… | |
… | |
232 | depl = present_arch_in_ob (at, op); |
232 | depl = present_arch_in_ob (at, op); |
233 | |
233 | |
234 | if (depl) |
234 | if (depl) |
235 | { |
235 | { |
236 | for (i = 0; i < NUM_STATS; i++) |
236 | for (i = 0; i < NUM_STATS; i++) |
237 | if (get_attr_value (&depl->stats, i)) |
237 | if (depl->stats.stat (i)) |
238 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
238 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
239 | |
239 | |
240 | depl->destroy (); |
240 | depl->destroy (); |
241 | op->update_stats (); |
241 | op->update_stats (); |
242 | } |
242 | } |
… | |
… | |
374 | force->stats.food *= 10; |
374 | force->stats.food *= 10; |
375 | for (i = 0; i < NROFATTACKS; i++) |
375 | for (i = 0; i < NROFATTACKS; i++) |
376 | if (force->resist[i] > 0) |
376 | if (force->resist[i] > 0) |
377 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
377 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
378 | } |
378 | } |
|
|
379 | |
379 | force->speed_left = -1; |
380 | force->speed_left = -1; |
380 | force = insert_ob_in_ob (force, op); |
381 | force = insert_ob_in_ob (force, op); |
381 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
382 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
382 | SET_FLAG (force, FLAG_APPLIED); |
383 | SET_FLAG (force, FLAG_APPLIED); |
383 | change_abil (op, force); |
384 | change_abil (op, force); |
… | |
… | |
1337 | |
1338 | |
1338 | /* 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 |
1339 | * above with some objects have zero speed, and thus the player |
1340 | * above with some objects have zero speed, and thus the player |
1340 | * getting permanently paralyzed. |
1341 | * getting permanently paralyzed. |
1341 | */ |
1342 | */ |
1342 | if (victim->speed_left < -50.0) |
1343 | if (victim->speed_left < -50.f) |
1343 | victim->speed_left = -50.0; |
1344 | victim->speed_left = -50.f; |
1344 | /* 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); */ |
1345 | } |
1346 | } |
1346 | goto leave; |
1347 | goto leave; |
1347 | |
1348 | |
1348 | case SPINNER: |
1349 | case SPINNER: |
… | |
… | |
1867 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1868 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1868 | identify (tmp); |
1869 | identify (tmp); |
1869 | |
1870 | |
1870 | 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); |
1871 | |
1872 | |
1872 | |
|
|
1873 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
1873 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
1874 | decrease_ob (tmp); |
1874 | decrease_ob (tmp); |
1875 | } |
1875 | } |
1876 | |
1876 | |
1877 | /** |
1877 | /** |
… | |
… | |
1880 | * chest. |
1880 | * chest. |
1881 | */ |
1881 | */ |
1882 | static void |
1882 | static void |
1883 | apply_treasure (object *op, object *tmp) |
1883 | apply_treasure (object *op, object *tmp) |
1884 | { |
1884 | { |
1885 | object *treas; |
|
|
1886 | |
|
|
1887 | |
|
|
1888 | /* 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 |
1889 | * 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 |
1890 | * 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 |
1891 | * 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 |
1892 | * treasure |
1889 | * treasure |
1893 | */ |
1890 | */ |
1894 | |
|
|
1895 | treas = tmp->inv; |
1891 | object *treas = tmp->inv; |
1896 | if (treas == NULL) |
1892 | |
|
|
1893 | if (!treas) |
1897 | { |
1894 | { |
1898 | new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
1895 | new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
1899 | decrease_ob (tmp); |
1896 | decrease_ob (tmp); |
1900 | return; |
1897 | return; |
1901 | } |
1898 | } |
|
|
1899 | |
1902 | while (tmp->inv) |
1900 | while (tmp->inv) |
1903 | { |
1901 | { |
1904 | treas = tmp->inv; |
1902 | treas = tmp->inv; |
1905 | |
1903 | |
1906 | treas->remove (); |
1904 | treas->remove (); |
… | |
… | |
2358 | case EXIT: |
2356 | case EXIT: |
2359 | if (op->type != PLAYER) |
2357 | if (op->type != PLAYER) |
2360 | return 0; |
2358 | return 0; |
2361 | |
2359 | |
2362 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2360 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2363 | { |
|
|
2364 | 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)); |
2365 | } |
|
|
2366 | else |
2362 | else |
2367 | { |
2363 | { |
2368 | /* Don't display messages for random maps. */ |
2364 | /* Don't display messages for random maps. */ |
2369 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) |
2365 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) |
2370 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
2366 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
2371 | |
2367 | |
2372 | op->enter_exit (tmp); |
2368 | op->enter_exit (tmp); |
2373 | } |
2369 | } |
|
|
2370 | |
2374 | return 1; |
2371 | return 1; |
2375 | |
2372 | |
2376 | case SIGN: |
