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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.86 by root, Fri May 11 20:06:33 2007 UTC vs.
Revision 1.106 by root, Sat May 19 00:11:12 2007 UTC

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);
1005 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",
1006 &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);
1007 1008
1008 /** 1009 /**
1009 * 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
1010 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1011 */ 1012 */
1012 } 1013 }
1013 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);
1014 return 1; 1015 return 1;
1015} 1016}
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 */
1882static void 1882static void
1883apply_treasure (object *op, object *tmp) 1883apply_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 ();
2549 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!");
2550 return 0; 2548 return 0;
2551 } 2549 }
2552 } 2550 }
2553 2551
2554 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2555 * applied.
2556 */
2557 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2558 {
2559 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2560 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2561 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2562 op->destroy ();
2563 return 1;
2564 }
2565
2566 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2567 2553
2568 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2569 if (!quiet) 2555 if (!quiet)
2570 { 2556 {
2579/** 2565/**
2580 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2581 * 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
2582 * we use the ground. 2568 * we use the ground.
2583 */ 2569 */
2584
2585void 2570void
2586player_apply_below (object *pl) 2571player_apply_below (object *pl)
2587{ 2572{
2588 int floors = 0; 2573 int floors = 0;
2589 2574
2630{ 2615{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2618 return RESULT_INT (0);
2634 2619
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2621
2639 switch (op->type) 2622 switch (op->type)
2640 { 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
2641 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
2642 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));
2643 2647
2644 change_abil (who, op); 2648 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2646
2647 if (who->contr)
2648 {
2649 if (who->contr->combat_ob == op)
2650 who->contr->combat_ob = 0;
2651
2652 if (who->current_weapon == op)
2653 who->current_weapon = 0;
2654 }
2655
2656 clear_skill (who);
2657 break; 2650 break;
2658 2651
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL: 2652 case SKILL:
2661 if (op != who->chosen_skill)
2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr) 2653 if (who->contr)
2665 { 2654 {
2666 if (!op->invisible) 2655 if (!op->invisible)
2667 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));
2668 else 2657 else
2669 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);
2670 } 2659 }
2671 2660
2672 change_abil (who, op); 2661 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2663 break;
2676 2664
2677 case ARMOUR: 2665 case ARMOUR:
2678 case HELMET: 2666 case HELMET:
2687 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));
2688 change_abil (who, op); 2676 change_abil (who, op);
2689 break; 2677 break;
2690 2678
2691 case LAMP: 2679 case LAMP:
2680 {
2692 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
2693 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2684 tmp2->x = op->x;
2695 tmp2->y = op->y; 2685 tmp2->y = op->y;
2696 tmp2->map = op->map; 2686 tmp2->map = op->map;
2697 tmp2->below = op->below; 2687 tmp2->below = op->below;
2698 tmp2->above = op->above; 2688 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2691
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2694
2705 if (who->contr) 2695 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2707 2697
2708 op->destroy (); 2698 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2700 who->update_stats ();
2711 2701
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 { 2703 {
2714 if (who->contr) 2704 if (who->contr)
2715 { 2705 {
2716 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!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 } 2708 }
2719 } 2709 }
2720 2710
2721 if (who->contr) 2711 if (who->contr)
2722 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2723 2714
2724 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2725 2716
2726 case BOW: 2717 case BOW:
2727 case WAND: 2718 case WAND:
2728 case ROD: 2719 case ROD:
2729 case HORN: 2720 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 2721 if (player *pl = who->contr)
2733 { 2722 {
2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2734 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));
2735
2736 if (who->contr->ranged_ob == op)
2737 who->contr->ranged_ob = 0;
2738
2739 if (who->current_weapon == op)
2740 who->current_weapon = 0;
2741 } 2730 }
2742 else 2731 else
2743 { 2732 {
2733 who->change_skill (0);
2734
2744 if (op->type == BOW) 2735 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 2737 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 2739 }
2749 2740
2750 break; 2741 break;
2751 2742
2752 case BUILDER: 2743 case BUILDER:
2753 if (who->contr) 2744 if (who->contr)
2754 {
2755 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));
2756
2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2760 break; 2746 break;
2761 2747
2762 default: 2748 default:
2763 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));
2764 break; 2750 break;
2788/** 2774/**
2789 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
2791 * 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
2792 * something like: 2778 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
2797 * 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.
