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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.78 by root, Mon Apr 30 05:54:14 2007 UTC vs.
Revision 1.105 by root, Fri May 18 12:50:42 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <cmath>
26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
29#include <tod.h> 31#include <tod.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 41 */
233 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
234 233
235 if (depl) 234 if (depl)
236 { 235 {
237 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 239
241 depl->destroy (); 240 depl->destroy ();
242 op->update_stats (); 241 op->update_stats ();
243 } 242 }
375 force->stats.food *= 10; 374 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 378 }
379
380 force->speed_left = -1; 380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 384 change_abil (op, force);
1338 1338
1339 /* Just put in some sanity check. I think there is a bug in the 1339 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1342 */ 1342 */
1343 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 } 1346 }
1347 goto leave; 1347 goto leave;
1348 1348
1349 case SPINNER: 1349 case SPINNER:
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1869 identify (tmp);
1870 1870
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872 1872
1873
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1874 decrease_ob (tmp);
1876} 1875}
1877 1876
1878/** 1877/**
1881 * chest. 1880 * chest.
1882 */ 1881 */
1883static void 1882static void
1884apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
1885{ 1884{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1885 /* Nice side effect of new treasure creation method is that the treasure
1890 * for the chest is done when the chest is created, and put into the chest 1886 * for the chest is done when the chest is created, and put into the chest
1891 * inventory. So that when the chest burns up, the items still exist. Also 1887 * inventory. So that when the chest burns up, the items still exist. Also
1892 * prevents people fromt moving chests to more difficult maps to get better 1888 * prevents people fromt moving chests to more difficult maps to get better
1893 * treasure 1889 * treasure
1894 */ 1890 */
1895
1896 treas = tmp->inv; 1891 object *treas = tmp->inv;
1897 if (treas == NULL) 1892
1893 if (!treas)
1898 { 1894 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp); 1896 decrease_ob (tmp);
1901 return; 1897 return;
1902 } 1898 }
1899
1903 while (tmp->inv) 1900 while (tmp->inv)
1904 { 1901 {
1905 treas = tmp->inv; 1902 treas = tmp->inv;
1906 1903
1907 treas->remove (); 1904 treas->remove ();
2296 } 2293 }
2297 2294
2298 return 0; 2295 return 0;
2299} 2296}
2300 2297
2301
2302/** 2298/**
2303 * Main apply handler. 2299 * Main apply handler.
2304 * 2300 *
2305 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2306 * 2302 *
2313 * being applied. 2309 * being applied.
2314 * 2310 *
2315 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2316 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2317 */ 2313 */
2318
2319int 2314int
2320manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2321{ 2316{
2322 if (tmp->head) 2317 if (tmp->head)
2323 tmp = tmp->head; 2318 tmp = tmp->head;
2361 case EXIT: 2356 case EXIT:
2362 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2363 return 0; 2358 return 0;
2364 2359
2365 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2366 {
2367 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2368 }
2369 else 2362 else
2370 { 2363 {
2371 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2372 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2373 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2374 2367
2375 op->enter_exit (tmp); 2368 op->enter_exit (tmp);
2376 } 2369 }
2370
2377 return 1; 2371 return 1;
2378 2372
2379 case SIGN: 2373 case SIGN:
2380 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2381 return 1; 2375 return 1;
2385 { 2379 {
2386 apply_book (op, tmp); 2380 apply_book (op, tmp);
2387 return 1; 2381 return 1;
2388 } 2382 }
2389 else 2383 else
2390 {
2391 return 0; 2384 return 0;
2392 }
2393 2385
2394 case SKILLSCROLL: 2386 case SKILLSCROLL:
2395 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2396 { 2388 {
2397 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2398 return 1; 2390 return 1;
2399 } 2391 }
2392 else
2400 return 0; 2393 return 0;
2401 2394
2402 case SPELLBOOK: 2395 case SPELLBOOK:
2403 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2404 { 2397 {
2405 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2406 return 1; 2399 return 1;
2407 } 2400 }
2401 else
2408 return 0; 2402 return 0;
2409 2403
2410 case SCROLL: 2404 case SCROLL:
2411 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2412 return 1; 2406 return 1;
2413 2407
2414 case POTION: 2408 case POTION:
2415 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2416 return 1; 2410 return 1;
2417 2411
2418 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2419 //TODO: remove, as it is unsed? 2413 //TODO: remove, as it is unsed?