2373 | case SIGN: |
2377 | apply_sign (op, tmp, 0); |
2374 | apply_sign (op, tmp, 0); |
2378 | return 1; |
2375 | return 1; |
… | |
… | |
2382 | { |
2379 | { |
2383 | apply_book (op, tmp); |
2380 | apply_book (op, tmp); |
2384 | return 1; |
2381 | return 1; |
2385 | } |
2382 | } |
2386 | else |
2383 | else |
2387 | { |
|
|
2388 | return 0; |
2384 | return 0; |
2389 | } |
|
|
2390 | |
2385 | |
2391 | case SKILLSCROLL: |
2386 | case SKILLSCROLL: |
2392 | if (op->type == PLAYER) |
2387 | if (op->type == PLAYER) |
2393 | { |
2388 | { |
2394 | apply_skillscroll (op, tmp); |
2389 | apply_skillscroll (op, tmp); |
2395 | return 1; |
2390 | return 1; |
2396 | } |
2391 | } |
|
|
2392 | else |
2397 | return 0; |
2393 | return 0; |
2398 | |
2394 | |
2399 | case SPELLBOOK: |
2395 | case SPELLBOOK: |
2400 | if (op->type == PLAYER) |
2396 | if (op->type == PLAYER) |
2401 | { |
2397 | { |
2402 | apply_spellbook (op, tmp); |
2398 | apply_spellbook (op, tmp); |
2403 | return 1; |
2399 | return 1; |
2404 | } |
2400 | } |
|
|
2401 | else |
2405 | return 0; |
2402 | return 0; |
2406 | |
2403 | |
2407 | case SCROLL: |
2404 | case SCROLL: |
2408 | apply_scroll (op, tmp, 0); |
2405 | apply_scroll (op, tmp, 0); |
2409 | return 1; |
2406 | return 1; |
2410 | |
2407 | |
2411 | case POTION: |
2408 | case POTION: |
2412 | (void) apply_potion (op, tmp); |
2409 | apply_potion (op, tmp); |
2413 | return 1; |
2410 | return 1; |
2414 | |
2411 | |
2415 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2412 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2416 | //TODO: remove, as it is unsed? |
2413 | //TODO: remove, as it is unsed? |
2417 | case CLOSE_CON: |
2414 | case CLOSE_CON: |
… | |
… | |
2477 | } |
2474 | } |
2478 | else |
2475 | else |
2479 | return 0; |
2476 | return 0; |
2480 | |
2477 | |
2481 | case WEAPON_IMPROVER: |
2478 | case WEAPON_IMPROVER: |
2482 | (void) check_improve_weapon (op, tmp); |
2479 | check_improve_weapon (op, tmp); |
2483 | return 1; |
2480 | return 1; |
2484 | |
2481 | |
2485 | case CLOCK: |
2482 | case CLOCK: |
2486 | if (op->type == PLAYER) |
2483 | if (op->type == PLAYER) |
2487 | { |
2484 | { |
… | |
… | |
2495 | play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); |
2492 | play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); |
2496 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
2493 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
2497 | return 1; |
2494 | return 1; |
2498 | } |
2495 | } |
2499 | else |
2496 | else |
2500 | { |
|
|
2501 | return 0; |
2497 | return 0; |
2502 | } |
|
|
2503 | |
2498 | |
2504 | case MENU: |
2499 | case MENU: |
2505 | if (op->type == PLAYER) |
2500 | if (op->type == PLAYER) |
2506 | { |
2501 | { |
2507 | shop_listing (tmp, op); |
2502 | shop_listing (tmp, op); |
2508 | return 1; |
2503 | return 1; |
2509 | } |
2504 | } |
2510 | else |
2505 | else |
2511 | { |
|
|
2512 | return 0; |
2506 | return 0; |
2513 | } |
|
|
2514 | |
2507 | |
2515 | case POWER_CRYSTAL: |
2508 | case POWER_CRYSTAL: |
2516 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
2509 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
2517 | return 1; |
2510 | return 1; |
2518 | |
2511 | |
… | |
… | |
2521 | { |
2514 | { |
2522 | apply_lighter (op, tmp); |
2515 | apply_lighter (op, tmp); |
2523 | return 1; |
2516 | return 1; |
2524 | } |
2517 | } |
2525 | else |
2518 | else |
2526 | { |
|
|
2527 | return 0; |
2519 | return 0; |
2528 | } |
|
|
2529 | |
2520 | |
2530 | case ITEM_TRANSFORMER: |
2521 | case ITEM_TRANSFORMER: |
2531 | apply_item_transformer (op, tmp); |
2522 | apply_item_transformer (op, tmp); |
2532 | return 1; |
2523 | return 1; |
2533 | |
2524 | |
… | |
… | |
2556 | 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!"); |
2557 | return 0; |
2548 | return 0; |
2558 | } |
2549 | } |
2559 | } |
2550 | } |
2560 | |
2551 | |
2561 | /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
|
|
2562 | * applied. |
|
|
2563 | */ |
|
|
2564 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
|
|
2565 | { |
|
|
2566 | play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
|
|
2567 | new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!"); |
|
|
2568 | new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
|
|
2569 | op->destroy (); |
|
|
2570 | return 1; |
|
|
2571 | } |
|
|
2572 | |
|
|
2573 | pl->contr->last_used = op; |
2552 | pl->contr->last_used = op; |
2574 | |
2553 | |
2575 | tmp = manual_apply (pl, op, aflag); |
2554 | tmp = manual_apply (pl, op, aflag); |
2576 | if (!quiet) |
2555 | if (!quiet) |
2577 | { |
2556 | { |
… | |
… | |
2586 | /** |
2565 | /** |
2587 | * player_apply_below attempts to apply the object 'below' the player. |
2566 | * player_apply_below attempts to apply the object 'below' the player. |
2588 | * 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 |
