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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* Handles objects being applied, and their effect.
*/
#include <global.h>
#include <living.h>
#include <spells.h>
#include <skills.h>
#include <tod.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
/* Want this regardless of rplay. */
#include <sounds.h>
/* need math lib for double-precision and pow() in dragon_eat_flesh() */
#include <math.h>
static int apply_check_apply_restrictions(object *who, object *op, int aflags);
static int apply_check_personalized_blessings(object *who, const object *op);
static int apply_check_item_power(const object *who, const object *op, int aflags);
static int apply_check_owner(const object *who, const object *op, int aflags);
static void apply_update_ranged_skill(const object *who, object *op, int aflags);
/**
* Can transport hold object op?
* This is a pretty trivial function,
* but in the future, possible transport may have more restrictions
* or weight reduction like containers
*
* @param transport
* transport to check.
* @param op
* object we're trying to insert.
* @param nrof
* number of op.
* @return
* 1 if can hold, 0 else.
*/
int transport_can_hold(const object *transport, const object *op, int nrof) {
return op->weight*nrof+transport->carrying <= transport->weight_limit;
}
/**
* Check if op should abort moving victim because of it's race or slaying.
*
* @param op
* detector or equivalent we're testing. Note that its type is not checked.
* @param victim
* object trying to move on op.
* @return
* 1 if it should abort, 0 if it should continue.
*/
int should_director_abort(const object *op, const object *victim) {
int arch_flag, name_flag, race_flag;
/* Never move doors, it messes things. */
if (victim->type == DOOR)
return 1;
/* Get flags to determine what of arch, name, and race should be
* checked. This is stored in subtype, and is a bitmask, the LSB
* is the arch flag, the next is the name flag, and the last is
* the race flag. Also note, if subtype is set to zero, that also
* goes to defaults of all affecting it. Examples:
* subtype 1: only arch
* subtype 3: arch or name
* subtype 5: arch or race
* subtype 7: all three
*/
if (op->subtype) {
arch_flag = op->subtype&1;
name_flag = op->subtype&2;
race_flag = op->subtype&4;
} else {
arch_flag = 1;
name_flag = 1;
race_flag = 1;
}
/* If the director has race set, only affect objects with a arch,
* name or race that matches.
*/
if (op->race
&& (!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))
&& (!(victim->name && name_flag) || strcmp(op->race, victim->name))
&& (!(victim->race && race_flag) || strcmp(op->race, victim->race)))
return 1;
/* If the director has slaying set, only affect objects where none
* of arch, name, or race match.
*/
if (op->slaying
&& ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))
|| (victim->name && name_flag && !strcmp(op->slaying, victim->name))
|| (victim->race && race_flag && !strcmp(op->slaying, victim->race))))
return 1;
return 0;
}
/**
* This checks whether the object has a "on_use_yield" field,
* and if so generated and drops matching item.
*
* @param tmp
* item that was applied.
*
* @note
* handle_apply_yield() has been renamed to apply_handle_yield()
*/
void apply_handle_yield(object *tmp) {
const char *yield;
yield = object_get_value(tmp, "on_use_yield");
if (yield != NULL) {
object *drop = create_archetype(yield);
if (tmp->env)
drop = object_insert_in_ob(drop, tmp->env);
else
object_insert_in_map_at(drop, tmp->map, tmp, INS_BELOW_ORIGINATOR, tmp->x, tmp->y);
}
}
/**
* Makes an object's face the main face, which is supposed to be the "closed" one.
*
* Sets an object's face to the 'face' in the archetype.
* Meant for showing containers opening and closing.
*
* @param op
* Object to set face on
*
* @return TRUE if face changed
*/
int set_object_face_main(object *op) {
int newface = op->arch->clone.face->number;
sstring saved = object_get_value(op, "face_closed");
if (saved)
newface = find_face(saved, newface);
if (newface && op->face != &new_faces[newface]) {
op->face = &new_faces[newface];
return TRUE;
}
return FALSE;
}
/**
* Makes an object's face the other_arch face, supposed to be the "opened" one.
*
* Sets an object's face to the other_arch 'face'.
* Meant for showing containers opening and closing.
*
* @param op
* Object to set face on
*
* @return TRUE if face changed
*/
static int set_object_face_other(object *op) {
sstring custom;
int newface = 0;
if (op->face && op->other_arch && op->other_arch->clone.face)
newface = op->other_arch->clone.face->number;
if (op->face != op->arch->clone.face) {
/* object has a custom face, save it so it gets correctly restored later. */
object_set_value(op, "face_closed", op->face->name, 1);
}
custom = object_get_value(op, "face_opened");
if (custom)
newface = find_face(custom, newface);
if (newface && op->face->number != newface) {
op->face = &new_faces[newface];
return TRUE;
}
return FALSE;
}
/**
* Handle apply on containers. This is for
* containers that are applied by a player, whether in inventory or
* on the ground: eg, sacks, luggage, etc.
*
* Moved to own function and added many features [Tero.Haatanen(at)lut.fi]
* This version is for client/server mode.
*
* Reminder - there are three states for any container - closed (non applied),
* applied (not open, but objects that match get tossed into it), and open
* (applied flag set, and op->container points to the open container)
*
* @param op
* player.
* @param sack
* container the player is opening or closing.
* @return
* 1 if an object is applied somehow or another, 0 if error/no apply
*
* @author Eneq(at)(csd.uu.se)
*/
int apply_container(object *op, object *sack) {
char name_sack[MAX_BUF], name_tmp[MAX_BUF];
object *tmp = op->container;
if (op->type != PLAYER)
return 0; /* This might change */
if (sack == NULL || sack->type != CONTAINER) {
LOG(llevError, "apply_container: %s is not container!\n", sack ? sack->name : "NULL");
return 0;
}
/* If we have a currently open container, then it needs
* to be closed in all cases if we are opening this one up.
* We then fall through if appropriate for opening the new
* container.
*/
if (op->container && QUERY_FLAG(op->container, FLAG_APPLIED)) {
tag_t tmp_tag = op->container->count;
if (op->container->env != op) { /* if container is on the ground */
op->container->move_off = 0;
}
/* Query name before the close event, as the container could be destroyed. */
query_name(op->container, name_tmp, MAX_BUF);
/* Lauwenmark: Handle for plugin close event */
if (execute_event(tmp, EVENT_CLOSE, op, NULL, NULL, SCRIPT_FIX_ALL) != 0)
return 1;
draw_ext_info_format(NDI_UNIQUE, 0, op,
MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"You close %s.",
name_tmp);
op->container = NULL;
if (op->contr != NULL)
op->contr->socket.container_position = 0;
/* The container may have been destroyed by the event handler. */
if (!object_was_destroyed(tmp, tmp_tag)) {
CLEAR_FLAG(tmp, FLAG_APPLIED);
if (set_object_face_main(tmp))
esrv_update_item(UPD_FLAGS|UPD_FACE, op, tmp);
else
esrv_update_item(UPD_FLAGS, op, tmp);
}
if (tmp == sack)
return 1;
}
query_name(sack, name_sack, MAX_BUF);
/* If the player is trying to open it (which he must be doing
* if we got here), and it is locked, check to see if player
* has the equipment to open it.
