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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.72 by root, Mon Mar 5 02:27:22 2007 UTC vs.
Revision 1.106 by root, Sat May 19 00:11:12 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);
765{ 765{
766 object *otmp; 766 object *otmp;
767 767
768 if (op->type != PLAYER) 768 if (op->type != PLAYER)
769 return 0; 769 return 0;
770
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 772 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 return 0; 774 return 0;
774 } 775 }
776
775 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
776 if (!otmp) 778 if (!otmp)
777 { 779 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
779 return 0; 781 return 0;
780 } 782 }
783
781 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 785 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
784 return 0; 787 return 0;
785 } 788 }
789
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
789 return 1; 793 return 1;
790} 794}
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 1008
1005 /** 1009 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1008 */ 1012 */
1009 } 1013 }
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1015 return 1;
1012} 1016}
1334 1338
1335 /* 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
1336 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1338 */ 1342 */
1339 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1341 /* 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); */
1342 } 1346 }
1343 goto leave; 1347 goto leave;
1344 1348
1345 case SPINNER: 1349 case SPINNER:
1571 1575
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1573 1577
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1575 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1576 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1577 1582
1578 /* gain xp from reading */ 1583 /* gain xp from reading */
1579 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1580 { /* only if not read before */ 1585 { /* only if not read before */
1581 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1737 return; 1742 return;
1738 } 1743 }
1739 1744
1740 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1741 { 1746 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1743 return; 1748 return;
1744 } 1749 }
1745 1750
1746 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1747 1752
1770 { 1775 {
1771 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1772 1777
1773 if (!spell_skill) 1778 if (!spell_skill)
1774 { 1779 {
1775 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1776 return; 1781 return;
1777 } 1782 }
1778 1783
1779 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1780 { 1785 {
1814 else 1819 else
1815 { 1820 {
1816 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1817 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1818 } 1823 }
1824
1819 decrease_ob (tmp); 1825 decrease_ob (tmp);
1820} 1826}
1821 1827
1822/** 1828/**
1823 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
1862 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1863 identify (tmp); 1869 identify (tmp);
1864 1870
1865 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);
1866 1872
1867
1868 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
1869 decrease_ob (tmp); 1874 decrease_ob (tmp);
1870} 1875}
1871 1876
1872/** 1877/**
1875 * chest. 1880 * chest.
1876 */ 1881 */
1877static void 1882static void
1878apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
1879{ 1884{
1880 object *treas;
1881
1882
1883 /* 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
1884 * 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
1885 * 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
1886 * 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
1887 * treasure 1889 * treasure
1888 */ 1890 */
1889
1890 treas = tmp->inv; 1891 object *treas = tmp->inv;
1891 if (treas == NULL) 1892
1893 if (!treas)
1892 { 1894 {
1893 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1894 decrease_ob (tmp); 1896 decrease_ob (tmp);
1895 return; 1897 return;
1896 } 1898 }
1899
1897 while (tmp->inv) 1900 while (tmp->inv)
1898 { 1901 {
1899 treas = tmp->inv; 1902 treas = tmp->inv;
1900 1903
1901 treas->remove (); 1904 treas->remove ();
2290 } 2293 }
2291 2294
2292 return 0; 2295 return 0;
2293} 2296}
2294 2297
2295
2296/** 2298/**
2297 * Main apply handler. 2299 * Main apply handler.
2298 * 2300 *
2299 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2300 * 2302 *
2307 * being applied. 2309 * being applied.
2308 * 2310 *
2309 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2310 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2311 */ 2313 */
2312
2313int 2314int
2314manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2315{ 2316{
2316 if (tmp->head) 2317 if (tmp->head)
2317 tmp = tmp->head; 2318 tmp = tmp->head;
2355 case EXIT: 2356 case EXIT:
2356 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2357 return 0; 2358 return 0;
2358 2359
2359 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2360 {
2361 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));
2362 }
2363 else 2362 else
2364 { 2363 {
2365 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2366 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2367 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2368 2367
2369 op->enter_exit (tmp); 2368 op->enter_exit (tmp);
2370 } 2369 }
2370
2371 return 1; 2371 return 1;
2372 2372
2373 case SIGN: 2373 case SIGN:
2374 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2375 return 1; 2375 return 1;
2379 { 2379 {
2380 apply_book (op, tmp); 2380 apply_book (op, tmp);
2381 return 1; 2381 return 1;
2382 } 2382 }
2383 else 2383 else
2384 {
2385 return 0; 2384 return 0;
2386 }
2387 2385
2388 case SKILLSCROLL: 2386 case SKILLSCROLL:
2389 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2390 { 2388 {
2391 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2392 return 1; 2390 return 1;
2393 } 2391 }
2392 else
2394 return 0; 2393 return 0;
2395 2394
2396 case SPELLBOOK: 2395 case SPELLBOOK:
2397 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2398 { 2397 {
2399 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2400 return 1; 2399 return 1;
2401 } 2400 }
2401 else
2402 return 0; 2402 return 0;
2403 2403
2404 case SCROLL: 2404 case SCROLL:
2405 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2406 return 1; 2406 return 1;
2407 2407
2408 case POTION: 2408 case POTION:
2409 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2410 return 1; 2410 return 1;
2411 2411
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed? 2413 //TODO: remove, as it is unsed?