2589 | * we use the ground. |
2568 | * we use the ground. |
2590 | */ |
2569 | */ |
2591 | |
|
|
2592 | void |
2570 | void |
2593 | player_apply_below (object *pl) |
2571 | player_apply_below (object *pl) |
2594 | { |
2572 | { |
2595 | int floors = 0; |
2573 | int floors = 0; |
2596 | |
2574 | |
… | |
… | |
2633 | * 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. |
2634 | */ |
2612 | */ |
2635 | static int |
2613 | static int |
2636 | unapply_special (object *who, object *op, int aflags) |
2614 | unapply_special (object *who, object *op, int aflags) |
2637 | { |
2615 | { |
2638 | 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))) |
2639 | return RESULT_INT (0); |
2618 | return RESULT_INT (0); |
2640 | |
2619 | |
2641 | object *tmp2; |
|
|
2642 | |
|
|
2643 | CLEAR_FLAG (op, FLAG_APPLIED); |
2620 | CLEAR_FLAG (op, FLAG_APPLIED); |
2644 | |
2621 | |
2645 | switch (op->type) |
2622 | switch (op->type) |
2646 | { |
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 | |
2647 | 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 | |
2648 | 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)); |
2649 | |
2647 | |
2650 | change_abil (who, op); |
2648 | change_abil (who, op); |
2651 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
2649 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
2652 | |
|
|
2653 | if (who->contr) |
|
|
2654 | { |
|
|
2655 | if (who->contr->combat_ob == op) |
|
|
2656 | who->contr->combat_ob = 0; |
|
|
2657 | |
|
|
2658 | if (who->current_weapon == op) |
|
|
2659 | who->current_weapon = 0; |
|
|
2660 | } |
|
|
2661 | |
|
|
2662 | clear_skill (who); |
|
|
2663 | break; |
2650 | break; |
2664 | |
2651 | |
2665 | case SKILL: /* allows objects to impart skills */ |
|
|
2666 | case SKILL_TOOL: |
2652 | case SKILL: |
2667 | if (op != who->chosen_skill) |
|
|
2668 | LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
|
|
2669 | |
|
|
2670 | if (who->contr) |
2653 | if (who->contr) |
2671 | { |
2654 | { |
2672 | if (!op->invisible) |
2655 | if (!op->invisible) |
2673 | 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)); |
2674 | else |
2657 | else |
2675 | 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); |
2676 | } |
2659 | } |
2677 | |
2660 | |
2678 | change_abil (who, op); |
2661 | change_abil (who, op); |
2679 | who->chosen_skill = 0; |
|
|
2680 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
2662 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
2681 | break; |
2663 | break; |
2682 | |
2664 | |
2683 | case ARMOUR: |
2665 | case ARMOUR: |
2684 | case HELMET: |
2666 | case HELMET: |
… | |
… | |
2693 | 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)); |
2694 | change_abil (who, op); |
2676 | change_abil (who, op); |
2695 | break; |
2677 | break; |
2696 | |
2678 | |
2697 | case LAMP: |
2679 | case LAMP: |
|
|
2680 | { |
2698 | 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 | |
2699 | tmp2 = arch_to_object (op->other_arch); |
2683 | object *tmp2 = arch_to_object (op->other_arch); |
2700 | tmp2->x = op->x; |
2684 | tmp2->x = op->x; |
2701 | tmp2->y = op->y; |
2685 | tmp2->y = op->y; |
2702 | tmp2->map = op->map; |
2686 | tmp2->map = op->map; |
2703 | tmp2->below = op->below; |
2687 | tmp2->below = op->below; |
2704 | tmp2->above = op->above; |
2688 | tmp2->above = op->above; |
2705 | tmp2->stats.food = op->stats.food; |
2689 | tmp2->stats.food = op->stats.food; |
2706 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
2690 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
2707 | |
2691 | |
2708 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
2692 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
2709 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
2693 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
2710 | |
2694 | |
2711 | if (who->contr) |
2695 | if (who->contr) |
2712 | esrv_del_item (who->contr, op->count); |
2696 | esrv_del_item (who->contr, op->count); |
2713 | |
2697 | |
2714 | op->destroy (); |
2698 | op->destroy (); |
2715 | insert_ob_in_ob (tmp2, who); |
2699 | insert_ob_in_ob (tmp2, who); |
2716 | who->update_stats (); |
2700 | who->update_stats (); |
2717 | |
2701 | |
2718 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
2702 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
2719 | { |
2703 | { |
2720 | if (who->contr) |
2704 | if (who->contr) |
2721 | { |
2705 | { |
2722 | 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!"); |
2723 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
2707 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
2724 | } |
2708 | } |
2725 | } |
2709 | } |
2726 | |
2710 | |
2727 | if (who->contr) |
2711 | if (who->contr) |
2728 | esrv_send_item (who, tmp2); |
2712 | esrv_send_item (who, tmp2); |
|
|
2713 | } |
2729 | |
2714 | |
2730 | return 1; /* otherwise, an attempt to drop causes problems */ |