*/
if (sack->slaying) { /* it's locked */
tmp = find_key(op, op, sack);
if (tmp) {
query_name(tmp, name_tmp, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, op,
MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You unlock %s with %s.",
name_sack, name_tmp);
} else {
draw_ext_info_format(NDI_UNIQUE, 0, op,
MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"You don't have the key to unlock %s.",
name_sack);
return 0;
}
}
/* By the time we get here, we have made sure any other container
* has been closed and if this is a locked container, the player
* has the key to open it.
*/
/* There are really two cases - the sack is either on the ground,
* or the sack is part of the player's inventory. If on the ground,
* we assume that the player is opening it, since if it was being
* closed, that would have been taken care of above.
*/
if (sack->env != op) {
/* Hypothetical case - the player is trying to open a sack
* that belongs to someone else. This normally should not
* happen, but a misbehaving client/player could
* try to do it, so let's handle it gracefully.
*/
if (sack->env) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"You can't open %s",
name_sack);
return 0;
}
if (sack->nrof > 1) {
object *left = object_split(sack, sack->nrof-1, NULL, 0);
object_insert_in_map_at(left, sack->map, NULL, INS_NO_MERGE, sack->x, sack->y);
/* recompute the name so it's nice */
query_name(sack, name_sack, MAX_BUF);
}
/* set it so when the player walks off, we can unapply the sack */
sack->move_off = MOVE_ALL; /* trying force closing it */
CLEAR_FLAG(sack, FLAG_APPLIED);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You open %s.",
name_sack);
SET_FLAG(sack, FLAG_APPLIED);
op->container = sack;
if (op->contr != NULL)
op->contr->socket.container_position = 0;
if (set_object_face_other(sack))
esrv_update_item(UPD_FLAGS|UPD_FACE, op, sack);
else
esrv_update_item(UPD_FLAGS, op, sack);
esrv_send_inventory(op, sack);
} else { /* sack is in players inventory */
if (QUERY_FLAG(sack, FLAG_APPLIED)) { /* readied sack becoming open */
CLEAR_FLAG(sack, FLAG_APPLIED);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You open %s.",
name_sack);
SET_FLAG(sack, FLAG_APPLIED);
op->container = sack;
if (op->contr != NULL)
op->contr->socket.container_position = 0;
if (set_object_face_other(sack))
esrv_update_item(UPD_FLAGS|UPD_FACE, op, sack);
else
esrv_update_item(UPD_FLAGS, op, sack);
esrv_send_inventory(op, sack);
} else {
object *left = NULL;
if (sack->nrof > 1)
left = object_split(sack, sack->nrof-1, NULL, 1);
CLEAR_FLAG(sack, FLAG_APPLIED);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You readied %s.",
name_sack);
SET_FLAG(sack, FLAG_APPLIED);
esrv_update_item(UPD_FLAGS, op, sack);
if (left) {
object_insert_in_ob(left, sack->env);
esrv_send_item(op, left);
}
}
}
return 1;
}
/**
* Actually makes op learn spell.
* Informs player of new spell and binding.
*
* @param op
* player who'll learn the spell.
* @param spell
* spell to learn.
* @param special_prayer
* 1 for god-given prayer, 0 else.
*/
void do_learn_spell(object *op, object *spell, int special_prayer) {
object *tmp;
if (op->type != PLAYER) {
LOG(llevError, "BUG: do_learn_spell(): not a player\n");
return;
}
/* Upgrade special prayers to normal prayers */
tmp = check_spell_known(op, spell->name);
if (tmp != NULL) {
if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) {
LOG(llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
return;
}
return;
}
play_sound_player_only(op->contr, SOUND_TYPE_SPELL, spell, 0, "learn");
tmp = object_new();
object_copy(spell, tmp);
object_insert_in_ob(tmp, op);
if (special_prayer)
SET_FLAG(tmp, FLAG_STARTEQUIP);
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"Type 'bind cast %s to store the spell in a key.",
spell->name);
esrv_add_spells(op->contr, tmp);
}
/**
* Erases spell from player's inventory. Will inform player of loss.
*
* @param op
* player.
* @param spell
* spell name to forget.
*/
void do_forget_spell(object *op, const char *spell) {
object *spob;
if (op->type != PLAYER) {
LOG(llevError, "BUG: do_forget_spell(): not a player\n");
return;
}
spob = check_spell_known(op, spell);
if (spob == NULL) {
LOG(llevError, "BUG: do_forget_spell(): spell not known\n");
return;
}
draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED,
"You lose knowledge of %s.",
spell);
player_unready_range_ob(op->contr, spob);
esrv_remove_spell(op->contr, spob);
object_remove(spob);
object_free2(spob, 0);
}
/**
* Checks if an item is restricted to a race. Non players and DMs can always apply.
*
* @param who
* living thing trying to apply an item.
* @param item
* item being applied.
* @return
* 0 if item can't be applied, 1 else.
*
* @note
* check_race_restrictions() has been renamed to apply_check_race_restrictions()
*/
static int apply_check_race_restrictions(object *who, object *item) {
char buf[MAX_BUF];
sstring restriction;
if (who->type != PLAYER || QUERY_FLAG(who, FLAG_WIZ))
return 1;
restriction = object_get_value(item, "race_restriction");
if (!restriction)
return 1;
snprintf(buf, sizeof(buf), ":%s:", who->race);
buf[sizeof(buf)-1] = '\0';
if (strstr(restriction, buf) != NULL)
return 1;
query_name(item, buf, sizeof(buf));
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_PROHIBITION, "Somehow you can't seem to use the %s.", buf);
return 0;
}
/**
* Main apply handler.
*
* Checks for unpaid items before applying.
*
* @param op
* ::object causing tmp to be applied.
* @param tmp
* ::object being applied.
* @param aflag
* special (always apply/unapply) flags. Nothing is done with
* them in this function - they are passed to apply_special().