2414 case CLOSE_CON: 2414 case CLOSE_CON:
2447 case LAMP: 2447 case LAMP:
2448 case BUILDER: 2448 case BUILDER:
2449 case SKILL_TOOL: 2449 case SKILL_TOOL:
2450 if (tmp->env != op) 2450 if (tmp->env != op)
2451 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2452 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2453 return 1; 2454 return 1;
2454 2455
2455 case DRINK: 2456 case DRINK:
2456 case FOOD: 2457 case FOOD:
2457 case FLESH: 2458 case FLESH:
2473 } 2474 }
2474 else 2475 else
2475 return 0; 2476 return 0;
2476 2477
2477 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2478 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2479 return 1; 2480 return 1;
2480 2481
2481 case CLOCK: 2482 case CLOCK:
2482 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2483 { 2484 {
2491 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2492 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2493 return 1; 2494 return 1;
2494 } 2495 }
2495 else 2496 else
2496 {
2497 return 0; 2497 return 0;
2498 }
2499 2498
2500 case MENU: 2499 case MENU:
2501 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2502 { 2501 {
2503 shop_listing (op); 2502 shop_listing (tmp, op);
2504 return 1; 2503 return 1;
2505 } 2504 }
2506 else 2505 else
2507 {
2508 return 0; 2506 return 0;
2509 }
2510 2507
2511 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2512 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2513 return 1; 2510 return 1;
2514 2511
2517 { 2514 {
2518 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2519 return 1; 2516 return 1;
2520 } 2517 }
2521 else 2518 else
2522 {
2523 return 0; 2519 return 0;
2524 }
2525 2520
2526 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2527 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2528 return 1; 2523 return 1;
2529 2524
2552 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!");
2553 return 0; 2548 return 0;
2554 } 2549 }
2555 } 2550 }
2556 2551
2557 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2558 * applied.
2559 */
2560 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2561 {
2562 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2563 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2564 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2565 op->destroy ();
2566 return 1;
2567 }
2568
2569 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2570 2553
2571 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2572 if (!quiet) 2555 if (!quiet)
2573 { 2556 {
2582/** 2565/**
2583 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2584 * 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
2585 * we use the ground. 2568 * we use the ground.
2586 */ 2569 */
2587
2588void 2570void
2589player_apply_below (object *pl) 2571player_apply_below (object *pl)
2590{ 2572{
2591 int floors = 0; 2573 int floors = 0;
2592 2574
2629 * 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.