2715 | return 1; /* otherwise, an attempt to drop causes problems */ |
2731 | |
2716 | |
2732 | case BOW: |
2717 | case BOW: |
2733 | case WAND: |
2718 | case WAND: |
2734 | case ROD: |
2719 | case ROD: |
2735 | case HORN: |
2720 | case HORN: |
2736 | clear_skill (who); |
|
|
2737 | |
|
|
2738 | if (who->contr) |
2721 | if (player *pl = who->contr) |
2739 | { |
2722 | { |
|
|
2723 | if (op == pl->ranged_ob) |
|
|
2724 | { |
|
|
2725 | pl->ranged_ob = 0; |
|
|
2726 | who->change_weapon (pl->combat_ob); |
|
|
2727 | } |
|
|
2728 | |
2740 | 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)); |
2741 | |
|
|
2742 | if (who->contr->ranged_ob == op) |
|
|
2743 | who->contr->ranged_ob = 0; |
|
|
2744 | |
|
|
2745 | if (who->current_weapon == op) |
|
|
2746 | who->current_weapon = 0; |
|
|
2747 | } |
2730 | } |
2748 | else |
2731 | else |
2749 | { |
2732 | { |
|
|
2733 | who->change_skill (0); |
|
|
2734 | |
2750 | if (op->type == BOW) |
2735 | if (op->type == BOW) |
2751 | CLEAR_FLAG (who, FLAG_READY_BOW); |
2736 | CLEAR_FLAG (who, FLAG_READY_BOW); |
2752 | else |
2737 | else |
2753 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
2738 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
2754 | } |
2739 | } |
2755 | |
2740 | |
2756 | break; |
2741 | break; |
2757 | |
2742 | |
2758 | case BUILDER: |
2743 | case BUILDER: |
2759 | if (who->contr) |
2744 | if (who->contr) |
2760 | { |
|
|
2761 | 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)); |
2762 | |
|
|
2763 | if (who->contr->ranged_ob == op) |
|
|
2764 | who->contr->ranged_ob = 0; |
|
|
2765 | } |
|
|
2766 | break; |
2746 | break; |
2767 | |
2747 | |
2768 | default: |
2748 | default: |
2769 | 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)); |
2770 | break; |
2750 | break; |
… | |
… | |
2772 | |
2752 | |
2773 | who->update_stats (); |
2753 | who->update_stats (); |
2774 | |
2754 | |
2775 | if (!(aflags & AP_NO_MERGE)) |
2755 | if (!(aflags & AP_NO_MERGE)) |
2776 | { |
2756 | { |
2777 | object *tmp; |
|
|
2778 | |
|
|
2779 | tmp = merge_ob (op, NULL); |
2757 | object *tmp = merge_ob (op, 0); |
2780 | |
2758 | |
2781 | if (who->contr) |
2759 | if (who->contr) |
2782 | { |
2760 | { |
2783 | if (tmp) |
2761 | if (tmp) |
2784 | { /* it was merged */ |
2762 | { /* it was merged */ |
… | |
… | |
2796 | /** |
2774 | /** |
2797 | * Returns the object that is using location 'loc'. |
2775 | * Returns the object that is using location 'loc'. |
2798 | * Note that 'start' is the first object to start examing - we |
2776 | * Note that 'start' is the first object to start examing - we |
2799 | * 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 |
2800 | * something like: |
2778 | * something like: |
2801 | * tmp = get_item_from_body_location(who->inv, 1); |
2779 | * tmp = get_next_item_from_body_location(who->inv, 1); |
2802 | * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
2780 | * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
2803 | * to find the second object that may use this location, etc. |
2781 | * to find the second object that may use this location, etc. |
2804 | * Returns NULL if no match is found. |
2782 | * Returns NULL if no match is found. |
2805 | * 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. |
2806 | * don't return invisible objects unless they are skill objects |
2784 | * don't return invisible objects unless they are skill objects |
2807 | * invisible other objects that use |
2785 | * invisible other objects that use |
2808 | * up body locations can be used as restrictions. |
2786 | * up body locations can be used as restrictions. |
2809 | */ |
2787 | */ |
2810 | object * |
2788 | static object * |
2811 | get_item_from_body_location (object *start, int loc) |
2789 | get_next_item_from_body_location (int loc, object *start) |
2812 | { |
2790 | { |
2813 | object *tmp; |
|
|
2814 | |
|
|
2815 | if (!start) |
|
|
2816 | return NULL; |
|
|
2817 | |
|
|
2818 | for (tmp = start; tmp; tmp = tmp->below) |
2791 | for (object *tmp = start; tmp; tmp = tmp->below) |
2819 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) |
2792 | if (tmp->flag [FLAG_APPLIED] |
|
|
2793 | && tmp->slot[loc].info |
|
|
2794 | && (!tmp->invisible || tmp->type == SKILL)) |
2820 | return tmp; |
2795 | return tmp; |
2821 | |
2796 | |
2822 | return NULL; |
2797 | return 0; |
2823 | } |
2798 | } |
2824 | |
2799 | |
2825 | /** |
2800 | /** |
2826 | * '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. |
2827 | * This should only be called when it is known |
2802 | * This should only be called when it is known |
… | |
… | |
2866 | /* 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 |
2867 | * to free up enough slots. |
2842 | * to free up enough slots. |
2868 | */ |
2843 | */ |
2869 | while ((who->slot[i].used + op->slot[i].info) < 0) |
2844 | while ((who->slot[i].used + op->slot[i].info) < 0) |