* @return
* - 0: player or monster can't apply objects of that type
* - 1: has been applied, or there was an error applying the object
* - 2: objects of that type can't be applied if not in inventory
*
* @note
* manual_apply() has been renamed to apply_manual()
*/
int apply_manual(object *op, object *tmp, int aflag) {
tmp = HEAD(tmp);
if (QUERY_FLAG(tmp, FLAG_UNPAID) && !QUERY_FLAG(tmp, FLAG_APPLIED)) {
if (op->type == PLAYER) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"You should pay for it first.");
return METHOD_SILENT_ERROR;
}
return 0; /* monsters just skip unpaid items */
}
if (!apply_check_race_restrictions(op, tmp))
return METHOD_SILENT_ERROR;
/* Lauwenmark: Handle for plugin apply event */
if (execute_event(tmp, EVENT_APPLY, op, NULL, NULL, SCRIPT_FIX_ALL) != 0)
return METHOD_OK;
if (op->contr)
play_sound_player_only(op->contr, SOUND_TYPE_ITEM, tmp, 0, "apply");
return ob_apply(tmp, op, aflag);
}
/**
* Living thing is applying an object.
*
* @param pl
* ::object causing op to be applied.
* @param op
* ::object being applied.
* @param aflag
* special (always apply/unapply) flags. Nothing is done with
* them in this function - they are passed to apply_special().
* @param quiet
* if 1, suppresses the "don't know how to apply" and "you must get it first"
* messages as needed by apply_by_living_below(). There can still be
* "but you are floating high above the ground" messages.
* @return
* - 0: player or monster can't apply objects of that type
* - 1: has been applied, or there was an error applying the object
* - 2: objects of that type can't be applied if not in inventory
*
* @note
* player_apply() has been renamed to apply_by_living()
*/
int apply_by_living(object *pl, object *op, int aflag, int quiet) {
int tmp;
if (op->env == NULL && (pl->move_type&MOVE_FLYING)) {
/* player is flying and applying object not in inventory */
if (!QUERY_FLAG(pl, FLAG_WIZ) && !(op->move_type&MOVE_FLYING)) {
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"But you are floating high above the ground!");
return 0;
}
}
/* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
* applied.
*/
if (op->type != PLAYER
&& QUERY_FLAG(op, FLAG_WAS_WIZ)
&& !QUERY_FLAG(pl, FLAG_WAS_WIZ)) {
play_sound_map(SOUND_TYPE_ITEM, op, 0, "evaporate");
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"The object disappears in a puff of smoke!");
draw_ext_info(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"It must have been an illusion.");
object_remove(op);
object_free2(op, 0);
return 1;
}
tmp = apply_manual(pl, op, aflag);
if (!quiet) {
if (tmp == METHOD_UNHANDLED) {
char name[MAX_BUF];
query_name(op, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"I don't know how to apply the %s.",
name);
} else if (tmp == METHOD_ERROR)
draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"You must get it first!\n");
else if (tmp == METHOD_SILENT_ERROR)
return tmp;
}
if (tmp == METHOD_OK) {
if (op->anim_suffix != NULL)
apply_anim_suffix(pl, op->anim_suffix);
}
return tmp;
}
/**
* Attempt to apply the object 'below' the player.
* If the player has an open container, we use that for below, otherwise
* we use the ground.
*
* @param pl
* player.
*
* @note
* player_apply_below() has been renamed to apply_by_living_below()
*/
void apply_by_living_below(object *pl) {
object *tmp;
int floors;
if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
ob_apply(pl->contr->transport, pl, 0);
return;
}
/* If using a container, set the starting item to be the top
* item in the container. Otherwise, use the map.
*/
tmp = pl->container != NULL ? pl->container->inv : pl->below;
/* This is perhaps more complicated. However, I want to make sure that
* we don't use a corrupt pointer for the next object, so we get the
* next object in the stack before applying. This is can only be a
* problem if apply_by_living() has a bug in that it uses the object but
* does not return a proper value.
*/
floors = 0;
FOR_OB_AND_BELOW_PREPARE(tmp) {
if (QUERY_FLAG(tmp, FLAG_IS_FLOOR))
floors++;
else if (floors > 0)
return; /* process only floor objects after first floor object */
/* If it is visible, player can apply it. If it is applied by
* person moving on it, also activate. Added code to make it
* so that at least one of players movement types be that which
* the item needs.
*/
if (!tmp->invisible || (tmp->move_on&pl->move_type)) {
if (apply_by_living(pl, tmp, 0, 1) == METHOD_OK)
return;
}
if (floors >= 2)
return; /* process at most two floor objects */
} FOR_OB_AND_BELOW_FINISH();
}
/**
* Unapplies specified item.
* No check done on cursed/damned.
* Break this out of apply_special() - this is just done
* to keep the size of apply_special() to a more manageable size.
*
* @param who
* living that has op removed.
* @param op
* ::object.
* @param aflags
* combination of @ref AP_xxx "AP_xxx" flags.
* @return
* 0.
*/
static int unapply_special(object *who, object *op, int aflags) {
char name[MAX_BUF];
if (op->type != LAMP)
CLEAR_FLAG(op, FLAG_APPLIED);
query_name(op, name, MAX_BUF);
switch (op->type) {
case WEAPON:
if (!(aflags&AP_NOPRINT))
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"You unwield %s.",
name);
(void)change_abil(who, op);
CLEAR_FLAG(who, FLAG_READY_WEAPON);
who->current_weapon = NULL;
clear_skill(who);
break;
case SKILL: /* allows objects to impart skills */
case SKILL_TOOL:
if (op != who->chosen_skill)
LOG(llevError, "BUG: unapply_special(): applied skill is not a chosen skill\n");
if (who->type == PLAYER) {
if (who->contr->shoottype == range_skill)
who->contr->shoottype = range_none;
if (!op->invisible) {
if (!(aflags&AP_NOPRINT))
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"You stop using the %s.",
name);
} else {
if (!(aflags&AP_NOPRINT))
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"You can no longer use the skill: %s.",
op->skill);
}
}
(void)change_abil(who, op);
who->chosen_skill = NULL;
CLEAR_FLAG(who, FLAG_READY_SKILL);
break;
case ARMOUR:
case HELMET:
case SHIELD:
case RING:
case BOOTS:
case GLOVES:
case AMULET:
case GIRDLE:
case BRACERS:
case CLOAK:
if (!(aflags&AP_NOPRINT))
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"You unwear %s.",
name);
(void)change_abil(who, op);
break;
case BOW:
case WAND:
case ROD:
clear_skill(who);
if (!(aflags&AP_NOPRINT))
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"You unready %s.",
name);
if (who->type == PLAYER)
who->contr->shoottype = range_none;
else if (op->type == BOW)
CLEAR_FLAG(who, FLAG_READY_BOW);
else
CLEAR_FLAG(who, FLAG_READY_RANGE);
break;
case BUILDER:
if (!(aflags&AP_NOPRINT))
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"You unready %s.",
name);
who->contr->shoottype = range_none;
who->contr->ranges[range_builder] = NULL;
break;
default:
if (!(aflags&AP_NOPRINT))
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"You unapply %s.",
name);
break;
}
fix_object(who);
if (!(aflags&AP_NO_MERGE)) {
object *tmp;
tmp = object_merge(op, NULL);
if (who->type == PLAYER) {
if (tmp) { /* it was merged */
op = tmp;
}
esrv_update_item(UPD_FLAGS, who, op);
}
}
return 0;
}
/**
* Returns the object that is using body location 'loc'.