2420 case CLOSE_CON: 2414 case CLOSE_CON:
2453 case LAMP: 2447 case LAMP:
2454 case BUILDER: 2448 case BUILDER:
2455 case SKILL_TOOL: 2449 case SKILL_TOOL:
2456 if (tmp->env != op) 2450 if (tmp->env != op)
2457 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2458 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2459 return 1; 2454 return 1;
2460 2455
2461 case DRINK: 2456 case DRINK:
2462 case FOOD: 2457 case FOOD:
2463 case FLESH: 2458 case FLESH:
2479 } 2474 }
2480 else 2475 else
2481 return 0; 2476 return 0;
2482 2477
2483 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2484 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2485 return 1; 2480 return 1;
2486 2481
2487 case CLOCK: 2482 case CLOCK:
2488 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2489 { 2484 {
2497 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2498 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2499 return 1; 2494 return 1;
2500 } 2495 }
2501 else 2496 else
2502 {
2503 return 0; 2497 return 0;
2504 }
2505 2498
2506 case MENU: 2499 case MENU:
2507 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2508 { 2501 {
2509 shop_listing (tmp, op); 2502 shop_listing (tmp, op);
2510 return 1; 2503 return 1;
2511 } 2504 }
2512 else 2505 else
2513 {
2514 return 0; 2506 return 0;
2515 }
2516 2507
2517 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2518 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2519 return 1; 2510 return 1;
2520 2511
2523 { 2514 {
2524 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2525 return 1; 2516 return 1;
2526 } 2517 }
2527 else 2518 else
2528 {
2529 return 0; 2519 return 0;
2530 }
2531 2520
2532 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2533 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2534 return 1; 2523 return 1;
2535 2524
2558 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2559 return 0; 2548 return 0;
2560 } 2549 }
2561 } 2550 }
2562 2551
2563 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2564 * applied.
2565 */
2566 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2567 {
2568 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2569 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2570 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2571 op->destroy ();
2572 return 1;
2573 }
2574
2575 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2576 2553
2577 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2578 if (!quiet) 2555 if (!quiet)
2579 { 2556 {
2588/** 2565/**
2589 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2590 * If the player has an open container, we use that for below, otherwise 2567 * If the player has an open container, we use that for below, otherwise
2591 * we use the ground. 2568 * we use the ground.
2592 */ 2569 */
2593
2594void 2570void
2595player_apply_below (object *pl) 2571player_apply_below (object *pl)
2596{ 2572{
2597 int floors = 0; 2573 int floors = 0;
2598 2574
2635 * to keep the size of apply_special to a more managable size. 2611 * to keep the size of apply_special to a more managable size.