2870 | { |
2845 | { |
2871 | object *tmp = get_item_from_body_location (last, i); |
2846 | object *tmp = get_next_item_from_body_location (i, last); |
2872 | |
2847 | |
2873 | if (!tmp) |
2848 | if (!tmp) |
2874 | { |
2849 | { |
2875 | #if 0 |
2850 | #if 0 |
2876 | /* 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 |
… | |
… | |
2914 | * Checks to see if 'who' can apply object 'op'. |
2889 | * Checks to see if 'who' can apply object 'op'. |
2915 | * Returns 0 if apply can be done without anything special. |
2890 | * Returns 0 if apply can be done without anything special. |
2916 | * Otherwise returns a bitmask - potentially several of these may be |
2891 | * Otherwise returns a bitmask - potentially several of these may be |
2917 | * set, but largely depends on circumstance - in the future, processing |
2892 | * set, but largely depends on circumstance - in the future, processing |
2918 | * 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 |
2919 | * 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?) |
2920 | * |
2895 | * |
2921 | * See include/define.h for detailed description of the meaning of |
2896 | * See include/define.h for detailed description of the meaning of |
2922 | * these return values. |
2897 | * these return values. |
2923 | */ |
2898 | */ |
2924 | int |
2899 | int |
… | |
… | |
2933 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2908 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2934 | { |
2909 | { |
2935 | if (op->slot[i].info) |
2910 | if (op->slot[i].info) |
2936 | { |
2911 | { |
2937 | /* Item uses more slots than we have */ |
2912 | /* Item uses more slots than we have */ |
2938 | if (abs (op->slot[i].info) > who->slot[i].info) |
2913 | if (who->slot[i].info + op->slot [i].info < 0) |
2939 | { |
2914 | { |
2940 | /* Could return now for efficiency - rest of info below isn't |
2915 | /* Could return now for efficiency - rest of info below isn't |
2941 | * really needed. |
2916 | * really needed. |
2942 | */ |
2917 | */ |
2943 | retval |= CAN_APPLY_NEVER; |
2918 | retval |= CAN_APPLY_NEVER; |
2944 | } |
2919 | } |
2945 | else if ((who->slot[i].used + op->slot[i].info) < 0) |
2920 | else if (who->slot[i].used + op->slot[i].info < 0) |
2946 | { |
2921 | { |
2947 | /* in this case, equipping this would use more free spots than |
2922 | /* in this case, equipping this would use more free spots than |
2948 | * we have. |
2923 | * we have. |
2949 | */ |
2924 | */ |
2950 | |
2925 | |
2951 | /* 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 |
2952 | * enough slots to equip the new item, then just set this can |
2927 | * enough slots to equip the new item, then just set "can |
2953 | * 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 |
2954 | * shield equipped and try to equip another shield, there is only |
2929 | * shield equipped and try to equip another shield, there is only |
2955 | * one choice. However, the check for the number of body locations |
2930 | * one choice. However, the check for the number of body locations |
2956 | * does take into the account cases where what is being applied |
2931 | * does take into the account cases where what is being applied |
2957 | * may be two handed for example. |
2932 | * may be two handed for example. |
2958 | */ |
2933 | */ |
2959 | if (ws) |
2934 | if (ws) |
2960 | { |
|
|
2961 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
2935 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
2962 | { |
2936 | { |
2963 | retval |= CAN_APPLY_UNAPPLY; |
2937 | retval |= CAN_APPLY_UNAPPLY; |
2964 | continue; |
2938 | continue; |
2965 | } |
2939 | } |
2966 | } |
|
|
2967 | |
2940 | |
2968 | object *tmp1 = get_item_from_body_location (who->inv, i); |
2941 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
2969 | if (!tmp1) |
2942 | if (!tmp1) |
2970 | { |
2943 | { |
2971 | #if 0 |
2944 | #if 0 |
2972 | /* 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 |
2973 | * join in with more stuff equipped than they are now allowed. |
2946 | * join in with more stuff equipped than they are now allowed. |
… | |
… | |
2981 | /* need to unapply something. However, if this something |
2954 | /* need to unapply something. However, if this something |
2982 | * is different than we had found before, it means they need |
2955 | * is different than we had found before, it means they need |
2983 | * to apply multiple objects |
2956 | * to apply multiple objects |
2984 | */ |
2957 | */ |
2985 | retval |= CAN_APPLY_UNAPPLY; |
2958 | retval |= CAN_APPLY_UNAPPLY; |
|
|
2959 | |
2986 | if (!tmp) |
2960 | if (!tmp) |
2987 | tmp = tmp1; |
2961 | tmp = tmp1; |
2988 | else if (tmp != tmp1) |
2962 | else if (tmp != tmp1) |
2989 | retval |= CAN_APPLY_UNAPPLY_MULT; |
2963 | retval |= CAN_APPLY_UNAPPLY_MULT; |
2990 | |
2964 | |
… | |
… | |