* Note that 'start' is the first object to start examine - we
* then go through the below of this. In this way, you can do
* something like:
* tmp = get_item_from_body_location(who->inv, 1);
* if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1);
* to find the second object that may use this location, etc.
*
* Don't return invisible objects unless they are skill objects.
* Invisible other objects that use up body locations can be used as restrictions.
*
* @param start
* object to start from.
* @param loc
* body position to search. Must be between 0 and NUM_BODY_LOCATIONS-1.
* @return
* object at position, NULL if none.
*/
static object *get_item_from_body_location(object *start, int loc) {
object *tmp;
if (!start)
return NULL;
tmp = start;
FOR_OB_AND_BELOW_PREPARE(tmp)
if (QUERY_FLAG(tmp, FLAG_APPLIED)
&& tmp->body_info[loc]
&& (!tmp->invisible || tmp->type == SKILL))
return tmp;
FOR_OB_AND_BELOW_FINISH();
return NULL;
}
/**
* Remove equipment so an object can be applied.
*
* This should only be called when it is known
* that there are objects to unapply. This makes pretty heavy
* use of get_item_from_body_location(). It makes no intelligent choice
* on objects - rather, the first that matched is used.
*
* if aflags has AP_PRINT set, we instead print out what to unapply
* instead of doing it. This is a lot less code than having
* another function that does just that.
*
* @param who
* living trying to apply op.
* @param op
* ::object being applied.
* @param aflags
* combination of @ref AP_xxx "AP_xxx" flags.
* @return
* 0 on success, 1 if there is some problem.
*/
static int unapply_for_ob(object *who, object *op, int aflags) {
int i;
object *tmp = NULL, *last;
char name[MAX_BUF];
/* If we are applying a shield or weapon, unapply any equipped shield
* or weapons first - only allowed to use one weapon/shield at a time.
*/
if (op->type == WEAPON || op->type == SHIELD) {
FOR_INV_PREPARE(who, tmp) {
if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
if (!(aflags&AP_IGNORE_CURSE)
&& !(aflags&AP_PRINT)
&& (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
/* In this case, we want to try and remove a
* cursed item. While we know it won't work, we
* want unapply_special to at least generate the
* message.
*/
if (!(aflags&AP_NOPRINT)) {
query_name(tmp, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"No matter how hard you try, you just can't remove %s.",
name);
}
return 1;
}
if (aflags&AP_PRINT) {
query_name(tmp, name, MAX_BUF);
draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
name);
} else
unapply_special(who, tmp, aflags);
}
} FOR_INV_FINISH();
}
for (i = 0; i < NUM_BODY_LOCATIONS; i++) {
/* this used up a slot that we need to free */
if (op->body_info[i]) {
last = who->inv;
/* We do a while loop - may need to remove several items
* in order to free up enough slots.
*/
while (who->body_used[i]+op->body_info[i] < 0) {
tmp = get_item_from_body_location(last, i);
if (!tmp)
return 1;
/* If just printing, we don't care about cursed status */
if ((aflags&AP_IGNORE_CURSE)
|| (aflags&AP_PRINT)
|| (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
if (aflags&AP_PRINT) {
query_name(tmp, name, MAX_BUF);
draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
name);
} else
unapply_special(who, tmp, aflags);
} else {
/* Cursed item that we can't unequip - tell the player.
* Note this could be annoying if this is just one of a
* few, so it may not be critical (eg, putting on a
* ring and you have one cursed ring.)
*/
if (!(aflags&AP_NOPRINT)) {
query_name(tmp, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"The %s just won't come off",
name);
}
}
last = tmp->below;
}
/* if we got here, this slot is freed up - otherwise, if it
* wasn't freed up, the return in the !tmp would have
* kicked in.
*/
} /* if op is using this body location */
} /* for body locations */
return 0;
}
/**
* Checks to see if 'who' can apply object 'op'.
*
* @param who
* living thing trying to apply op.
* @param op
* object applied.
* @return
* 0 if apply can be done without anything special.
* Otherwise returns a bitmask of @ref CAN_APPLY_xxx "CAN_APPLY_xxx" - potentially several of these may be
* set, but largely depends on circumstance - in the future, processing
* may be pruned once we know some status (eg, once CAN_APPLY_NEVER
* is set, do we really are what the other flags may be?)
* See include/define.h for detailed description of the meaning of
* these return values.
*
* @note
* can_apply_object() has been renamed to apply_can_apply_object()
*/
int apply_can_apply_object(const object *who, const object *op) {
int i, retval = 0;
object *tmp = NULL, *ws = NULL;
/* Players have 2 'arm's, so they could in theory equip 2 shields or
* 2 weapons, but we don't want to let them do that. So if they are
* trying to equip a weapon or shield, see if they already have one
* in place and store that way.
*/
if (op->type == WEAPON || op->type == SHIELD) {
tmp = object_find_by_type_applied(who, op->type);
if (tmp != NULL) {
retval = CAN_APPLY_UNAPPLY;
ws = tmp;
}
}
for (i = 0; i < NUM_BODY_LOCATIONS; i++) {
if (op->body_info[i]) {
/* Item uses more slots than we have */
if (FABS(op->body_info[i]) > who->body_info[i]) {
/* Could return now for efficiently - rest of info
* below isn't really needed.
*/
retval |= CAN_APPLY_NEVER;
} else if (who->body_used[i]+op->body_info[i] < 0) {
/* in this case, equipping this would use more free
* spots than we have.
*/
object *tmp1;
/* if we have an applied weapon/shield, and unapply
* it would free enough slots to equip the new item,
* then just set this can continue. We don't care
* about the logic below - if you have shield equipped
* and try to equip another shield, there is only one
* choice. However, the check for the number of body
* locations does take into the account cases where what
* is being applied may be two handed for example.
