2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2150 ; 2149 ;
2151 else 2150 else
2152 { 2151 {
2153 /* usual case - no dragon meal: */ 2152 /* usual case - no dragon meal: */
2154 if (op->stats.food + tmp->stats.food > 999) 2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2155 { 2154 {
2156 if (tmp->type == FOOD || tmp->type == FLESH) 2155 if (tmp->type == FOOD || tmp->type == FLESH)
2157 op->failmsg ("You feel full, but what a waste of food!"); 2156 op->failmsg ("You feel full, but what a waste of food!");
2158 else 2157 else
2159 op->statusmsg ("Most of the drink goes down your face not your throat!"); 2158 op->statusmsg ("Most of the drink goes down your face not your throat!");
2169 2168
2170 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2171 { 2170 {
2172 const char *buf; 2171 const char *buf;
2173 2172
2174 if (!is_dragon_pl (op)) 2173 if (!op->is_dragon ())
2175 { 2174 {
2176 /* eating message for normal players */ 2175 /* eating message for normal players */
2177 if (tmp->type == DRINK) 2176 if (tmp->type == DRINK)
2178 buf = format ("Ahhh...that %s tasted good.", &tmp->name); 2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2179 else 2178 else
2183 /* eating message for dragon players */ 2182 /* eating message for dragon players */
2184 buf = format ("The %s tasted terrible!", &tmp->name); 2183 buf = format ("The %s tasted terrible!", &tmp->name);
2185 2184
2186 op->statusmsg (buf); 2185 op->statusmsg (buf);
2187 2186
2188 capacity_remaining = 999 - op->stats.food; 2187 capacity_remaining = MAX_FOOD - op->stats.food;
2189 op->stats.food += tmp->stats.food; 2188 op->stats.food += tmp->stats.food;
2190 if (capacity_remaining < tmp->stats.food) 2189 if (capacity_remaining < tmp->stats.food)
2191 op->stats.hp += capacity_remaining / 50; 2190 op->stats.hp += capacity_remaining / 50;
2192 else 2191 else
2193 op->stats.hp += tmp->stats.food / 50; 2192 op->stats.hp += tmp->stats.food / 50;
2194 2193
2195 if (op->stats.hp > op->stats.maxhp) 2194 min_it (op->stats.hp, op->stats.maxhp);
2196 op->stats.hp = op->stats.maxhp; 2195 min_it (op->stats.food, MAX_FOOD);
2197 if (op->stats.food > 999)
2198 op->stats.food = 999;
2199 } 2196 }
2200 2197
2201 /* special food hack -b.t. */ 2198 /* special food hack -b.t. */
2202 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2203 eat_special_food (op, tmp); 2200 eat_special_food (op, tmp);
2264 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2265 } 2262 }
2266 2263
2267 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2268 poison->destroy (); 2265 poison->destroy ();
2269}
2270
2271/**
2272 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2273 * A valid 2 way exit means:
2274 * -You can come back (there is another exit at the other side)
2275 * -You are
2276 * ° the owner of the exit
2277 * ° or in the same party as the owner
2278 *
2279 * Note: a owner in a 2 way exit is saved as the owner's name
2280 * in the field exit->name cause the field exit->owner doesn't
2281 * survive in the swapping (in fact the whole exit doesn't survive).
2282 */
2283int
2284is_legal_2ways_exit (object *op, object *exit)
2285{
2286 if (exit->stats.exp != 1)
2287 return 1; /*This is not a 2 way, so it is legal */
2288
2289#if 0 //TODO
2290 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2291 return 0; /* This is a reset town portal */
2292#endif
2293
2294 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2295
2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2297
2298 if (exitmap)
2299 {
2300 exitmap->load_sync ();
2301
2302 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2303
2304 if (!tmp)
2305 return 0;
2306
2307 for (; tmp; tmp = tmp->above)
2308 {
2309 if (tmp->type != EXIT)
2310 continue; /*Not an exit */
2311
2312 if (!EXIT_PATH (tmp))
2313 continue; /*Not a valid exit */
2314
2315 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2316 continue; /*Not in the same place */
2317
2318 if (exit->map->path != EXIT_PATH (tmp))
2319 continue; /*Not in the same map */
2320
2321 /* From here we have found the exit is valid. However we do
2322 * here the check of the exit owner. It is important for the
2323 * town portals to prevent strangers from visiting your appartments
2324 */
2325 if (!exit->race)
2326 return 1; /*No owner, free for all! */
2327
2328 object *exit_owner = 0;
2329
2330 for_all_players (pp)
2331 {
2332 if (!pp->ob)
2333 continue;
2334
2335 if (pp->ob->name != exit->race)
2336 continue;
2337
2338 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2339 break;
2340 }
2341
2342 if (!exit_owner)
2343 return 0; /* No more owner */
2344
2345 if (exit_owner->contr == op->contr)
2346 return 1; /*It is your exit */
2347
2348 if (exit_owner && /*There is a owner */
2349 (op->contr) && /*A player tries to pass */
2350 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2351 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2352 return 0;
2353
2354 return 1;
2355 }
2356 }
2357
2358 return 0;
2359} 2266}
2360 2267
2361/** 2268/**
2362 * 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
2363 * 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,
2451} 2358}
2452 2359
2453/** 2360/**
2454 * This function generates a cursed effect for cursed lamps and torches. 2361 * This function generates a cursed effect for cursed lamps and torches.