2636 */ 2612 */
2637static int 2613static int
2638unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2639{ 2615{
2640 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2641 return RESULT_INT (0); 2618 return RESULT_INT (0);
2642 2619
2643 object *tmp2;
2644
2645 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2646 2621
2647 switch (op->type) 2622 switch (op->type)
2648 { 2623 {
2624 case SKILL_TOOL:
2625 // unapplying a skill tool should also unapply the skill it governs
2626 // but this is hard, as it shouldn't do so when the skill can
2627 // be used for other reasons
2628 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2629 if (tmp->skill == op->skill
2630 && tmp->type == SKILL
2631 && tmp->flag [FLAG_APPLIED]
2632 && !tmp->flag [FLAG_CAN_USE_SKILL])
2633 unapply_special (who, tmp, 0);
2634
2635 change_abil (who, op);
2636 break;
2637
2649 case WEAPON: 2638 case WEAPON:
2639 if (player *pl = who->contr)
2640 if (op == pl->combat_ob)
2641 {
2642 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob);
2644 }
2645
2650 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2651 2647
2652 (void) change_abil (who, op); 2648 change_abil (who, op);
2653 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2654 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2655 clear_skill (who);
2656 break; 2650 break;
2657 2651
2658 case SKILL: /* allows objects to impart skills */
2659 case SKILL_TOOL: 2652 case SKILL:
2660 if (op != who->chosen_skill) 2653 if (who->contr)
2661 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2662
2663 if (who->type == PLAYER)
2664 { 2654 {
2665 if (who->contr->ranged_ob == op)
2666 {
2667 who->contr->ranged_skill = 0;
2668 who->contr->ranged_ob = 0;
2669 }
2670
2671 if (!op->invisible) 2655 if (!op->invisible)
2672 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2673 else 2657 else
2674 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2675 } 2659 }
2676 2660
2677 change_abil (who, op); 2661 change_abil (who, op);
2678 who->chosen_skill = 0;
2679 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2680 break; 2663 break;
2681 2664
2682 case ARMOUR: 2665 case ARMOUR:
2683 case HELMET: 2666 case HELMET:
2688 case AMULET: 2671 case AMULET:
2689 case GIRDLE: 2672 case GIRDLE:
2690 case BRACERS: 2673 case BRACERS:
2691 case CLOAK: 2674 case CLOAK:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2693 (void) change_abil (who, op); 2676 change_abil (who, op);
2694 break; 2677 break;
2678
2695 case LAMP: 2679 case LAMP:
2680 {
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2682
2697 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2698 tmp2->x = op->x; 2684 tmp2->x = op->x;
2699 tmp2->y = op->y; 2685 tmp2->y = op->y;
2700 tmp2->map = op->map; 2686 tmp2->map = op->map;
2701 tmp2->below = op->below; 2687 tmp2->below = op->below;
2702 tmp2->above = op->above; 2688 tmp2->above = op->above;
2703 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2704 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2705 2691
2706 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2707 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2708 2694
2709 if (who->type == PLAYER) 2695 if (who->contr)
2710 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2711 2697
2712 op->destroy (); 2698 op->destroy ();
2713 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2714 who->update_stats (); 2700 who->update_stats ();
2701
2715 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2716 { 2703 {
2717 if (who->type == PLAYER) 2704 if (who->contr)
2718 { 2705 {
2719 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2706 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2720 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2721 } 2708 }
2722 } 2709 }
2723 if (who->type == PLAYER) 2710
2711 if (who->contr)
2724 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2714
2725 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2726 break;
2727 2716
2728 case BOW: 2717 case BOW:
2729 case WAND: 2718 case WAND:
2730 case ROD: 2719 case ROD:
2731 case HORN: 2720 case HORN:
2732 clear_skill (who); 2721 if (player *pl = who->contr)
2733 if (who->type == PLAYER)
2734 { 2722 {
2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2735 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2736
2737 who->contr->ranged_skill = 0;
2738 who->contr->ranged_ob = 0;
2739 } 2730 }
2740 else 2731 else
2741 { 2732 {
2733 who->change_skill (0);
2734
2742 if (op->type == BOW) 2735 if (op->type == BOW)
2743 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2744 else 2737 else
2745 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2746 } 2739 }
2747 2740
2748 break; 2741 break;
2749 2742
2750 case BUILDER: 2743 case BUILDER:
2751 if (who->type == PLAYER) 2744 if (who->contr)
2752 {
2753 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2754
2755 who->contr->ranged_skill = 0;
2756 who->contr->ranged_ob = 0;
2757 }
2758 break; 2746 break;
2759 2747
2760 default: 2748 default:
2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2762 break; 2750 break;
2764 2752
2765 who->update_stats (); 2753 who->update_stats ();
2766 2754
2767 if (!(aflags & AP_NO_MERGE)) 2755 if (!(aflags & AP_NO_MERGE))
2768 { 2756 {
2769 object *tmp;
2770
2771 tmp = merge_ob (op, NULL); 2757 object *tmp = merge_ob (op, 0);
2772 if (who->type == PLAYER) 2758
2759 if (who->contr)
2773 { 2760 {
2774 if (tmp) 2761 if (tmp)
2775 { /* it was merged */ 2762 { /* it was merged */
2776 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
2777 op = tmp; 2764 op = tmp;
2778 } 2765 }
2779 2766
2780 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
2781 } 2768 }
2782 } 2769 }
2770
2783 return 0; 2771 return 0;
2784} 2772}
2785 2773
2786/** 2774/**
2787 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
2788 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
2789 * then go through the below of this. In this way, you can do 2777 * then go through the below of this. In this way, you can do
2790 * something like: 2778 * something like:
2791 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
2792 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2793 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
2794 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
2795 * loc is the index into the array we are looking for a match. 2783 * loc is the index into the array we are looking for a match.