*/
if (ws) {
if (who->body_used[i]-ws->body_info[i]+op->body_info[i] >= 0) {
retval |= CAN_APPLY_UNAPPLY;
continue;
}
}
tmp1 = get_item_from_body_location(who->inv, i);
if (!tmp1)
retval |= CAN_APPLY_NEVER;
else {
/* need to unapply something. However, if this
* something is different than we had found before,
* it means they need to apply multiple objects
*/
retval |= CAN_APPLY_UNAPPLY;
if (!tmp)
tmp = tmp1;
else if (tmp != tmp1)
retval |= CAN_APPLY_UNAPPLY_MULT;
/* This object isn't using up all the slots, so
* there must be another. If so, and if the new
* item doesn't need all the slots, the player
* then has a choice.
*/
if (who->body_used[i]-tmp1->body_info[i] != who->body_info[i]
&& FABS(op->body_info[i]) < who->body_info[i])
retval |= CAN_APPLY_UNAPPLY_CHOICE;
/* Does unequipping 'tmp1' free up enough slots
* for this to be equipped? If not, there must
* be something else to unapply.
*/
if (who->body_used[i]+op->body_info[i]-tmp1->body_info[i] < 0)
retval |= CAN_APPLY_UNAPPLY_MULT;
}
} /* if not enough free slots */
} /* if this object uses location i */
} /* for i -> num_body_locations loop */
/* Do checks for can_use_weapon/shield/armour. */
if (IS_WEAPON(op) && !QUERY_FLAG(who, FLAG_USE_WEAPON))
retval |= CAN_APPLY_RESTRICTION;
if (IS_SHIELD(op) && !QUERY_FLAG(who, FLAG_USE_SHIELD))
retval |= CAN_APPLY_RESTRICTION;
if (IS_ARMOR(op) && !QUERY_FLAG(who, FLAG_USE_ARMOUR))
retval |= CAN_APPLY_RESTRICTION;
if (who->type != PLAYER) {
if ((op->type == WAND || op->type == ROD)
&& !QUERY_FLAG(who, FLAG_USE_RANGE))
retval |= CAN_APPLY_RESTRICTION;
if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
retval |= CAN_APPLY_RESTRICTION;
if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
retval |= CAN_APPLY_RESTRICTION;
}
return retval;
}
/**
* This checks to see of the player (who) is sufficient level to use a weapon
* with improves improvements (typically last_eat). We take an int here
* instead of the object so that the improvement code can pass along the
* increased value to see if the object is usable.
* we return 1 (true) if the player can use the weapon.
* See ../types/weapon_improver/weapon_improver.c
*
* @param who
* living to check
* @param improves
* improvement level.
* @return
* 1 if who can use the item, 0 else.
*/
int apply_check_weapon_power(const object *who, int improves) {
return (who->level/5)+5 >= improves;
}
/**
* Apply an object.
*
* This function doesn't check for unpaid items, but check other restrictions.
*
* Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
*
* @param who
* object using op. It can be a monster.
* @param op
* object being used. Should be an equipment type item,
* eg, one which you put on and keep on for a while, and not something
* like a potion or scroll.
* @param aflags
* combination of @ref AP_xxx "AP_xxx" flags.
* @return
* 1 if the action could not be completed, 0 on success.
* However, success is a matter of meaning - if the
* user passes the 'apply' flag to an object already applied,
* nothing is done, and 0 is returned.
*/
int apply_special(object *who, object *op, int aflags) {
int basic_flag = aflags&AP_BASIC_FLAGS;
object *tmp, *skop;
char name_op[MAX_BUF];
if (who == NULL) {
LOG(llevError, "apply_special() from object without environment.\n");
return 1;
}
if (op->env != who)
return 1; /* op is not in inventory */
/* trying to unequip op */
if (QUERY_FLAG(op, FLAG_APPLIED)) {
/* always apply, so no reason to unapply */
if (basic_flag == AP_APPLY)
return 0;
if (!(aflags&AP_IGNORE_CURSE)
&& (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
if (!(aflags&AP_NOPRINT)) {
query_name(op, name_op, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"No matter how hard you try, you just can't remove %s.",
name_op);
}
return 1;
}
return unapply_special(who, op, aflags);
}
if (basic_flag == AP_UNAPPLY)
return 0;
if (!apply_check_apply_restrictions(who, op, aflags))
return 1;
if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
skop = find_skill_by_name(who, op->skill);
if (!skop) {
if (!(aflags&AP_NOPRINT))
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"You need the %s skill to use this item!",
op->skill);
if (who->type == PLAYER)
return 1;
/* monsters do not care about missing skills */
} else
/* While experience will be credited properly, we want to
* change the skill so that the dam and wc get updated
*/
change_skill(who, skop, (aflags&AP_NOPRINT));
} else
skop = NULL;
if (!apply_check_item_power(who, op, aflags))
return 1;
if (!apply_check_personalized_blessings(who, op))
return 1;
/* Ok. We are now at the state where we can apply the new object.
* Note that we don't have the checks for can_use_...
* below - that is already taken care of by apply_can_apply_object().