2455 */ 2362 */
2363static void
2456void player_apply_lamp_cursed_effect (object *who, object *op) 2364player_apply_lamp_cursed_effect (object *who, object *op)
2457{ 2365{
2458 if (op->level) 2366 if (op->level)
2459 { 2367 {
2460 who->failmsg (format ( 2368 who->failmsg (format (
2461 "The %s was cursed, it explodes in a big fireball!", 2369 "The %s was cursed, it explodes in a big fireball!",
2476 * Apply for players and lamps 2384 * Apply for players and lamps
2477 * 2385 *
2478 * who - the player 2386 * who - the player
2479 * op - the lamp 2387 * op - the lamp
2480 */ 2388 */
2389static void
2481void player_apply_lamp (object *who, object *op) 2390player_apply_lamp (object *who, object *op)
2482{ 2391{
2483 bool switch_on = op->glow_radius ? false : true; 2392 bool switch_on = op->glow_radius ? false : true;
2484 2393
2485 if (switch_on) 2394 if (switch_on)
2486 { 2395 {
2616static void 2525static void
2617apply_item_transformer (object *pl, object *transformer) 2526apply_item_transformer (object *pl, object *transformer)
2618{ 2527{
2619 object *marked; 2528 object *marked;
2620 object *new_item; 2529 object *new_item;
2621 char *find; 2530 const char *find;
2622 char *separator; 2531 char *separator;
2623 int yield; 2532 int yield;
2624 char got[MAX_BUF]; 2533 char got[MAX_BUF];
2625 int len; 2534 int len;
2626 2535
2669 while (*find == ' ') 2578 while (*find == ' ')
2670 find++; 2579 find++;
2671 2580
2672 memset (got, 0, MAX_BUF); 2581 memset (got, 0, MAX_BUF);
2673 2582
2674 if ((separator = strchr (find, ';')) != NULL) 2583 if ((separator = (char *) strchr (find, ';')))
2675 len = separator - find; 2584 len = separator - find;
2676 else 2585 else
2677 len = strlen (find); 2586 len = strlen (find);
2678 2587
2679 if (len > MAX_BUF - 1) 2588 min_it (len, MAX_BUF - 1);
2680 len = MAX_BUF - 1;
2681 2589
2682 strcpy (got, find); 2590 strcpy (got, find);
2683 got[len] = '\0'; 2591 got[len] = '\0';
2684 2592
2685 /* Now create new item, remove used ones when required. */ 2593 /* Now create new item, remove used ones when required. */
2718 * being applied. 2626 * being applied.