2796 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
2797 * invisible other objects that use 2785 * invisible other objects that use
2798 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
2799 */ 2787 */
2800object * 2788static object *
2801get_item_from_body_location (object *start, int loc) 2789get_next_item_from_body_location (int loc, object *start)
2802{ 2790{
2803 object *tmp;
2804
2805 if (!start)
2806 return NULL;
2807
2808 for (tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
2809 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2792 if (tmp->flag [FLAG_APPLIED]
2793 && tmp->slot[loc].info
2794 && (!tmp->invisible || tmp->type == SKILL))
2810 return tmp; 2795 return tmp;
2811 2796
2812 return NULL; 2797 return 0;
2813} 2798}
2814
2815
2816 2799
2817/** 2800/**
2818 * 'op' wants to apply an object, but can't because of other equipment. 2801 * 'op' wants to apply an object, but can't because of other equipment.
2819 * This should only be called when it is known 2802 * This should only be called when it is known
2820 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
2826 * another function that does just that. 2809 * another function that does just that.
2827 */ 2810 */
2828int 2811int
2829unapply_for_ob (object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
2830{ 2813{
2831 int i; 2814 if (op->is_range ())
2832 object *tmp = NULL, *last;
2833
2834 /* If we are applying a shield or weapon, unapply any equipped shield
2835 * or weapons first - only allowed to use one weapon/shield at a time.
2836 */
2837 if (op->type == WEAPON || op->type == SHIELD)
2838 {
2839 for (tmp = who->inv; tmp; tmp = tmp->below) 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2840 {
2841 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2842 {
2843 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2817 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2844 { 2818 {
2845 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
2846 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2847 else 2821 else
2848 unapply_special (who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
2849 } 2823 }
2850 else 2824 else
2851 { 2825 {
2852 /* In this case, we want to try and remove a cursed item. 2826 /* In this case, we want to try and remove a cursed item.
2853 * While we know it won't work, we want unapply_special to 2827 * While we know it won't work, we want unapply_special to
2854 * at least generate the message. 2828 * at least generate the message.
2855 */ 2829 */
2856 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2830 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2857 return 1; 2831 return 1;
2858 }
2859
2860 } 2832 }
2861 }
2862 }
2863 2833
2864 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2865 { 2835 {
2866 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
2867 if (op->body_info[i]) 2837 if (op->slot[i].info)
2868 { 2838 {
2869 last = who->inv; 2839 object *last = who->inv;
2870 2840
2871 /* We do a while loop - may need to remove several items in order 2841 /* We do a while loop - may need to remove several items in order
2872 * to free up enough slots. 2842 * to free up enough slots.
2873 */ 2843 */
2874 while ((who->body_used[i] + op->body_info[i]) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
2875 { 2845 {
2876 tmp = get_item_from_body_location (last, i); 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
2877 if (!tmp) 2848 if (!tmp)
2878 { 2849 {
2879#if 0 2850#if 0
2880 /* Not a bug - we'll get this if the player has cursed items 2851 /* Not a bug - we'll get this if the player has cursed items
2881 * equipped. 2852 * equipped.
2882 */ 2853 */
2883 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2854 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2884#endif 2855#endif
2885 return 1; 2856 return 1;
2886 } 2857 }
2858
2887 /* If we are just printing, we don't care about cursed status */ 2859 /* If we are just printing, we don't care about cursed status */
2888 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2860 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2889 { 2861 {
2890 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
2891 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2899 * so it may not be critical (eg, putting on a ring and you have 2871 * so it may not be critical (eg, putting on a ring and you have
2900 * one cursed ring.) 2872 * one cursed ring.)