*/
tmp = op->nrof <= 1 ? NULL : object_split(op, op->nrof-1, NULL, 0);
switch (op->type) {
case WEAPON:
if (!apply_check_weapon_power(who, op->last_eat)) {
if (!(aflags&AP_NOPRINT))
draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"That weapon is too powerful for you to use. It would consume your soul!");
if (tmp != NULL)
(void)object_insert_in_ob(tmp, who);
return 1;
}
if (!apply_check_owner(who, op, aflags)) {
if (tmp != NULL)
(void)object_insert_in_ob(tmp, who);
return 1;
}
SET_FLAG(op, FLAG_APPLIED);
if (skop)
change_skill(who, skop, 1);
SET_FLAG(who, FLAG_READY_WEAPON);
if (!(aflags&AP_NOPRINT)) {
query_name(op, name_op, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You wield %s.",
name_op);
}
(void)change_abil(who, op);
break;
case ARMOUR:
case HELMET:
case SHIELD:
case BOOTS:
case GLOVES:
case GIRDLE:
case BRACERS:
case CLOAK:
case RING:
case AMULET:
SET_FLAG(op, FLAG_APPLIED);
if (!(aflags&AP_NOPRINT)) {
query_name(op, name_op, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You wear %s.",
name_op);
}
(void)change_abil(who, op);
break;
/* this part is needed for skill-tools */
case SKILL:
case SKILL_TOOL:
if (who->chosen_skill) {
LOG(llevError, "BUG: apply_special(): can't apply two skills\n");
return 1;
}
apply_update_ranged_skill(who, op, aflags);
SET_FLAG(op, FLAG_APPLIED);
(void)change_abil(who, op);
who->chosen_skill = op;
SET_FLAG(who, FLAG_READY_SKILL);
break;
case BOW:
if (!apply_check_weapon_power(who, op->last_eat)) {
if (!(aflags&AP_NOPRINT))
draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"That weapon is too powerful for you to use. It would consume your soul!");
if (tmp != NULL)
(void)object_insert_in_ob(tmp, who);
return 1;
}
if (!apply_check_owner(who, op, aflags)) {
if (tmp != NULL)
(void)object_insert_in_ob(tmp, who);
return 1;
}
/*FALLTHROUGH*/
case WAND:
case ROD:
/* check for skill, alter player status */
SET_FLAG(op, FLAG_APPLIED);
if (skop)
change_skill(who, skop, 0);
if (!(aflags&AP_NOPRINT)) {
query_name(op, name_op, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You ready %s.",
name_op);
}
if (who->type == PLAYER) {
if (op->type == BOW) {
(void)change_abil(who, op);
if (!(aflags&AP_NOPRINT)) {
query_name(op, name_op, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You will now fire %s with %s.",
op->race ? op->race : "nothing",
name_op);
}
who->contr->shoottype = range_bow;
} else
who->contr->shoottype = range_misc;
} else {
if (op->type == BOW)
SET_FLAG(who, FLAG_READY_BOW);
else
SET_FLAG(who, FLAG_READY_RANGE);
}
break;
case BUILDER:
if (who->contr->ranges[range_builder])
unapply_special(who, who->contr->ranges[range_builder], 0);
who->contr->shoottype = range_builder;
who->contr->ranges[range_builder] = op;
if (!(aflags&AP_NOPRINT)) {
query_name(op, name_op, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You ready your %s.",
name_op);
}
break;
default:
query_name(op, name_op, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You apply %s.",
name_op);
break;
} /* end of switch op->type */
SET_FLAG(op, FLAG_APPLIED);
if (tmp != NULL)
tmp = object_insert_in_ob(tmp, who);
fix_object(who);
/* We exclude spell casting objects. The fire code will set the
* been applied flag when they are used - until that point,
* you don't know anything about them.
*/
if (who->type == PLAYER && op->type != WAND && op->type != ROD)
SET_FLAG(op, FLAG_BEEN_APPLIED);
if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
if (who->type == PLAYER) {
draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED,
"Oops, it feels deadly cold!");
SET_FLAG(op, FLAG_KNOWN_CURSED);
}
}
if (who->type == PLAYER)
esrv_update_item(UPD_NROF|UPD_FLAGS|UPD_WEIGHT, who, op);
return 0;
}
/**
* Map was just loaded, handle op's initialization.
*
* Generates shop floor's item, and treasures.
*
* @param op
* object to initialize.
* @return
* 1 if object was initialized, 0 else.
*
* @note
* auto_apply() has been renamed to apply_auto()
*/
int apply_auto(object *op) {
object *tmp;
switch (op->type) {
case SHOP_FLOOR:
if (!HAS_RANDOM_ITEMS(op))
return 0;
do {
int i;
i = 10; /* let's give it 10 tries */
while ((tmp = generate_treasure(op->randomitems, op->stats.exp ? (int)op->stats.exp : MAX(op->map->difficulty, 5))) == NULL
&& --i)
;
if (tmp == NULL)
return 0;
if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
object_free2(tmp, FREE_OBJ_NO_DESTROY_CALLBACK);
tmp = NULL;
}
} while (!tmp);
SET_FLAG(tmp, FLAG_UNPAID);
object_insert_in_map_at(tmp, op->map, NULL, 0, op->x, op->y);
CLEAR_FLAG(op, FLAG_AUTO_APPLY);
identify(tmp);
return 1;
break;
case TREASURE:
if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))
return 0;
while (op->stats.hp-- > 0)
create_treasure(op->randomitems, op, (op->map ? GT_ENVIRONMENT : 0) | (QUERY_FLAG(op, FLAG_BLESSED) ? GT_ONLY_GOOD : 0), op->stats.exp ? (int)op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
/* If we generated an object and put it in this object's
* inventory, move it to the parent object as the current
* object is about to disappear. An example of this item
* is the random_ *stuff that is put inside other objects.
*/
FOR_INV_PREPARE(op, tmp) {
object_remove(tmp);
if (op->env)
object_insert_in_ob(tmp, op->env);
else
object_free_drop_inventory(tmp);
} FOR_INV_FINISH();
object_remove(op);
object_free2(op, FREE_OBJ_NO_DESTROY_CALLBACK);
break;
}
return 0;
}
/**
* Go through the entire map (only the first time
* when an original map is loaded) and performs special actions for
* certain objects (most initialization of chests and creation of
* treasures and stuff). Calls apply_auto() if appropriate.
*
* @param m
* map to fix.
*
* @note
* fix_auto_apply() has been renamed to apply_auto_fix()
*/
void apply_auto_fix(mapstruct *m) {
int x, y;
if (m == NULL)
return;
for (x = 0; x < MAP_WIDTH(m); x++)
for (y = 0; y < MAP_HEIGHT(m); y++)
FOR_MAP_PREPARE(m, x, y, tmp) {
if (tmp->inv) {
FOR_INV_PREPARE(tmp, invtmp) {
if (QUERY_FLAG(invtmp, FLAG_AUTO_APPLY))
apply_auto(invtmp);
else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
while (invtmp->stats.hp-- > 0)
create_treasure(invtmp->randomitems, invtmp, 0, m->difficulty, 0);
invtmp->randomitems = NULL;
} else if (invtmp && invtmp->arch
&& invtmp->type != TREASURE
&& invtmp->type != SPELL
&& invtmp->type != CLASS
&& HAS_RANDOM_ITEMS(invtmp)) {
create_treasure(invtmp->randomitems, invtmp, 0, m->difficulty, 0);
/* Need to clear this so that we never try to
* create treasure again for this object
*/
invtmp->randomitems = NULL;
}
} FOR_INV_FINISH();
/* This is really temporary - the code at the
* bottom will also set randomitems to null.
* The problem is there are bunches of maps/players
* already out there with items that have spells
* which haven't had the randomitems set
* to null yet.