3052 | * AP_UNAPPLY=always unapply). |
3026 | * AP_UNAPPLY=always unapply). |
3053 | * |
3027 | * |
3054 | * Optional flags: |
3028 | * Optional flags: |
3055 | * 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 |
3056 | * 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 |
3057 | * |
3032 | * |
3058 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3033 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3059 | * |
3034 | * |
3060 | * apply_special() doesn't check for unpaid items. |
3035 | * apply_special() doesn't check for unpaid items. |
3061 | */ |
3036 | */ |
… | |
… | |
3081 | if (basic_flag == AP_APPLY) |
3056 | if (basic_flag == AP_APPLY) |
3082 | return 0; |
3057 | return 0; |
3083 | |
3058 | |
3084 | 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))) |
3085 | { |
3060 | { |
3086 | 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)); |
3087 | return 1; |
3062 | return 1; |
3088 | } |
3063 | } |
3089 | |
3064 | |
3090 | return unapply_special (who, op, aflags); |
3065 | return unapply_special (who, op, aflags); |
3091 | } |
3066 | } |
3092 | |
3067 | |
3093 | if (basic_flag == AP_UNAPPLY) |
3068 | if (basic_flag == AP_UNAPPLY) |
3094 | 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); |
3095 | |
3081 | |
3096 | /* 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 */ |
3097 | if (int i = can_apply_object (who, op)) |
3083 | if (int i = can_apply_object (who, op)) |
3098 | { |
3084 | { |
3099 | if (i & CAN_APPLY_NEVER) |
3085 | if (i & CAN_APPLY_NEVER) |
… | |
… | |
3138 | } |
3124 | } |
3139 | else |
3125 | else |
3140 | /* While experience will be credited properly, we want to change the |
3126 | /* While experience will be credited properly, we want to change the |
3141 | * skill so that the dam and wc get updated |
3127 | * skill so that the dam and wc get updated |
3142 | */ |
3128 | */ |
3143 | change_skill (who, skop, 0); |
3129 | who->change_skill (skop); |
3144 | } |
3130 | } |
3145 | |
3131 | |
3146 | if (who->type == PLAYER |
3132 | if (who->type == PLAYER |
3147 | && op->item_power |
3133 | && op->item_power |
3148 | && 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) |
… | |
… | |
3168 | switch (op->type) |
3154 | switch (op->type) |
3169 | { |
3155 | { |
3170 | case WEAPON: |
3156 | case WEAPON: |
3171 | if (!check_weapon_power (who, op->last_eat)) |
3157 | if (!check_weapon_power (who, op->last_eat)) |
3172 | { |
3158 | { |
3173 | new_draw_info (NDI_UNIQUE, 0, who, "This 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. " |
3174 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3160 | "It would consume your soul!."); |
3175 | |
3161 | |
3176 | if (tmp) |
3162 | if (tmp) |
3177 | insert_ob_in_ob (tmp, who); |
3163 | insert_ob_in_ob (tmp, who); |
3178 | |
3164 | |
3179 | return 1; |
3165 | return 1; |
… | |
… | |
3198 | new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO |
3184 | new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO |
3199 | return 1; |
3185 | return 1; |
3200 | } |
3186 | } |
3201 | |
3187 | |
3202 | SET_FLAG (op, FLAG_APPLIED); |
3188 | SET_FLAG (op, FLAG_APPLIED); |
3203 | change_skill (who, skop, 1); |
3189 | who->change_skill (skop); |
3204 | |
3190 | |
3205 | if (who->contr) |
3191 | if (who->contr) |
3206 | { |
|
|
3207 | who->contr->combat_ob = op; |
3192 | who->change_weapon (who->contr->combat_ob = op); |
3208 | who->current_weapon = op; |
|
|
3209 | } |
|
|
3210 | |
|
|
3211 | if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
|
|
3212 | SET_FLAG (who, FLAG_READY_WEAPON); |
|
|
3213 | |
3193 | |
3214 | 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)); |
3215 | |
3195 | |
|
|
3196 | SET_FLAG (who, FLAG_READY_WEAPON); |
3216 | change_abil (who, op); |
3197 | change_abil (who, op); |
3217 | break; |
3198 | break; |
3218 | |
3199 | |
3219 | case ARMOUR: |
3200 | case ARMOUR: |
3220 | case HELMET: |
3201 | case HELMET: |
… | |
… | |
3274 | if (who->type == PLAYER) |
3255 | if (who->type == PLAYER) |
3275 | esrv_send_item (who, tmp2); |
3256 | esrv_send_item (who, tmp2); |
3276 | |
3257 | |
3277 | return 0; |
3258 | return 0; |
3278 | |
3259 | |
3279 | /* 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 | |
3280 | case SKILL: |
3272 | case SKILL: |
3281 | case SKILL_TOOL: |
|
|
3282 | if (who->chosen_skill) |
|
|
3283 | { |
|
|
3284 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
|
|
3285 | return 1; |
|
|
3286 | } |
|
|
3287 | |
|
|
3288 | if (player *pl = who->contr) |
3273 | if (player *pl = who->contr) |
3289 | { |
3274 | { |
3290 | if (IS_COMBAT_SKILL (op->subtype)) |
3275 | if (IS_COMBAT_SKILL (op->subtype)) |
3291 | { |
3276 | { |
3292 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
3277 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
3293 | { |
3278 | { |
3294 | for (object *item = who->inv; item; item = item->below) |