2630 */ 2612 */
2631static int 2613static int
2632unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2633{ 2615{
2634 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)))
2635 return RESULT_INT (0); 2618 return RESULT_INT (0);
2636 2619
2637 object *tmp2;
2638
2639 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2640 switch (op->type) 2622 switch (op->type)
2641 { 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
2642 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
2643 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));
2644 2647
2645 (void) change_abil (who, op); 2648 change_abil (who, op);
2646 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2647 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2648 clear_skill (who);
2649 break; 2650 break;
2650 2651
2651 case SKILL: /* allows objects to impart skills */
2652 case SKILL_TOOL: 2652 case SKILL:
2653 if (op != who->chosen_skill) 2653 if (who->contr)
2654 { 2654 {
2655 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2655 if (!op->invisible)
2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2657 else
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2656 } 2659 }
2657 if (who->type == PLAYER) 2660
2658 {
2659 if (who->contr->shoottype == range_skill)
2660 who->contr->shoottype = range_none;
2661 if (!op->invisible)
2662 {
2663 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2664 }
2665 else
2666 {
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2668 }
2669 }
2670 (void) change_abil (who, op); 2661 change_abil (who, op);
2671 who->chosen_skill = NULL;
2672 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2673 break; 2663 break;
2674 2664
2675 case ARMOUR: 2665 case ARMOUR:
2676 case HELMET: 2666 case HELMET:
2681 case AMULET: 2671 case AMULET:
2682 case GIRDLE: 2672 case GIRDLE:
2683 case BRACERS: 2673 case BRACERS:
2684 case CLOAK: 2674 case CLOAK:
2685 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));
2686 (void) change_abil (who, op); 2676 change_abil (who, op);
2687 break; 2677 break;
2678
2688 case LAMP: 2679 case LAMP:
2680 {
2689 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
2690 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2691 tmp2->x = op->x; 2684 tmp2->x = op->x;
2692 tmp2->y = op->y; 2685 tmp2->y = op->y;
2693 tmp2->map = op->map; 2686 tmp2->map = op->map;
2694 tmp2->below = op->below; 2687 tmp2->below = op->below;
2695 tmp2->above = op->above; 2688 tmp2->above = op->above;
2696 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2697 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2698 2691
2699 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2700 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2701 2694
2702 if (who->type == PLAYER) 2695 if (who->contr)
2703 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2704 2697
2705 op->destroy (); 2698 op->destroy ();
2706 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2707 who->update_stats (); 2700 who->update_stats ();
2701
2708 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2709 { 2703 {
2710 if (who->type == PLAYER) 2704 if (who->contr)
2711 { 2705 {
2712 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!");
2713 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2714 } 2708 }
2715 } 2709 }
2716 if (who->type == PLAYER) 2710
2711 if (who->contr)
2717 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2714
2718 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2719 break; 2716
2720 case BOW: 2717 case BOW:
2721 case WAND: 2718 case WAND:
2722 case ROD: 2719 case ROD:
2723 case HORN: 2720 case HORN:
2724 clear_skill (who); 2721 if (player *pl = who->contr)
2725 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2726 if (who->type == PLAYER)
2727 { 2722 {
2728 who->contr->shoottype = range_none; 2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2729 } 2730 }
2730 else 2731 else
2731 { 2732 {
2733 who->change_skill (0);
2734
2732 if (op->type == BOW) 2735 if (op->type == BOW)
2733 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2734 else 2737 else
2735 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2736 } 2739 }
2740
2737 break; 2741 break;
2738 2742
2739 case BUILDER: 2743 case BUILDER:
2744 if (who->contr)
2740 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));
2741 who->contr->shoottype = range_none;
2742 who->contr->ranges[range_builder] = NULL;
2743 break; 2746 break;
2744 2747
2745 default: 2748 default:
2746 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));
2747 break; 2750 break;
2749 2752
2750 who->update_stats (); 2753 who->update_stats ();
2751 2754
2752 if (!(aflags & AP_NO_MERGE)) 2755 if (!(aflags & AP_NO_MERGE))
2753 { 2756 {
2754 object *tmp;
2755
2756 tmp = merge_ob (op, NULL); 2757 object *tmp = merge_ob (op, 0);
2757 if (who->type == PLAYER) 2758
2759 if (who->contr)
2758 { 2760 {
2759 if (tmp) 2761 if (tmp)
2760 { /* it was merged */ 2762 { /* it was merged */
2761 esrv_del_item (who->contr, op->count); 2763 esrv_del_item (who->contr, op->count);
2762 op = tmp; 2764 op = tmp;
2763 } 2765 }
2764 2766
2765 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
2766 } 2768 }
2767 } 2769 }
2770
2768 return 0; 2771 return 0;
2769} 2772}
2770 2773
2771/** 2774/**
2772 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
2773 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
2774 * 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
2775 * something like: 2778 * something like:
2776 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
2777 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2778 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
2779 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
2780 * 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.
2781 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
2782 * invisible other objects that use 2785 * invisible other objects that use
2783 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
2784 */ 2787 */
2785object * 2788static object *
2786get_item_from_body_location (object *start, int loc) 2789get_next_item_from_body_location (int loc, object *start)
2787{ 2790{
2788 object *tmp;
2789
2790 if (!start)
2791 return NULL;
2792
2793 for (tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
2794 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))
2795 return tmp; 2795 return tmp;
2796 2796
2797 return NULL; 2797 return 0;
2798} 2798}
2799
2800
2801 2799
2802/** 2800/**
2803 * '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.
2804 * This should only be called when it is known 2802 * This should only be called when it is known
2805 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
2811 * another function that does just that. 2809 * another function that does just that.