* MSW 2004-05-13
*
* And if it's a spellbook, it's better to set
* randomitems to NULL too, else you get two spells
* in the book ^_-
* Ryo 2004-08-16
*/
if (tmp->type == WAND
|| tmp->type == ROD
|| tmp->type == SCROLL
|| tmp->type == FIREWALL
|| tmp->type == POTION
|| tmp->type == ALTAR
|| tmp->type == SPELLBOOK)
tmp->randomitems = NULL;
}
if (QUERY_FLAG(tmp, FLAG_AUTO_APPLY))
apply_auto(tmp);
else if ((tmp->type == TREASURE || tmp->type == CONTAINER)
&& HAS_RANDOM_ITEMS(tmp)) {
while (tmp->stats.hp-- > 0)
create_treasure(tmp->randomitems, tmp, 0, m->difficulty, 0);
tmp->randomitems = NULL;
} else if (tmp->type == TIMED_GATE) {
object *head = HEAD(tmp);
if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
tmp->speed = 0;
object_update_speed(tmp);
}
}
/* This function can be called every time a map is loaded,
* even when swapping back in. As such, we don't want to
* create the treasure over and over again, so after we
* generate the treasure, blank out randomitems so if it
* is swapped in again, it won't make anything. This is a
* problem for the above objects, because they have
* counters which say how many times to make the treasure.
*/
else if (tmp
&& tmp->arch
&& tmp->type != PLAYER
&& tmp->type != TREASURE
&& tmp->type != SPELL
&& tmp->type != PLAYER_CHANGER
&& tmp->type != CLASS
&& HAS_RANDOM_ITEMS(tmp)) {
create_treasure(tmp->randomitems, tmp, 0, m->difficulty, 0);
tmp->randomitems = NULL;
}
if (QUERY_FLAG(tmp, FLAG_MONSTER))
monster_check_apply_all(tmp);
} FOR_MAP_FINISH();
for (x = 0; x < MAP_WIDTH(m); x++)
for (y = 0; y < MAP_HEIGHT(m); y++)
FOR_MAP_PREPARE(m, x, y, tmp) {
if (tmp->above
&& (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
check_trigger(tmp, tmp->above);
} FOR_MAP_FINISH();
}
/**
* op made some mistake with a scroll, this takes care of punishment.
* scroll_failure()- hacked directly from spell_failure
*
* If settings.spell_failure_effects is FALSE, the only nasty things
* that can happen are weird spell cast, or mana drain.
*
* @param op
* who failed.
* @param failure
* what kind of nasty things happen.
* @param power
* the higher the value, the worse the thing that happens.
*/
void scroll_failure(object *op, int failure, int power) {
if (abs(failure/4) > power)
power = abs(failure/4); /* set minimum effect */
if (failure <= -1 && failure > -15) {/* wonder */
object *tmp;
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"Your spell warps!");
tmp = create_archetype(SPELL_WONDER);
cast_wonder(op, op, 0, tmp);
if (op->stats.sp < 0)
/* For some reason the sp can become negative here. */
op->stats.sp = 0;
object_free2(tmp, FREE_OBJ_NO_DESTROY_CALLBACK);
return;
}
if (settings.spell_failure_effects == TRUE) {
if (failure <= -35 && failure > -60) { /* confusion */
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"The magic recoils on you!");
confuse_living(op, op, power);
return;
}
if (failure <= -60 && failure > -70) {/* paralysis */
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"The magic recoils and paralyzes you!");
paralyze_living(op, power);
return;
}
if (failure <= -70 && failure > -80) {/* blind */
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"The magic recoils on you!");
blind_living(op, op, power);
return;
}
if (failure <= -80) {/* blast the immediate area */
object *tmp;
tmp = create_archetype(LOOSE_MANA);
cast_magic_storm(op, tmp, power);
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"You unlease uncontrolled mana!");
object_free2(tmp, FREE_OBJ_NO_DESTROY_CALLBACK);
return;
}
}
/* Either no spell failure on this server, or wrong values,
* in any case let's punish.
*/
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"Your mana is drained!");
op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
if (op->stats.sp < 0)
op->stats.sp = 0;
}
/**
* Applies (race) changes to a player.
* @param pl
* object to change.
* @param change
* what kind of changes to apply. Should be of type CLASS.
* @param limit_stats
* uses the AC_PLAYER_STAT defines from define.h:
* AC_PLAYER_STAT_LIMIT: Limit stats to racial maximum
* AC_PLAYER_STAT_NO_CHANGE: Do not make any stat adjustments
*/
void apply_changes_to_player(object *pl, object *change, int limit_stats) {
int i, j;
int excess_stat = 0; /* if the stat goes over the maximum
* for the race, put the excess stat some
* where else.
*/
if (change->type != CLASS) return;
/* the following code assigns stats up to the stat max
* for the race, and if the stat max is exceeded,
* tries to randomly reassign the excess stat
*/
if (! (limit_stats & AC_PLAYER_STAT_NO_CHANGE)) {
for (i = 0; i < NUM_STATS; i++) {
sint8 stat = get_attr_value(&pl->contr->orig_stats, i);
int race_bonus = get_attr_value(&pl->arch->clone.stats, i);
stat += get_attr_value(&change->stats, i);
if (limit_stats & AC_PLAYER_STAT_LIMIT) {
if (stat > 20+race_bonus) {
excess_stat++;
stat = 20+race_bonus;
} else if (stat < 1) {
/* I didn't see any code here before to make sure minimum
* stats were enforced - maybe it was just dumb
* luck that one would not have a stat low enough that then
* has a stat penalty for class that would bring it negative?
* I imagine a negative stat would crash the server pretty
* quickly - MSW, Sept 2010
*/
excess_stat += stat;
stat = 1;
}
}
set_attr_value(&pl->contr->orig_stats, i, stat);
}
/* Maybe we should randomly deduct stats in this case?
* It's will go away sometime soon in any case.
*/
if (excess_stat < 0) excess_stat = 0;
/* We don't put an explicit check for limit_stats here -
* excess stat will never be 0 if limit_stats is not
* true.
*/
for (j = 0; excess_stat > 0 && j < 100; j++) {
/* try 100 times to assign excess stats */
int i = rndm(0, NUM_STATS-1);
int stat = get_attr_value(&pl->contr->orig_stats, i);
int race_bonus = get_attr_value(&pl->arch->clone.stats, i);
if (i == CHA)
continue; /* exclude cha from this */
if (stat < 20+race_bonus) {
change_attr_value(&pl->contr->orig_stats, i, 1);
excess_stat--;
}
}
}
/* Done with stat processing */
/* insert the randomitems from the change's treasurelist into
* the player ref: player.c
*/
if (change->randomitems != NULL)
give_initial_items(pl, change->randomitems);
/* set up the face, for some races. */
/* first, look for the force object banning changing the
* face. Certain races never change face with class.