2719 * 2627 *
2720 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2721 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2722 */ 2630 */
2723int 2631static int
2724manual_apply (object *who, object *op, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2725{ 2633{
2726 op = op->head_ (); 2634 op = op->head_ ();
2727 2635
2728 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2729 { 2637 {
2730 if (who->type == PLAYER) 2638 if (who->type == PLAYER)
2731 { 2639 {
2732 examine (who, op); 2640 examine (who, op);
2733 //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
2764 2672
2765 case EXIT: 2673 case EXIT:
2766 if (who->type != PLAYER) 2674 if (who->type != PLAYER)
2767 return 0; 2675 return 0;
2768 2676
2769 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2677 if (!EXIT_PATH (op))
2770 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)));
2771 else 2679 else
2772 { 2680 {
2773 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2774 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2775 who->statusmsg (op->msg, NDI_NAVY); 2683 who->statusmsg (op->msg, NDI_NAVY);
2776 2684
2777 who->enter_exit (op); 2685 who->enter_exit (op);
2778 } 2686 }
2779 2687
2860 case CLOAK: 2768 case CLOAK:
2861 case WAND: 2769 case WAND:
2862 case ROD: 2770 case ROD:
2863 case HORN: 2771 case HORN:
2864 case SKILL: 2772 case SKILL:
2773 case SPELL:
2865 case BOW: 2774 case BOW:
2775 case RANGED:
2866 case BUILDER: 2776 case BUILDER:
2867 case SKILL_TOOL: 2777 case SKILL_TOOL:
2868 if (op->env != who) 2778 if (op->env != who)
2869 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)));
2870 2780 else
2871 apply_special (who, op, aflag); 2781 apply_special (who, op, aflag);
2782
2872 return 1; 2783 return 1;
2873 2784
2874 case DRINK: 2785 case DRINK:
2875 case FOOD: 2786 case FOOD:
2876 case FLESH: 2787 case FLESH:
2940 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2941 apply_item_transformer (who, op); 2852 apply_item_transformer (who, op);
2942 return 1; 2853 return 1;
2943 2854
2944 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2945 return 0; 2857 return 0;
2946 } 2858 }
2947} 2859}
2948 2860
2949/* quiet suppresses the "don't know how to apply" and "you must get it first" 2861/*
2950 * messages as needed by player_apply_below(). But there can still be
2951 * "but you are floating high above the ground" messages.
2952 *
2953 * Same return value as apply() function. 2862 * Same return value as apply() function.
2954 */ 2863 */
2955int 2864bool
2956player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2957{ 2866{
2958 if (!op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2959 { 2868 {
2960 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2961 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2967 } 2876 }
2968 } 2877 }
2969 2878
2970 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2971 2880
2972 int tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2973
2974 if (!quiet)
2975 {
2976 if (tmp == 0)
2977 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2978 else if (tmp == 2)
2979 pl->failmsg ("You must get it first!\n");
2980 }
2981
2982 return tmp;
2983} 2882}
2984 2883
2985/** 2884/**
2986 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2987 * 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
2998 * 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
2999 * 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
3000 * 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
3001 * not return a proper value. 2900 * not return a proper value.
3002 */ 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?
3003 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)
3004 { 2905 {
3005 next = tmp->below; 2906 next = tmp->below;
3006 2907
3007 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3008 floors++;
3009 else if (floors > 0)
3010 return; /* process only floor objects after first floor object */
3011
3012 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
3013 * person moving on it, also activate. Added code to make it
3014 * so that at least one of players movement types be that which
3015 * the item needs.
3016 */ 2909 */
3017 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
3018 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
3019 return; 2912 break;
3020 2913
3021 if (floors >= 2) 2914 break;
3022 return; /* process at most two floor objects */
3023 } 2915 }
3024} 2916}
3025 2917
3026/** 2918/**
3027 * Unapplies specified item. 2919 * Unapplies specified item.
3034{ 2926{
3035 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))
3036 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3037 return RESULT_INT (0); 2929 return RESULT_INT (0);
3038 2930
3039 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
3040 2935
3041 switch (op->type) 2936 switch (op->type)
3042 { 2937 {
3043 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
3044 // 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
3045 // 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
3046 // be used for other reasons 2956 // be used for other reasons
3047 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
3048 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
3049 && tmp->type == SKILL
3050 && tmp->flag [FLAG_APPLIED]
3051 && !tmp->flag [FLAG_CAN_USE_SKILL])
3052 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
3053 2960
3054 change_abil (who, op);
3055 break; 2961 break;
3056 2962
2963 case BOW:
3057 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
3058 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
3059 if (op == pl->combat_ob)
3060 {
3061 pl->combat_ob = 0;
3062 who->change_weapon (pl->ranged_ob);
3063 }
3064
3065 who->statusmsg (format ("You unwield %s.", query_name (op)));
3066
3067 change_abil (who, op);
3068 CLEAR_FLAG (who, FLAG_READY_WEAPON);
3069 break;
3070
3071 case SKILL:
3072 if (who->contr)
3073 { 2969 {