2812 */ 2810 */
2813int 2811int
2814unapply_for_ob (object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
2815{ 2813{
2816 int i; 2814 if (op->is_range ())
2817 object *tmp = NULL, *last;
2818
2819 /* If we are applying a shield or weapon, unapply any equipped shield
2820 * or weapons first - only allowed to use one weapon/shield at a time.
2821 */
2822 if (op->type == WEAPON || op->type == SHIELD)
2823 {
2824 for (tmp = who->inv; tmp; tmp = tmp->below) 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2825 {
2826 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2827 {
2828 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)))
2829 { 2818 {
2830 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
2831 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2832 else 2821 else
2833 unapply_special (who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
2834 } 2823 }
2835 else 2824 else
2836 { 2825 {
2837 /* 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.
2838 * 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
2839 * at least generate the message. 2828 * at least generate the message.
2840 */ 2829 */
2841 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));
2842 return 1; 2831 return 1;
2843 }
2844
2845 } 2832 }
2846 }
2847 }
2848 2833
2849 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2850 { 2835 {
2851 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
2852 if (op->body_info[i]) 2837 if (op->slot[i].info)
2853 { 2838 {
2854 last = who->inv; 2839 object *last = who->inv;
2855 2840
2856 /* 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
2857 * to free up enough slots. 2842 * to free up enough slots.
2858 */ 2843 */
2859 while ((who->body_used[i] + op->body_info[i]) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
2860 { 2845 {
2861 tmp = get_item_from_body_location (last, i); 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
2862 if (!tmp) 2848 if (!tmp)
2863 { 2849 {
2864#if 0 2850#if 0
2865 /* 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
2866 * equipped. 2852 * equipped.
2867 */ 2853 */
2868 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);
2869#endif 2855#endif
2870 return 1; 2856 return 1;
2871 } 2857 }
2858
2872 /* 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 */
2873 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))))
2874 { 2861 {
2875 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2884 * 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
2885 * one cursed ring.) 2872 * one cursed ring.)
2886 */ 2873 */
2887 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));
2888 } 2875 }
2876
2889 last = tmp->below; 2877 last = tmp->below;
2890 } 2878 }
2891 /* 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
2892 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
2893 */ 2881 */
2894 } /* if op is using this body location */ 2882 } /* if op is using this body location */
2895 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
2896 return 0; 2885 return 0;
2897} 2886}
2898 2887
2899/** 2888/**
2900 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
2901 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
2902 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
2903 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
2904 * 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
2905 * 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?)
2906 * 2895 *
2907 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
2908 * these return values. 2897 * these return values.
2909 */ 2898 */
2910int 2899int
2911can_apply_object (object *who, object *op) 2900can_apply_object (object *who, object *op)
2912{ 2901{
2913 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2902 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2914 return RESULT_INT (0); 2903 return RESULT_INT (0);
2915 2904
2916 int i, retval = 0; 2905 int retval = 0;
2917 object *tmp = NULL, *ws = NULL; 2906 object *tmp = 0, *ws = 0;
2918 2907
2919 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2920 * 2 weapons, but we don't want to let them do that. So if they are
2921 * trying to equip a weapon or shield, see if they already have one
2922 * in place and store that way.
2923 */
2924 if (op->type == WEAPON || op->type == SHIELD)
2925 { 2909 {
2926 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2910 if (op->slot[i].info)
2927 { 2911 {
2928 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2912 /* Item uses more slots than we have */
2913 if (who->slot[i].info + op->slot [i].info < 0)
2929 { 2914 {
2930 retval = CAN_APPLY_UNAPPLY;
2931 ws = tmp;
2932 }
2933 }
2934 }
2935
2936
2937 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2938 {
2939 if (op->body_info[i])
2940 {
2941 /* Item uses more slots than we have */
2942 if (FABS (op->body_info[i]) > who->body_info[i])
2943 {
2944 /* Could return now for efficiently - rest of info below isn' 2915 /* Could return now for efficiency - rest of info below isn't
2945 * really needed. 2916 * really needed.
2946 */ 2917 */
2947 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
2948 } 2919 }
2949 else if ((who->body_used[i] + op->body_info[i]) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
2950 { 2921 {
2951 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
2952 * we have. 2923 * we have.
2953 */ 2924 */
2954 object *tmp1;
2955
2956 2925
2957 /* 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
2958 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
2959 * 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
2960 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
2961 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
2962 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
2963 * may be two handed for example. 2932 * may be two handed for example.