3279 | for (object *item = who->inv; item; item = item->below) |
3295 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
3280 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
3296 | { |
3281 | { |
3297 | pl->combat_ob = who->current_weapon = item; |
3282 | if (item->skill == op->skill) |
|
|
3283 | { |
|
|
3284 | who->change_weapon (pl->combat_ob = item); |
3298 | goto found_weapon; |
3285 | goto found_weapon; |
|
|
3286 | } |
3299 | } |
3287 | } |
3300 | |
3288 | |
3301 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); |
3289 | new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill); |
3302 | return 1; |
3290 | return 1; |
3303 | |
3291 | |
3304 | found_weapon:; |
3292 | found_weapon:; |
3305 | } |
3293 | } |
3306 | else |
3294 | else |
3307 | { |
|
|
3308 | pl->combat_ob = op; |
3295 | who->change_weapon (pl->combat_ob = op); |
3309 | op->current_weapon = 0; |
|
|
3310 | } |
|
|
3311 | } |
3296 | } |
3312 | else if (IS_RANGED_SKILL (op->subtype)) |
3297 | else if (IS_RANGED_SKILL (op->subtype)) |
3313 | { |
3298 | { |
3314 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
3299 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
3315 | { |
3300 | { |
3316 | for (object *item = who->inv; item; item = item->below) |
3301 | for (object *item = who->inv; item; item = item->below) |
3317 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
3302 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
3318 | { |
3303 | { |
3319 | pl->ranged_ob = who->current_weapon = item; |
3304 | //TODO: bows should/must all have skill missile weapon right now |
|
|
3305 | who->change_weapon (pl->ranged_ob = item); |
3320 | goto found_bow; |
3306 | goto found_bow; |
3321 | } |
3307 | } |
3322 | |
3308 | |
3323 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); |
3309 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); |
3324 | return 1; |
3310 | return 1; |
3325 | |
3311 | |
3326 | found_bow:; |
3312 | found_bow:; |
3327 | } |
3313 | } |
3328 | else if (skill_flags [op->subtype] & SF_NEED_ITEM) |
|
|
3329 | { |
|
|
3330 | for (object *item = who->inv; item; item = item->below) |
|
|
3331 | if (item->flag [FLAG_APPLIED] |
|
|
3332 | && (item->type == WAND || item->type == ROD || item->type == HORN)) |
|
|
3333 | { |
|
|
3334 | pl->ranged_ob = who->current_weapon = item; |
|
|
3335 | goto found_item; |
|
|
3336 | } |
|
|
3337 | |
|
|
3338 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill"); |
|
|
3339 | return 1; |
|
|
3340 | |
|
|
3341 | found_item:; |
|
|
3342 | } |
|
|
3343 | else |
3314 | else |
3344 | { |
|
|
3345 | pl->ranged_ob = op; |
3315 | who->change_weapon (pl->ranged_ob = op); |
3346 | op->current_weapon = 0; |
|
|
3347 | } |
|
|
3348 | } |
3316 | } |
3349 | |
3317 | |
3350 | if (!op->invisible) |
3318 | if (!op->invisible) |
3351 | { |
3319 | { |
3352 | 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)); |
3353 | 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); |
3354 | } |
3322 | } |
3355 | else |
3323 | else |
3356 | 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); |
3357 | } |
3325 | } |
3358 | |
3326 | else |
|
|
3327 | { |
3359 | SET_FLAG (op, FLAG_APPLIED); |
3328 | SET_FLAG (op, FLAG_APPLIED); |
3360 | change_abil (who, op); |
3329 | change_abil (who, op); |
3361 | who->chosen_skill = op; |
3330 | who->chosen_skill = op; |
3362 | SET_FLAG (who, FLAG_READY_SKILL); |
3331 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3332 | } |
|
|
3333 | |
3363 | break; |
3334 | break; |
3364 | |
3335 | |
3365 | case BOW: |
3336 | case BOW: |
3366 | if (!check_weapon_power (who, op->last_eat)) |
3337 | if (!check_weapon_power (who, op->last_eat)) |
3367 | { |
3338 | { |
… | |
… | |
3394 | new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO |
3365 | new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO |
3395 | return 1; |
3366 | return 1; |
3396 | } |
3367 | } |
3397 | |
3368 | |
3398 | SET_FLAG (op, FLAG_APPLIED); |
3369 | SET_FLAG (op, FLAG_APPLIED); |
3399 | change_skill (who, skop, 0); |
3370 | who->change_skill (skop); |
3400 | |
3371 | |
3401 | if (who->contr) |
3372 | if (who->contr) |
3402 | { |
3373 | { |
3403 | who->contr->ranged_ob = op; |
3374 | who->contr->ranged_ob = op; |
3404 | |
3375 | |
… | |
… | |
3423 | break; |
3394 | break; |
3424 | |
3395 | |
3425 | case BUILDER: |
3396 | case BUILDER: |
3426 | if (who->type == PLAYER) |
3397 | if (who->type == PLAYER) |
3427 | { |
3398 | { |
|
|
3399 | //TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
3428 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
3400 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
3429 | unapply_special (who, who->contr->ranged_ob, 0); |
3401 | unapply_special (who, who->contr->ranged_ob, 0); |
3430 | |
3402 | |
3431 | 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)); |