3074 if (IS_COMBAT_SKILL (op->subtype)) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
3075 who->change_weapon (who->contr->combat_ob = 0); 2971 change_abil (who, op);
3076 else if (IS_RANGED_SKILL (op->subtype)) 2972 }
3077 who->change_weapon (who->contr->ranged_ob = 0); 2973 else
2974 {
2975 who->change_skill (0);
3078 2976
3079 if (op->invisible) 2977 if (op->type == BOW)
3080 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2978 op->flag [FLAG_READY_BOW ] = false;
3081 else 2979 else
3082 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2980 op->flag [FLAG_READY_RANGE] = false;
3083 } 2981 }
3084 2982
3085 change_abil (who, op);
3086 CLEAR_FLAG (who, FLAG_READY_SKILL);
3087 break; 2983 break;
3088 2984
3089 case ARMOUR: 2985 case ARMOUR:
3090 case HELMET: 2986 case HELMET:
3091 case SHIELD: 2987 case SHIELD:
3098 case CLOAK: 2994 case CLOAK:
3099 who->statusmsg (format ("You unwear %s.", query_name (op))); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
3100 change_abil (who, op); 2996 change_abil (who, op);
3101 break; 2997 break;
3102 2998
2999 case SPELL:
3103 case BOW: 3000 case BUILDER:
3104 case WAND:
3105 case ROD:
3106 case HORN:
3107 if (player *pl = who->contr)
3108 {
3109 if (op == pl->ranged_ob)
3110 {
3111 pl->ranged_ob = 0;
3112 who->change_weapon (pl->combat_ob);
3113 }
3114
3115 who->statusmsg (format ("You unready %s.", query_name (op))); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
3116 }
3117 else
3118 {
3119 who->change_skill (0);
3120
3121 if (op->type == BOW)
3122 CLEAR_FLAG (who, FLAG_READY_BOW);
3123 else
3124 CLEAR_FLAG (who, FLAG_READY_RANGE);
3125 }
3126
3127 break; 3002 break;
3128 3003
3129 case BUILDER: 3004 //case SKILL_TOOL://TODO
3130 if (who->contr)
3131 who->statusmsg (format ("You unready %s.", query_name (op)));
3132 break;
3133
3134 default: 3005 default:
3135 who->statusmsg (format ("You unapply %s.", query_name (op))); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
3136 break; 3007 break;
3137 } 3008 }
3138 3009
3162static object * 3033static object *
3163get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
3164{ 3035{
3165 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3166 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
3167 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
3168 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3169 return tmp; 3040 return tmp;
3170 3041
3171 return 0; 3042 return 0;
3172} 3043}
3173 3044
3186#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
3187 "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. " \
3188 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3189 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
3190 3061
3191int 3062static int
3192unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3193{ 3064{
3194 if (op->is_range ()) 3065 if (op->is_range ())
3195 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3196 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3318 continue; 3189 continue;
3319 } 3190 }
3320 3191
3321 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3322 if (!tmp1) 3193 if (!tmp1)
3323 {
3324#if 0
3325 /* This is sort of an error, but happens a lot when old players
3326 * join in with more stuff equipped than they are now allowed.
3327 */
3328 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3329#endif
3330 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3331 }
3332 else 3195 else
3333 { 3196 {
3334 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3335 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3336 * to apply multiple objects 3199 * to apply multiple objects
3387 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3388 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3389 } 3252 }
3390 3253
3391 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;
3392} 3344}
3393 3345
3394/** 3346/**
3395 * 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.
3396 * 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,
3419 " 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.>"
3420 3372
3421int 3373int
3422apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3423{ 3375{
3424 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3425 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3426 3378
3427 if (who == NULL) 3379 if (who == NULL)
3428 { 3380 {
3429 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3448 3400
3449 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3450 } 3402 }
3451 else if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3452 return 0; 3404 return 0;
3453
3454 // if the item is combat/ranged, wield the relevant slot first
3455 // to resolve conflicts.
3456 if (player *pl = who->contr)
3457 switch (op->slottype ())
3458 {
3459 case slot_combat: who->change_weapon (pl->combat_ob); break;
3460 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3461 }
3462 3405
3463 splay (op); 3406 splay (op);
3464 3407
3465 /* 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 */
3466 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3500 } 3443 }
3501 } 3444 }
3502 3445
3503 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3504 { 3447 {
3448 // try to ready attached skill first
3505 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3506 3450
3507 if (!skop) 3451 if (!skop)
3508 { 3452 {
3509 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));
3510 return 1; 3454 return 1;
3511 } 3455 }
3512 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3513 /* While experience will be credited properly, we want to change the
3514 * skill so that the dam and wc get updated
3515 */ 3457 {
3516 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3517 } 3461 }
3518 3462
3519 if (!check_item_power (who, op->item_power)) 3463 if (!check_item_power (who, op->item_power))
3520 { 3464 {
3521 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);
3524 3468
3525 /* 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.