2964 */ 2933 */
2965 if (ws) 2934 if (ws)
2966 { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2967 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2968 { 2936 {
2969 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
2970 continue; 2938 continue;
2971 } 2939 }
2972 }
2973 2940
2974 tmp1 = get_item_from_body_location (who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2975 if (!tmp1) 2942 if (!tmp1)
2976 { 2943 {
2977#if 0 2944#if 0
2978 /* 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
2979 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
2987 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
2988 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
2989 * to apply multiple objects 2956 * to apply multiple objects
2990 */ 2957 */
2991 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
2992 if (!tmp) 2960 if (!tmp)
2993 tmp = tmp1; 2961 tmp = tmp1;
2994 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
2995 {
2996 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
2997 } 2964
2998 /* 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
2999 * 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
3000 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3001 */ 2968 */
3002 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2969 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2970 && abs (op->slot[i].info) < who->slot[i].info)
3003 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3004 2972
3005 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3006 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3007 */ 2975 */
3008 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2976 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3009 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3010
3011 } 2978 }
3012 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3013 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3014 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3015 2982
3020 * and weapons all use the same slot. Similar for horn/rod/wand - they 2987 * and weapons all use the same slot. Similar for horn/rod/wand - they
3021 * all use the same location. 2988 * all use the same location.
3022 */ 2989 */
3023 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3024 retval |= CAN_APPLY_RESTRICTION; 2991 retval |= CAN_APPLY_RESTRICTION;
2992
3025 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3026 retval |= CAN_APPLY_RESTRICTION; 2994 retval |= CAN_APPLY_RESTRICTION;
3027 2995
3028
3029 if (who->type != PLAYER) 2996 if (who->type != PLAYER)
3030 { 2997 {
3031 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 2998 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3032 retval |= CAN_APPLY_RESTRICTION; 2999 retval |= CAN_APPLY_RESTRICTION;
3000
3033 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3034 retval |= CAN_APPLY_RESTRICTION; 3002 retval |= CAN_APPLY_RESTRICTION;
3003
3035 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3036 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3006
3037 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3038 retval |= CAN_APPLY_RESTRICTION; 3008 retval |= CAN_APPLY_RESTRICTION;
3039 } 3009 }
3010
3040 return retval; 3011 return retval;
3041} 3012}
3042
3043
3044 3013
3045/** 3014/**
3046 * who is the object using the object. It can be a monster. 3015 * who is the object using the object. It can be a monster.
3047 * op is the object they are using. op is an equipment type item, 3016 * op is the object they are using. op is an equipment type item,
3048 * eg, one which you put on and keep on for a while, and not something 3017 * eg, one which you put on and keep on for a while, and not something
3057 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3058 * 3027 *
3059 * Optional flags: 3028 * Optional flags:
3060 * 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
3061 * 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
3062 * 3032 *
3063 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3064 * 3034 *
3065 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3066 */ 3036 */
3067int 3037int
3068apply_special (object *who, object *op, int aflags) 3038apply_special (object *who, object *op, int aflags)
3069{ 3039{
3070 int basic_flag = aflags & AP_BASIC_FLAGS; 3040 int basic_flag = aflags & AP_BASIC_FLAGS;
3071 object *tmp, *tmp2, *skop = NULL; 3041 object *tmp, *tmp2, *skop = NULL;
3072 int i;
3073 3042
3074 if (who == NULL) 3043 if (who == NULL)
3075 { 3044 {
3076 LOG (llevError, "apply_special() from object without environment.\n"); 3045 LOG (llevError, "apply_special() from object without environment.\n");
3077 return 1; 3046 return 1;
3087 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3088 return 0; 3057 return 0;
3089 3058
3090 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)))
3091 { 3060 {
3092 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));
3093 return 1; 3062 return 1;
3094 } 3063 }
3064
3095 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3096 } 3066 }
3097 3067
3098 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3099 return 0; 3069 return 0;
3100 3070
3101 i = can_apply_object (who, op); 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);
3102 3081
3103 /* 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 */
3104 if (i) 3083 if (int i = can_apply_object (who, op))