2901 */ 2873 */
2902 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2874 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2903 } 2875 }
2876
2904 last = tmp->below; 2877 last = tmp->below;
2905 } 2878 }
2906 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2879 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2907 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
2908 */ 2881 */
2909 } /* if op is using this body location */ 2882 } /* if op is using this body location */
2910 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
2911 return 0; 2885 return 0;
2912} 2886}
2913 2887
2914/** 2888/**
2915 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
2916 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
2917 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
2918 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
2919 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2893 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2920 * is set, do we really are what the other flags may be?) 2894 * is set, do we really care what the other flags may be?)
2921 * 2895 *
2922 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
2923 * these return values. 2897 * these return values.
2924 */ 2898 */
2925int 2899int
2929 return RESULT_INT (0); 2903 return RESULT_INT (0);
2930 2904
2931 int retval = 0; 2905 int retval = 0;
2932 object *tmp = 0, *ws = 0; 2906 object *tmp = 0, *ws = 0;
2933 2907
2934 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2935 * 2 weapons, but we don't want to let them do that. So if they are
2936 * trying to equip a weapon or shield, see if they already have one
2937 * in place and store that way.
2938 */
2939 if (op->type == WEAPON || op->type == BOW || op->type == SHIELD)
2940 {
2941 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2942 {
2943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2944 {
2945 retval = CAN_APPLY_UNAPPLY;
2946 ws = tmp;
2947 }
2948 }
2949 }
2950
2951 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2952 { 2909 {
2953 if (op->body_info[i]) 2910 if (op->slot[i].info)
2954 { 2911 {
2955 /* Item uses more slots than we have */ 2912 /* Item uses more slots than we have */
2956 if (abs (op->body_info[i]) > who->body_info[i]) 2913 if (who->slot[i].info + op->slot [i].info < 0)
2957 { 2914 {
2958 /* Could return now for efficiency - rest of info below isn't 2915 /* Could return now for efficiency - rest of info below isn't
2959 * really needed. 2916 * really needed.
2960 */ 2917 */
2961 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
2962 } 2919 }
2963 else if ((who->body_used[i] + op->body_info[i]) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
2964 { 2921 {
2965 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
2966 * we have. 2923 * we have.
2967 */ 2924 */
2968 2925
2969 /* if we have an applied weapon/shield, and unapply it would free 2926 /* if we have an applied weapon/shield, and unapply it would free
2970 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
2971 * continue. We don't care about the logic below - if you have 2928 * apply unapply". We don't care about the logic below - if you have a
2972 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
2973 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
2974 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
2975 * may be two handed for example. 2932 * may be two handed for example.
2976 */ 2933 */
2977 if (ws) 2934 if (ws)
2978 { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2979 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2980 { 2936 {
2981 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
2982 continue; 2938 continue;
2983 } 2939 }
2984 }
2985 2940
2986 object *tmp1 = get_item_from_body_location (who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2987 if (!tmp1) 2942 if (!tmp1)
2988 { 2943 {
2989#if 0 2944#if 0
2990 /* This is sort of an error, but happens a lot when old players 2945 /* This is sort of an error, but happens a lot when old players
2991 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
2999 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3000 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3001 * to apply multiple objects 2956 * to apply multiple objects
3002 */ 2957 */
3003 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
3004 if (!tmp) 2960 if (!tmp)
3005 tmp = tmp1; 2961 tmp = tmp1;
3006 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
3007 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
3008 2964
3009 /* This object isn't using up all the slots, so there must 2965 /* This object isn't using up all the slots, so there must
3010 * be another. If so, and it the new item doesn't need all 2966 * be another. If so, and it the new item doesn't need all
3011 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3012 */ 2968 */
3013 if ((who->body_used[i] - tmp1->body_info[i] != who->body_info[i]) 2969 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3014 && abs (op->body_info[i]) < who->body_info[i]) 2970 && abs (op->slot[i].info) < who->slot[i].info)
3015 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3016 2972
3017 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3018 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3019 */ 2975 */
3020 if (who->body_used[i] + op->body_info[i] < tmp1->body_info[i]) 2976 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3021 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3022 } 2978 }
3023 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3024 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3025 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3070 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3071 * 3027 *
3072 * Optional flags: 3028 * Optional flags:
3073 * AP_NO_MERGE: don't merge an unapplied object with other objects 3029 * AP_NO_MERGE: don't merge an unapplied object with other objects
3074 * AP_IGNORE_CURSE: unapply cursed items 3030 * AP_IGNORE_CURSE: unapply cursed items
3031 * AP_NO_READY: do not ready skills when applying skill tools
3075 * 3032 *
3076 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3077 * 3034 *
3078 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3079 */ 3036 */
3099 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3100 return 0; 3057 return 0;
3101 3058
3102 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3059 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3103 { 3060 {
3104 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3061 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3105 return 1; 3062 return 1;
3106 } 3063 }
3107 3064
3108 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3109 } 3066 }
3110 3067
3111 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3112 return 0; 3069 return 0;
3070
3071 // if the item is combat/ranged, wield the relevant slot first
3072 // to resolve conflicts.