3526 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3527 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3528 */ 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3529 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3530 3476
3531 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)))
3532 return RESULT_INT (0); 3478 return RESULT_INT (0);
3533 3479
3534 switch (op->type) 3480 switch (op->type)
3535 { 3481 {
3536 case WEAPON: 3482 case WEAPON:
3537 //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 ()] != '\''))
3538 // i.e. "R" can use Ragnarok's sword.
3539 if (op->level && !op->name.starts_with (who->name))
3540 { 3484 {
3541 /* 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. */
3542 /* (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) */
3543 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. "
3544 3488 "H<Its name indicates that it belongs to somebody else.>");
3545 if (tmp) 3489 if (tmp) who->insert (tmp);
3546 insert_ob_in_ob (tmp, who);
3547
3548 return 1; 3490 return 1;
3549 } 3491 }
3550 3492
3551 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3552 { 3496 {
3553 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)));
3554 return 1; 3498 change_abil (who, op);
3555 } 3499 }
3556 3500 else
3557 SET_FLAG (op, FLAG_APPLIED);
3558 who->change_skill (skop); 3501 who->change_skill (skop);
3559 3502
3560 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3561 who->change_weapon (who->contr->combat_ob = op);
3562
3563 who->statusmsg (format ("You wield %s.", query_name (op)));
3564
3565 SET_FLAG (who, FLAG_READY_WEAPON);
3566 change_abil (who, op);
3567 break; 3504 break;
3568 3505
3569 case ARMOUR: 3506 case ARMOUR:
3570 case HELMET: 3507 case HELMET:
3571 case SHIELD: 3508 case SHIELD:
3580 who->statusmsg (format ("You wear %s.", query_name (op))); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3581 change_abil (who, op); 3518 change_abil (who, op);
3582 break; 3519 break;
3583 3520
3584 case SKILL_TOOL: 3521 case SKILL_TOOL:
3585 // 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
3586 SET_FLAG (op, FLAG_APPLIED); 3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3587 3527
3528 case SKILL:
3588 if (!(aflags & AP_NO_READY)) 3529 if (!(aflags & AP_NO_SLOT))
3589 { 3530 {
3590 skop = find_skill_by_name (who, op->skill); 3531 // skill is used on it's own, as opposed to being a chosen_skill
3591 if (!skop->flag [FLAG_APPLIED])
3592 apply_special (who, skop, AP_APPLY);
3593 }
3594 break;
3595 3532
3596 case SKILL: 3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3597 if (player *pl = who->contr)
3598 {
3599 if (IS_COMBAT_SKILL (op->subtype))
3600 { 3534 {
3601 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3602 {
3603 for (object *item = who->inv; item; item = item->below)
3604 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3605 {
3606 if (item->skill == op->skill)
3607 {
3608 who->change_weapon (pl->combat_ob = item);
3609 goto found_weapon;
3610 }
3611 }
3612
3613 who->failmsg (format ( 3535 who->failmsg (format (
3614 "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. "
3615 "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. "
3616 &op->skill 3538 "It cannot be used on its own.>",
3617 ));
3618 return 1;
3619
3620 found_weapon:;
3621 }
3622 else
3623 who->change_weapon (pl->combat_ob = op);
3624 }
3625 else if (IS_RANGED_SKILL (op->subtype))
3626 {
3627 if (skill_flags [op->subtype] & SF_NEED_BOW)
3628 {
3629 for (object *item = who->inv; item; item = item->below)
3630 if (item->type == BOW && item->flag [FLAG_APPLIED])
3631 {
3632 //TODO: bows should/must all have skill missile weapon right now
3633 who->change_weapon (pl->ranged_ob = item);
3634 goto found_bow;
3635 }
3636
3637 who->failmsg (
3638 "You need to apply a missile weapon before readying this skill. "
3639 "H<Some skills need an item, in this case a missile weapon, to function.>"
3640 );
3641 return 1;
3642
3643 found_bow:;
3644 }
3645 else
3646 who->change_weapon (pl->ranged_ob = op);
3647 }
3648
3649 if (!op->invisible)
3650 {
3651 who->statusmsg (format (
3652 "You ready %s."