3105 { 3084 {
3106 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3107 { 3086 {
3108 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3087 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3109 return 1; 3088 return 1;
3111 else if (i & CAN_APPLY_RESTRICTION) 3090 else if (i & CAN_APPLY_RESTRICTION)
3112 { 3091 {
3113 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3092 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3114 return 1; 3093 return 1;
3115 } 3094 }
3095
3116 if (who->type != PLAYER) 3096 if (who->type != PLAYER)
3117 { 3097 {
3118 /* Some error, so don't try to equip something more */ 3098 /* Some error, so don't try to equip something more */
3119 if (unapply_for_ob (who, op, aflags)) 3099 if (unapply_for_ob (who, op, aflags))
3120 return 1; 3100 return 1;
3126 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:");
3127 unapply_for_ob (who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3128 return 1; 3108 return 1;
3129 } 3109 }
3130 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))
3131 {
3132 i = unapply_for_ob (who, op, aflags); 3111 if (unapply_for_ob (who, op, aflags))
3133 if (i)
3134 return 1; 3112 return 1;
3135 }
3136 } 3113 }
3137 } 3114 }
3138 3115
3139 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3140 { 3117 {
3141 skop = find_skill_by_name (who, op->skill); 3118 skop = find_skill_by_name (who, op->skill);
3119
3142 if (!skop) 3120 if (!skop)
3143 { 3121 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3145 return 1; 3123 return 1;
3146 } 3124 }
3147 else 3125 else
3148 {
3149 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3150 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3151 */ 3128 */
3152 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3153 }
3154 } 3130 }
3155 3131
3132 if (who->type == PLAYER
3133 && op->item_power
3156 if (who->type == PLAYER && op->item_power && (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)
3157 { 3135 {
3158 new_draw_info (NDI_UNIQUE, 0, who, 3136 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3137 "Equipping that combined with other items would consume your soul! "
3160 "[use the skills command to check your available item power]"); 3138 "[use the skills command to check your available item power]");
3161 return 1; 3139 return 1;
3162 } 3140 }
3163 3141
3164
3165 /* Ok. We are now at the state where we can apply the new object. 3142 /* Ok. We are now at the state where we can apply the new object.
3166 * Note that we don't have the checks for can_use_... 3143 * Note that we don't have the checks for can_use_...
3167 * below - that is already taken care of by can_apply_object. 3144 * below - that is already taken care of by can_apply_object.
3168 */ 3145 */
3169
3170 if (op->nrof > 1) 3146 if (op->nrof > 1)
3171 tmp = get_split_ob (op, op->nrof - 1); 3147 tmp = get_split_ob (op, op->nrof - 1);
3172 else 3148 else
3173 tmp = NULL; 3149 tmp = 0;
3174 3150
3175 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3151 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3176 return RESULT_INT (0); 3152 return RESULT_INT (0);
3177 3153
3178 switch (op->type) 3154 switch (op->type)
3179 { 3155 {
3180 case WEAPON: 3156 case WEAPON:
3181 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3182 { 3158 {
3183 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. "
3184 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3161
3185 if (tmp != NULL) 3162 if (tmp)
3186 (void) insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3164
3187 return 1; 3165 return 1;
3188 } 3166 }
3189 3167
3190 //TODO: this obviously fails for players using a shiorter prefix 3168 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's swors. 3169 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3171 {
3194 /* 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. */
3195 /* (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) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3174 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3199 insert_ob_in_ob (tmp, who); 3177 insert_ob_in_ob (tmp, who);
3200 3178
3201 return 1; 3179 return 1;
3202 } 3180 }
3203 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
3204 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3205
3206 if (skop)
3207 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3208 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3190
3209 SET_FLAG (who, FLAG_READY_WEAPON); 3191 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op);
3210 3193
3211 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));
3212 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3213 (void) change_abil (who, op); 3197 change_abil (who, op);
3214 break; 3198 break;
3215 3199
3216 case ARMOUR: 3200 case ARMOUR:
3217 case HELMET: 3201 case HELMET:
3218 case SHIELD: 3202 case SHIELD:
3223 case CLOAK: 3207 case CLOAK:
3224 case RING: 3208 case RING:
3225 case AMULET: 3209 case AMULET:
3226 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3227 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3211 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3228 (void) change_abil (who, op); 3212 change_abil (who, op);
3229 break; 3213 break;
3214
3230 case LAMP: 3215 case LAMP:
3231 if (op->stats.food < 1) 3216 if (op->stats.food < 1)
3232 { 3217 {