3073 if (player *pl = who->contr)
3074 switch (op->slottype ())
3075 {
3076 case slot_combat: who->change_weapon (pl->combat_ob); break;
3077 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3078 }
3079
3080 splay (op);
3113 3081
3114 /* Can't just apply this object. Lets see what not and what to do */ 3082 /* Can't just apply this object. Lets see what not and what to do */
3115 if (int i = can_apply_object (who, op)) 3083 if (int i = can_apply_object (who, op))
3116 { 3084 {
3117 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3138 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3139 unapply_for_ob (who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3140 return 1; 3108 return 1;
3141 } 3109 }
3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3110 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3143 {
3144 if (unapply_for_ob (who, op, aflags)) 3111 if (unapply_for_ob (who, op, aflags))
3145 return 1; 3112 return 1;
3146 }
3147 } 3113 }
3148 } 3114 }
3149 3115
3150 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3151 { 3117 {
3158 } 3124 }
3159 else 3125 else
3160 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3161 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3162 */ 3128 */
3163 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3164 } 3130 }
3165 3131
3166 if (who->type == PLAYER 3132 if (who->type == PLAYER
3167 && op->item_power 3133 && op->item_power
3168 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3188 switch (op->type) 3154 switch (op->type)
3189 { 3155 {
3190 case WEAPON: 3156 case WEAPON:
3191 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3192 { 3158 {
3193 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3194 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3161
3195 if (tmp) 3162 if (tmp)
3196 insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3164
3197 return 1; 3165 return 1;
3198 } 3166 }
3199 3167
3200 //TODO: this obviously fails for players using a shiorter prefix 3168 //TODO: this obviously fails for players using a shorter prefix
3201 // i.e. "R" can use Ragnarok's sword. 3169 // i.e. "R" can use Ragnarok's sword.