3653 "You can now use the skill: %s.",
3654 query_name (op),
3655 &op->skill 3539 &op->skill
3656 )); 3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3657 } 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 ));
3658 else 3554 else
3659 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 ));
3660 } 3571 }
3661 else 3572
3662 {
3663 SET_FLAG (op, FLAG_APPLIED);
3664 change_abil (who, op);
3665 who->chosen_skill = op;
3666 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3667 } 3574 SET_FLAG (op, FLAG_APPLIED);
3668 3575 change_abil (who, op);
3669 break; 3576 break;
3670 3577
3671 case BOW: 3578 case BOW:
3672 if (op->level && !op->name.starts_with (who->name)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3673 { 3580 {
3674 who->failmsg ("The weapon does not recognize you as its owner. " 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3675 "H<Its name indicates that it belongs to somebody else.>"); 3582 "H<Its name indicates that it belongs to somebody else.>");
3676 if (tmp) 3583 if (tmp) who->insert (tmp);
3677 insert_ob_in_ob (tmp, who);
3678
3679 return 1; 3584 return 1;
3680 } 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;
3681 3610
3682 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3683 case WAND: 3612 case WAND:
3684 case ROD: 3613 case ROD:
3685 case HORN: 3614 case HORN:
3686 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3687 3616
3688 if (!skop) 3617 if (!skop)
3689 { 3618 {
3690 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);
3691 return 1; 3621 return 1;
3692 } 3622 }
3693 3623
3694 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3695 who->change_skill (skop);
3696 3625
3697 if (who->contr) 3626 if (player *pl = who->contr)
3698 { 3627 {
3699 who->contr->ranged_ob = op;
3700
3701 who->statusmsg (format ("You ready %s.", query_name (op))); 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3702 3629
3703 if (op->type == BOW) 3630 if (op->type == BOW)
3704 {
3705 who->current_weapon = op;
3706 change_abil (who, op);
3707 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)));
3708 } 3632
3633 change_abil (who, op);
3709 } 3634 }
3710 else 3635 else
3711 { 3636 {
3637 who->change_skill (skop);
3638
3712 if (op->type == BOW) 3639 if (op->type == BOW)
3713 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3714 else 3641 else
3715 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3716 } 3643 }
3717 3644
3718 break; 3645 break;
3719 3646
3720 case BUILDER: 3647 case BUILDER:
3721 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3722 { 3649 {
3723 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3724 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3725 unapply_special (who, who->contr->ranged_ob, 0);
3726
3727 who->statusmsg (format ("You ready your %s.", query_name (op))); 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3728 3651 //TODO: change_abil?
3729 who->contr->ranged_ob = op;
3730 } 3652 }
3731 break; 3653 break;
3732 3654
3733 default: 3655 default:
3734 who->statusmsg (format ("You apply %s.", query_name (op))); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3735 } 3657 }
3736 3658
3737 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3738 3660
3739 if (tmp)
3740 who->insert (tmp); 3661 if (tmp) who->insert (tmp);
3741 3662
3742 who->update_stats (); 3663 who->update_stats ();
3743 3664
3744 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3745 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3760 3681
3761 if (object *pl = op->visible_to ()) 3682 if (object *pl = op->visible_to ())
3762 esrv_send_item (pl, op); 3683 esrv_send_item (pl, op);
3763 3684
3764 return 0; 3685 return 0;
3765}
3766
3767int
3768monster_apply_special (object *who, object *op, int aflags)
3769{
3770 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3771 return 1;
3772
3773 return apply_special (who, op, aflags);
3774} 3686}
3775 3687
3776/** 3688/**
3777 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3778 * 3690 *
3885 * treasure again for this object 3797 * treasure again for this object
3886 */ 3798 */
3887 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3888 } 3800 }
3889 } 3801 }
3802
3890 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3891 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3892 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3893 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3894 * MSW 2004-05-13 3807 * MSW 2004-05-13
3898 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3899 */ 3812 */
3900 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3901 || 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)
3902 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3903
3904 } 3816 }
3905 3817
3906 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3907 auto_apply (tmp); 3819 auto_apply (tmp);
3908 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 ())
3965 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3966 int duration = TIME2TICK (food->stats.food); 3878 int duration = TIME2TICK (food->stats.food);
3967 3879
3968 if (force = who->force_find (key)) 3880 if (force = who->force_find (key))
3969 { 3881 {
3970 if (duration > abs (force->speed_left / force->speed)) 3882 if (duration > fabs (force->speed_left / force->speed))
3971 { 3883 {
3972 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));
3973 force->force_set_timer (duration); 3885 force->force_set_timer (duration);
3974 } 3886 }
3975 else 3887 else

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