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3218 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3234 return 1; 3219 return 1;
3235 } 3220 }
3221
3236 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3237 tmp2 = arch_to_object (op->other_arch); 3223 tmp2 = arch_to_object (op->other_arch);
3238 tmp2->stats.food = op->stats.food; 3224 tmp2->stats.food = op->stats.food;
3239 SET_FLAG (tmp2, FLAG_APPLIED); 3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3240 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3241 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3242 insert_ob_in_ob (tmp2, who); 3230 insert_ob_in_ob (tmp2, who);
3243 3231
3244 /* Remove the old lantern */ 3232 /* Remove the old lantern */
3245 if (who->type == PLAYER) 3233 if (who->type == PLAYER)
3246 esrv_del_item (who->contr, op->count); 3234 esrv_del_item (who->contr, op->count);
3247 3235
3248 op->destroy (); 3236 op->destroy ();
3249 3237
3250 /* insert the portion that was split off */ 3238 /* insert the portion that was split off */
3251 if (tmp != NULL) 3239 if (tmp)
3252 { 3240 {
3253 (void) insert_ob_in_ob (tmp, who); 3241 insert_ob_in_ob (tmp, who);
3254 if (who->type == PLAYER) 3242 if (who->type == PLAYER)
3255 esrv_send_item (who, tmp); 3243 esrv_send_item (who, tmp);
3256 } 3244 }
3245
3257 who->update_stats (); 3246 who->update_stats ();
3247
3258 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3259 {
3260 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3261 { 3250 {
3262 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!");
3263 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3264 } 3253 }
3265 } 3254
3266 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3257
3268 return 0; 3258 return 0;
3259
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 }
3269 break; 3270 break;
3270 3271
3271 /* this part is needed for skill-tools */
3272 case SKILL: 3272 case SKILL:
3273 case SKILL_TOOL: 3273 if (player *pl = who->contr)
3274 if (who->chosen_skill)
3275 { 3274 {
3276 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3275 if (IS_COMBAT_SKILL (op->subtype))
3277 return 1;
3278 }
3279 if (who->type == PLAYER)
3280 { 3276 {
3281 who->contr->shoottype = range_skill; 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3282 who->contr->ranges[range_skill] = op; 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 }
3317
3283 if (!op->invisible) 3318 if (!op->invisible)
3284 { 3319 {
3285 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));
3286 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);
3287 } 3322 }
3288 else 3323 else
3289 {
3290 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);
3291 }
3292 } 3325 }
3326 else
3327 {
3293 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3294 (void) change_abil (who, op); 3329 change_abil (who, op);
3295 who->chosen_skill = op; 3330 who->chosen_skill = op;
3296 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3297 break; 3334 break;
3298 3335
3299 case BOW: 3336 case BOW:
3300 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3301 { 3338 {
3302 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.");
3303 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!.");
3341
3304 if (tmp != NULL) 3342 if (tmp)
3305 (void) insert_ob_in_ob (tmp, who); 3343 insert_ob_in_ob (tmp, who);
3344
3306 return 1; 3345 return 1;
3307 } 3346 }
3347
3308 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3309 { 3349 {
3310 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.");
3311 if (tmp != NULL) 3351 if (tmp)
3312 (void) insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3353
3313 return 1; 3354 return 1;
3314 } 3355 }
3356
3315 /*FALLTHROUGH*/ case WAND: 3357 /*FALLTHROUGH*/
3358 case WAND:
3316 case ROD: 3359 case ROD:
3317 case HORN: 3360 case HORN:
3318 /* 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
3319 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3320 if (skop)
3321 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3322 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3323 3371
3324 if (who->type == PLAYER) 3372 if (who->contr)
3325 { 3373 {
3374 who->contr->ranged_ob = op;
3375
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377
3326 if (op->type == BOW) 3378 if (op->type == BOW)
3327 { 3379 {
3380 who->current_weapon = op;
3328 (void) change_abil (who, op); 3381 change_abil (who, op);
3329 new_draw_info_format (NDI_UNIQUE, 0, who, 3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3330 "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));
3331 who->contr->shoottype = range_bow;
3332 }
3333 else
3334 {
3335 who->contr->shoottype = range_misc;
3336 } 3384 }
3337 } 3385 }
3338 else 3386 else
3339 { 3387 {
3340 if (op->type == BOW) 3388 if (op->type == BOW)
3341 SET_FLAG (who, FLAG_READY_BOW); 3389 SET_FLAG (who, FLAG_READY_BOW);
3342 else 3390 else
3343 SET_FLAG (who, FLAG_READY_RANGE); 3391 SET_FLAG (who, FLAG_READY_RANGE);
3344 } 3392 }
3393
3345 break; 3394 break;
3346 3395
3347 case BUILDER: 3396 case BUILDER:
3348 if (who->contr->ranges[range_builder]) 3397 if (who->type == PLAYER)
3398 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3349 unapply_special (who, who->contr->ranges[range_builder], 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3350 who->contr->shoottype = range_builder; 3402
3351 who->contr->ranges[range_builder] = op;