3432 | |
3404 | |
… | |
… | |
3658 | * Handles player eating food that temporarily changes status (resistances, stats). |
3630 | * Handles player eating food that temporarily changes status (resistances, stats). |
3659 | * This used to call cast_change_attr(), but |
3631 | * This used to call cast_change_attr(), but |
3660 | * 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 |
3661 | * the food changes, just grab a force and use that instead. |
3633 | * the food changes, just grab a force and use that instead. |
3662 | */ |
3634 | */ |
3663 | |
|
|
3664 | void |
3635 | void |
3665 | eat_special_food (object *who, object *food) |
3636 | eat_special_food (object *who, object *food) |
3666 | { |
3637 | { |
3667 | object *force; |
3638 | object *force; |
3668 | int i, did_one = 0; |
3639 | int i, did_one = 0; |
3669 | sint8 k; |
|
|
3670 | |
3640 | |
3671 | force = get_archetype (FORCE_NAME); |
3641 | force = get_archetype (FORCE_NAME); |
3672 | |
3642 | |
3673 | for (i = 0; i < NUM_STATS; i++) |
3643 | for (i = 0; i < NUM_STATS; i++) |
3674 | { |
3644 | if (sint8 k = food->stats.stat (i)) |
3675 | k = get_attr_value (&food->stats, i); |
|
|
3676 | if (k) |
|
|
3677 | { |
3645 | { |
3678 | set_attr_value (&force->stats, i, k); |
3646 | force->stats.stat (i) = k; |
3679 | did_one = 1; |
3647 | did_one = 1; |
3680 | } |
3648 | } |
3681 | } |
|
|
3682 | |
3649 | |
3683 | /* check if we can protect the eater */ |
3650 | /* check if we can protect the eater */ |
3684 | for (i = 0; i < NROFATTACKS; i++) |
3651 | for (i = 0; i < NROFATTACKS; i++) |
3685 | { |
3652 | { |
3686 | if (food->resist[i] > 0) |
3653 | if (food->resist[i] > 0) |
… | |
… | |
3847 | 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!"); |
3848 | blind_player (op, op, power); |
3815 | blind_player (op, op, power); |
3849 | } |
3816 | } |
3850 | else if (failure <= -80) |
3817 | else if (failure <= -80) |
3851 | { /* blast the immediate area */ |
3818 | { /* blast the immediate area */ |
3852 | object *tmp; |
|
|
3853 | |
|
|
3854 | tmp = get_archetype (LOOSE_MANA); |
3819 | object *tmp = get_archetype (LOOSE_MANA); |
3855 | cast_magic_storm (op, tmp, power); |
3820 | cast_magic_storm (op, tmp, power); |
3856 | new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); |
3821 | new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); |
3857 | tmp->destroy (); |
3822 | tmp->destroy (); |
3858 | } |
3823 | } |
3859 | } |
3824 | } |
3860 | } |
3825 | } |
3861 | |
3826 | |
… | |
… | |
3881 | */ |
3846 | */ |
3882 | int i, j; |
3847 | int i, j; |
3883 | |
3848 | |
3884 | for (i = 0; i < NUM_STATS; i++) |
3849 | for (i = 0; i < NUM_STATS; i++) |
3885 | { |
3850 | { |
3886 | sint8 stat = get_attr_value (stats, i); |
|
|
3887 | 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); |
3888 | |
3853 | |
3889 | stat += get_attr_value (ns, i); |
|
|
3890 | if (stat > 20 + race_bonus) |
3854 | if (stat > 20 + race_bonus) |
3891 | { |
3855 | { |
3892 | excess_stat++; |
3856 | excess_stat++; |
3893 | stat = 20 + race_bonus; |
3857 | stat = 20 + race_bonus; |
3894 | } |
3858 | } |
3895 | set_attr_value (stats, i, stat); |
3859 | |
|
|
3860 | stats->stat (i) = stat; |
3896 | } |
3861 | } |
3897 | |
3862 | |
3898 | for (j = 0; excess_stat > 0 && j < 100; j++) |
3863 | for (j = 0; excess_stat > 0 && j < 100; j++) |
3899 | { /* try 100 times to assign excess stats */ |
3864 | { /* try 100 times to assign excess stats */ |
3900 | int i = rndm (0, 6); |
3865 | int i = rndm (0, 6); |
3901 | int stat = get_attr_value (stats, i); |
|
|
3902 | int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
|
|
3903 | |
3866 | |
3904 | if (i == CHA) |
3867 | if (i == CHA) |
3905 | 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); |
3906 | if (stat < 20 + race_bonus) |
3872 | if (stat < 20 + race_bonus) |
3907 | { |
3873 | { |
3908 | change_attr_value (stats, i, 1); |
3874 | change_attr_value (stats, i, 1); |
3909 | excess_stat--; |
3875 | excess_stat--; |
3910 | } |
3876 | } |
… | |
… | |
3913 | /* insert the randomitems from the change's treasurelist into |
3879 | /* insert the randomitems from the change's treasurelist into |
3914 | * the player ref: player.c |
3880 | * the player ref: player.c |
3915 | */ |
3881 | */ |
3916 | if (change->randomitems != NULL) |
3882 | if (change->randomitems != NULL) |
3917 | give_initial_items (pl, change->randomitems); |
3883 | give_initial_items (pl, change->randomitems); |
3918 | |
|
|
3919 | |
3884 | |
3920 | /* set up the face, for some races. */ |
3885 | /* set up the face, for some races. */ |
3921 | |
3886 | |
3922 | /* first, look for the force object banning |
3887 | /* first, look for the force object banning |
3923 | * changing the face. Certain races never change face with class. |
3888 | * changing the face. Certain races never change face with class. |