3202 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3203 { 3171 {
3204 /* if the weapon does not have the name as the character, can't use it. */ 3172 /* if the weapon does not have the name as the character, can't use it. */
3205 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3173 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3209 insert_ob_in_ob (tmp, who); 3177 insert_ob_in_ob (tmp, who);
3210 3178
3211 return 1; 3179 return 1;
3212 } 3180 }
3213 3181
3182 if (!skop)
3183 {
3184 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3185 return 1;
3186 }
3187
3214 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3215
3216 if (!skop)
3217 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3218 else//TODO
3219 change_skill (who, skop, 1);
3220
3221 if (who->type == PLAYER)
3222 who->contr->set_skill (skop, op); 3189 who->change_skill (skop);
3223 3190
3224 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3191 if (who->contr)
3225 SET_FLAG (who, FLAG_READY_WEAPON); 3192 who->change_weapon (who->contr->combat_ob = op);
3226 3193
3227 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3194 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3228 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3229 change_abil (who, op); 3197 change_abil (who, op);
3230 break; 3198 break;
3231 3199
3232 case ARMOUR: 3200 case ARMOUR:
3233 case HELMET: 3201 case HELMET:
3276 } 3244 }
3277 3245
3278 who->update_stats (); 3246 who->update_stats ();
3279 3247
3280 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3281 {
3282 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3283 { 3250 {
3284 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3251 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3285 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3286 } 3253 }
3287 }
3288 3254
3289 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3290 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3291 3257
3292 return 0; 3258 return 0;
3293 3259
3294 /* this part is needed for skill-tools */ 3260 case SKILL_TOOL:
3261 // applying a skill tool also readies the skill
3262 SET_FLAG (op, FLAG_APPLIED);
3263
3264 if (!(aflags & AP_NO_READY))
3265 {
3266 skop = find_skill_by_name (who, op->skill);
3267 if (!skop->flag [FLAG_APPLIED])
3268 apply_special (who, skop, AP_APPLY);
3269 }
3270 break;
3271
3295 case SKILL: 3272 case SKILL:
3296 case SKILL_TOOL: 3273 if (player *pl = who->contr)
3297 if (who->chosen_skill)
3298 { 3274 {
3299 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3275 if (IS_COMBAT_SKILL (op->subtype))
3300 return 1;
3301 }
3302
3303 if (who->type == PLAYER)
3304 { 3276 {
3305 who->contr->set_skill (op); 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3278 {
3279 for (object *item = who->inv; item; item = item->below)
3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3281 {
3282 if (item->skill == op->skill)
3283 {
3284 who->change_weapon (pl->combat_ob = item);
3285 goto found_weapon;
3286 }
3287 }
3288
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3290 return 1;
3291
3292 found_weapon:;
3293 }
3294 else
3295 who->change_weapon (pl->combat_ob = op);
3296 }
3297 else if (IS_RANGED_SKILL (op->subtype))
3298 {
3299 if (skill_flags [op->subtype] & SF_NEED_BOW)
3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == BOW && item->flag [FLAG_APPLIED])
3303 {
3304 //TODO: bows should/must all have skill missile weapon right now
3305 who->change_weapon (pl->ranged_ob = item);
3306 goto found_bow;
3307 }
3308
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3310 return 1;
3311
3312 found_bow:;
3313 }
3314 else
3315 who->change_weapon (pl->ranged_ob = op);
3316 }
3306 3317
3307 if (!op->invisible) 3318 if (!op->invisible)
3308 { 3319 {
3309 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3320 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3310 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3311 } 3322 }
3312 else 3323 else
3313 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3324 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3314 } 3325 }
3315 3326 else
3316 if (who->type == PLAYER) 3327 {
3317 who->contr->set_skill (op, 0);
3318
3319 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3320 change_abil (who, op); 3329 change_abil (who, op);
3321 who->chosen_skill = op; 3330 who->chosen_skill = op;
3322 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3323 break; 3334 break;
3324 3335
3325 case BOW: 3336 case BOW:
3326 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3327 { 3338 {
3328 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3339 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3329 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3340 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3330 3341
3331 if (tmp) 3342 if (tmp)
3332 insert_ob_in_ob (tmp, who); 3343 insert_ob_in_ob (tmp, who);
3333 3344
3335 } 3346 }
3336 3347
3337 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3338 { 3349 {
3339 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3350 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3340 if (tmp != NULL) 3351 if (tmp)
3341 insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3342 3353
3343 return 1; 3354 return 1;
3344 } 3355 }
3345 3356
3346 /*FALLTHROUGH*/ 3357 /*FALLTHROUGH*/
3347 case WAND: 3358 case WAND:
3348 case ROD: 3359 case ROD:
3349 case HORN: 3360 case HORN:
3350 /* check for skill, alter player status */ 3361 /* check for skill, alter player status */
3362
3363 if (!skop)
3364 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3366 return 1;
3367 }
3368