3352 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));
3404
3405 who->contr->ranged_ob = op;
3406 }
3353 break; 3407 break;
3354 3408
3355 default: 3409 default:
3356 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));
3357 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3358 3412
3359 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3360 3414
3361 if (tmp != NULL) 3415 if (tmp)
3362 tmp = insert_ob_in_ob (tmp, who); 3416 tmp = insert_ob_in_ob (tmp, who);
3363 3417
3364 who->update_stats (); 3418 who->update_stats ();
3365 3419
3366 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3376 { 3430 {
3377 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3431 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3378 SET_FLAG (op, FLAG_KNOWN_CURSED); 3432 SET_FLAG (op, FLAG_KNOWN_CURSED);
3379 } 3433 }
3380 } 3434 }
3435
3381 if (who->type == PLAYER) 3436 if (who->type == PLAYER)
3382 { 3437 {
3383 /* if multiple objects were applied, update both slots */ 3438 /* if multiple objects were applied, update both slots */
3384 if (tmp) 3439 if (tmp)
3385 esrv_send_item (who, tmp); 3440 esrv_send_item (who, tmp);
3441
3386 esrv_send_item (who, op); 3442 esrv_send_item (who, op);
3387 } 3443 }
3444
3388 return 0; 3445 return 0;
3389} 3446}
3390
3391 3447
3392int 3448int
3393monster_apply_special (object *who, object *op, int aflags) 3449monster_apply_special (object *who, object *op, int aflags)
3394{ 3450{
3395 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3554 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3610 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3555 { 3611 {
3556 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3612 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3557 tmp->randomitems = NULL; 3613 tmp->randomitems = NULL;
3558 } 3614 }
3615
3559 // close all containers 3616 // close all containers
3560 else if (tmp->type == CONTAINER) 3617 else if (tmp->type == CONTAINER)
3561 tmp->flag [FLAG_APPLIED] = 0; 3618 tmp->flag [FLAG_APPLIED] = 0;
3562 3619
3563 tmp = above; 3620 tmp = above;
3573 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3574 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3575 * 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
3576 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3577 */ 3634 */
3578
3579void 3635void
3580eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3581{ 3637{
3582 object *force; 3638 object *force;
3583 int i, did_one = 0; 3639 int i, did_one = 0;
3584 sint8 k;
3585 3640
3586 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3587 3642
3588 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3589 { 3644 if (sint8 k = food->stats.stat (i))
3590 k = get_attr_value (&food->stats, i);
3591 if (k)
3592 { 3645 {
3593 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3594 did_one = 1; 3647 did_one = 1;
3595 } 3648 }
3596 }
3597 3649
3598 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3599 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3600 { 3652 {
3601 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3762 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!");
3763 blind_player (op, op, power); 3815 blind_player (op, op, power);
3764 } 3816 }
3765 else if (failure <= -80) 3817 else if (failure <= -80)
3766 { /* blast the immediate area */ 3818 { /* blast the immediate area */
3767 object *tmp;
3768
3769 tmp = get_archetype (LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
3770 cast_magic_storm (op, tmp, power); 3820 cast_magic_storm (op, tmp, power);
3771 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3772 tmp->destroy (); 3822 tmp->destroy ();
3773 } 3823 }
3774 } 3824 }
3775} 3825}
3776 3826
3796 */ 3846 */
3797 int i, j; 3847 int i, j;
3798 3848
3799 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
3800 { 3850 {
3801 sint8 stat = get_attr_value (stats, i);
3802 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);
3803 3853
3804 stat += get_attr_value (ns, i);
3805 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
3806 { 3855 {
3807 excess_stat++; 3856 excess_stat++;
3808 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
3809 } 3858 }
3810 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
3811 } 3861 }
3812 3862
3813 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
3814 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
3815 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
3816 int stat = get_attr_value (stats, i);
3817 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3818 3866
3819 if (i == CHA) 3867 if (i == CHA)
3820 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);
3821 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
3822 { 3873 {
3823 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
3824 excess_stat--; 3875 excess_stat--;
3825 } 3876 }
3828 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
3829 * the player ref: player.c 3880 * the player ref: player.c
3830 */ 3881 */
3831 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
3832 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
3833
3834 3884
3835 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
3836 3886
3837 /* first, look for the force object banning 3887 /* first, look for the force object banning
3838 * 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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