*/
if (object_find_by_name(pl, "NOCLASSFACECHANGE") == NULL) {
pl->animation_id = GET_ANIM_ID(change);
pl->face = change->face;
if (QUERY_FLAG(change, FLAG_ANIMATE))
SET_FLAG(pl, FLAG_ANIMATE);
else
CLEAR_FLAG(pl, FLAG_ANIMATE);
}
if (change->anim_suffix) {
char buf[MAX_BUF];
int anim;
snprintf(buf, MAX_BUF, "%s_%s", animations[pl->animation_id].name, change->anim_suffix);
anim = try_find_animation(buf);
if (anim) {
pl->animation_id = anim;
pl->anim_speed = -1;
CLEAR_FLAG(pl, FLAG_ANIMATE);
animate_object(pl, pl->facing);
}
}
/* Hard coding in class name is a horrible idea - lets
* use the supported mechanism for this
*/
if (object_present_in_ob_by_name(FORCE, "no weapon force", pl))
CLEAR_FLAG(pl, FLAG_USE_WEAPON);
}
void legacy_apply_container(object *op, object *sack) {
apply_container(op, sack);
}
/**
* Checks for general apply restrictions (no body, prohibited by god, conflicts
* with other items, etc.)
*
* @param who
* the object applying the item
* @param op
* the item being applied
* @param aflags
* combinaison of @ref AP_xxx "AP_xxx" flags
* @return
* whether applying is possible
*/
static int apply_check_apply_restrictions(object *who, object *op, int aflags) {
int i;
i = apply_can_apply_object(who, op);
if (i == 0)
return 1;
/* Can't just apply this object. Lets see why not and what to do */
if (i&CAN_APPLY_NEVER) {
if (!(aflags&AP_NOPRINT)) {
char name_op[MAX_BUF];
query_name(op, name_op, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_BADBODY,
"You don't have the body to use a %s",
name_op);
}
return 0;
}
if (i&CAN_APPLY_RESTRICTION) {
if (!(aflags&AP_NOPRINT)) {
char name_op[MAX_BUF];
query_name(op, name_op, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_PROHIBITION,
"You have a prohibition against using a %s",
name_op);
}
return 0;
}
if (who->type != PLAYER) {
/* Some error, so don't try to equip something more */
return !unapply_for_ob(who, op, aflags);
}
if (who->contr->unapply == unapply_never
|| (i&CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
if (!(aflags&AP_NOPRINT))
draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY,
"You need to unapply some item(s):");
unapply_for_ob(who, op, AP_PRINT);
return 0;
}
if (who->contr->unapply == unapply_always
|| !(i&CAN_APPLY_UNAPPLY_CHOICE)) {
return !unapply_for_ob(who, op, aflags);
}
return 1;
}
/**
* Checks for item power restrictions when applying an item.
*
* @param who
* the object applying the item
* @param op
* the item being applied
* @param aflags
* combinaison of @ref AP_xxx "AP_xxx" flags
* @return
* whether applying is possible
*/
static int apply_check_item_power(const object *who, const object *op, int aflags) {
if (who->type != PLAYER)
return 1;
if (op->item_power == 0
|| op->item_power+who->contr->item_power <= settings.item_power_factor*who->level)
return 1;
if (!(aflags&AP_NOPRINT))
draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"Equipping that combined with other items would consume your soul!");
return 0;
}
/**
* If personalized blessings are activated, the weapon can bite
* the wielder if he/she is not the one who initially blessed it.
* Chances of being hurt depend on the experience amount
* ("willpower") the object has, compared to the experience
* amount of the wielder.
*
* @param who
* the object applying the item
* @param op
* the item being applied
* @return
* whether applying is possible
*/
static int apply_check_personalized_blessings(object *who, const object *op) {
const char *owner;
const char *will;
long item_will;
long margin;
const char *msg;
int random_effect;
int damage_percentile;
if (!settings.personalized_blessings) {
return 1;
}
owner = object_get_value(op, "item_owner");
if (owner == NULL || strcmp(owner, who->name) == 0)
return 1;
will = object_get_value(op, "item_willpower");
item_will = will != NULL ? atol(will) : 0;
if (item_will > who->stats.exp) {
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"This %s refuses to serve you - it keeps evading your hand !",
op->name);
return 0;
}
margin = item_will != 0 ? who->stats.exp/item_will : who->stats.exp;
random_effect = random_roll(0, 100, who, 1)-margin*20;
if (random_effect > 80) {
msg = "You don't know why, but you have the feeling that the %s is angry at you !";
damage_percentile = 60;
} else if (random_effect > 60) {
msg = "The %s seems to look at you nastily !";
damage_percentile = 45;
} else if (random_effect > 40) {
msg = "You have the strange feeling that the %s is annoyed...";
damage_percentile = 30;
} else if (random_effect > 20) {
msg = "The %s seems tired, or bored, in a way. Very strange !";
damage_percentile = 15;
} else if (random_effect > 0) {
msg = "You hear the %s sighing !";
damage_percentile = 0;
} else {
msg = NULL;
damage_percentile = 0;
}
if (msg != NULL)
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
msg, op->name);
if (damage_percentile > 0) {
int weapon_bite = (who->stats.hp*damage_percentile)/100;
if (weapon_bite < 1)
weapon_bite = 1;
who->stats.hp -= weapon_bite;
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT,
"You get a nasty bite in the hand !");
}
return 1;
}
/**
* Checks that the item's owner matches the applier. If the weapon does not
* have the name as the character, can't use it. (Ragnarok's sword attempted to
* be used by Foo: won't work).
*
* @param who
* the object applying the item
* @param op
* the item being applied
* @param aflags
* combination of @ref AP_xxx "AP_xxx" flags
* @return
* whether applying is possible
*/
static int apply_check_owner(const object *who, const object *op, int aflags) {
const char *quotepos;
if (op->level == 0)
return 1;
quotepos = strstr(op->name, "'");
if (quotepos == NULL || strncmp(op->name, who->name, quotepos-op->name) == 0)
return 1;
if (!(aflags&AP_NOPRINT))
draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"The weapon does not recognize you as its owner.");
return 0;
}
/**
* Updates ranged skill information.
*
* @param who
* the object applying the item
* @param op
* the item being applied
* @param aflags
* combination of @ref AP_xxx "AP_xxx" flags
*/
static void apply_update_ranged_skill(const object *who, object *op, int aflags) {
if (who->type != PLAYER) {
return;
}
who->contr->shoottype = range_skill;
who->contr->ranges[range_skill] = op;
if (op->invisible) {
if (!(aflags&AP_NOPRINT))
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"Readied skill: %s.",
op->skill ? op->skill : op->name);
} else {
if (!(aflags&AP_NOPRINT)) {
char name_op[MAX_BUF];
query_name(op, name_op, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You ready %s.",
name_op);
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You can now use the skill: %s.",
op->skill);
}
}
}
|