3351 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3352
3353 if (!skop)
3354 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3355 else//TODO
3356 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3357 3371
3358 if (who->type == PLAYER) 3372 if (who->contr)
3359 { 3373 {
3360 who->contr->set_skill (skop, op); 3374 who->contr->ranged_ob = op;
3361 3375
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3363 3377
3364 if (op->type == BOW) 3378 if (op->type == BOW)
3365 { 3379 {
3380 who->current_weapon = op;
3366 change_abil (who, op); 3381 change_abil (who, op);
3367 new_draw_info_format (NDI_UNIQUE, 0, who, 3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3368 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3383 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3369 } 3384 }
3370 } 3385 }
3379 break; 3394 break;
3380 3395
3381 case BUILDER: 3396 case BUILDER:
3382 if (who->type == PLAYER) 3397 if (who->type == PLAYER)
3383 { 3398 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3384 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3385 unapply_special (who, who->contr->ranged_ob, 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3386 3402
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3388 3404
3389 who->contr->ranged_skill = who;
3390 who->contr->ranged_ob = op; 3405 who->contr->ranged_ob = op;
3391 } 3406 }
3392 break; 3407 break;
3393 3408
3394 default: 3409 default:
3395 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3396 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3397 3412
3398 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3399 3414
3400 if (tmp != NULL) 3415 if (tmp)
3401 tmp = insert_ob_in_ob (tmp, who); 3416 tmp = insert_ob_in_ob (tmp, who);
3402 3417
3403 who->update_stats (); 3418 who->update_stats ();
3404 3419
3405 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3615 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3616 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3617 * that doesn't work with the new spell code. Since we know what 3632 * that doesn't work with the new spell code. Since we know what
3618 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3619 */ 3634 */
3620
3621void 3635void
3622eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3623{ 3637{
3624 object *force; 3638 object *force;
3625 int i, did_one = 0; 3639 int i, did_one = 0;
3626 sint8 k;
3627 3640
3628 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3629 3642
3630 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3631 { 3644 if (sint8 k = food->stats.stat (i))
3632 k = get_attr_value (&food->stats, i);
3633 if (k)
3634 { 3645 {
3635 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3636 did_one = 1; 3647 did_one = 1;
3637 } 3648 }
3638 }
3639 3649
3640 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3641 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3642 { 3652 {
3643 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3804 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3814 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3805 blind_player (op, op, power); 3815 blind_player (op, op, power);
3806 } 3816 }
3807 else if (failure <= -80) 3817 else if (failure <= -80)
3808 { /* blast the immediate area */ 3818 { /* blast the immediate area */
3809 object *tmp;
3810
3811 tmp = get_archetype (LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
3812 cast_magic_storm (op, tmp, power); 3820 cast_magic_storm (op, tmp, power);
3813 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3814 tmp->destroy (); 3822 tmp->destroy ();
3815 } 3823 }
3816 } 3824 }
3817} 3825}
3818 3826
3838 */ 3846 */
3839 int i, j; 3847 int i, j;
3840 3848
3841 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
3842 { 3850 {
3843 sint8 stat = get_attr_value (stats, i);
3844 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3851 int race_bonus = pl->arch->clone.stats.stat (i);
3852 sint8 stat = stats->stat (i) + ns->stat (i);
3845 3853
3846 stat += get_attr_value (ns, i);
3847 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
3848 { 3855 {
3849 excess_stat++; 3856 excess_stat++;
3850 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
3851 } 3858 }
3852 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
3853 } 3861 }
3854 3862
3855 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
3856 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
3857 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
3858 int stat = get_attr_value (stats, i);
3859 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3860 3866
3861 if (i == CHA) 3867 if (i == CHA)
3862 continue; /* exclude cha from this */ 3868 continue; /* exclude cha from this */
3869
3870 int stat = stats->stat (i);
3871 int race_bonus = pl->arch->clone.stats.stat (i);
3863 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
3864 { 3873 {
3865 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
3866 excess_stat--; 3875 excess_stat--;
3867 } 3876 }
3870 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
3871 * the player ref: player.c 3880 * the player ref: player.c
3872 */ 3881 */
3873 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
3874 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
3875
3876 3884
3877 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
3878 3886
3879 /* first, look for the force object banning 3887 /* first, look for the force object banning
3880 * changing the face. Certain races never change face with class. 3888 * changing the face. Certain races never change face with class.

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