2798 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 2785 * invisible other objects that use
2800 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
2801 */ 2787 */
2802static object * 2788static object *
2803get_item_from_body_location (int loc, object *start) 2789get_next_item_from_body_location (int loc, object *start)
2804{ 2790{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
2807 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))
2808 return tmp; 2795 return tmp;
2809 2796
2810 return 0; 2797 return 0;
2811} 2798}
2812 2799
2813/** 2800/**
2854 /* 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
2855 * to free up enough slots. 2842 * to free up enough slots.
2856 */ 2843 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 2845 {
2859 object *tmp = get_item_from_body_location (i, last); 2846 object *tmp = get_next_item_from_body_location (i, last);
2860 2847
2861 if (!tmp) 2848 if (!tmp)
2862 { 2849 {
2863#if 0 2850#if 0
2864 /* 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
2902 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
2906 * 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
2907 * 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?)
2908 * 2895 *
2909 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2897 * these return values.
2911 */ 2898 */
2912int 2899int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 2909 {
2923 if (op->slot[i].info) 2910 if (op->slot[i].info)
2924 { 2911 {
2925 /* Item uses more slots than we have */ 2912 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 2913 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 2914 {
2928 /* Could return now for efficiency - rest of info below isn't 2915 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 2916 * really needed.
2930 */ 2917 */
2931 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
2932 } 2919 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 2921 {
2935 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
2936 * we have. 2923 * we have.
2937 */ 2924 */
2938 2925
2943 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
2944 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
2945 * may be two handed for example. 2932 * may be two handed for example.
2946 */ 2933 */
2947 if (ws) 2934 if (ws)
2948 {
2949 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)
2950 { 2936 {
2951 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
2952 continue; 2938 continue;
2953 } 2939 }
2954 }
2955 2940
2956 object *tmp1 = get_item_from_body_location (i, who->inv); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2957 if (!tmp1) 2942 if (!tmp1)
2958 { 2943 {
2959#if 0 2944#if 0
2960 /* 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
2961 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
2969 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
2970 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
2971 * to apply multiple objects 2956 * to apply multiple objects
2972 */ 2957 */
2973 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
2974 if (!tmp) 2960 if (!tmp)
2975 tmp = tmp1; 2961 tmp = tmp1;
2976 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
2977 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
2978 2964
3040 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3041 * 3027 *
3042 * Optional flags: 3028 * Optional flags:
3043 * 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
3044 * 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
3045 * 3032 *
3046 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3047 * 3034 *
3048 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3049 */ 3036 */
3069 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3070 return 0; 3057 return 0;
3071 3058
3072 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)))
3073 { 3060 {
3074 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));
3075 return 1; 3062 return 1;
3076 } 3063 }
3077 3064
3078 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3079 } 3066 }
3080 3067
3081 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3082 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);
3083 3081
3084 /* 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 */
3085 if (int i = can_apply_object (who, op)) 3083 if (int i = can_apply_object (who, op))
3086 { 3084 {
3087 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3126 } 3124 }
3127 else 3125 else
3128 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3129 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3130 */ 3128 */
3131 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3132 } 3130 }
3133 3131
3134 if (who->type == PLAYER 3132 if (who->type == PLAYER
3135 && op->item_power 3133 && op->item_power
3136 && 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)
3156 switch (op->type) 3154 switch (op->type)
3157 { 3155 {
3158 case WEAPON: 3156 case WEAPON:
3159 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3160 { 3158 {
3161 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. "
3162 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3163 3161
3164 if (tmp) 3162 if (tmp)
3165 insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3166 3164
3167 return 1; 3165 return 1;
3186 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
3187 return 1; 3185 return 1;
3188 } 3186 }
3189 3187
3190 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3191 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3192 3190
3193 if (who->contr) 3191 if (who->contr)
3194 {
3195 who->contr->combat_ob = op; 3192 who->change_weapon (who->contr->combat_ob = op);
3196 who->current_weapon = op;
3197 }
3198
3199 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3200 SET_FLAG (who, FLAG_READY_WEAPON);
3201 3193
3202 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));
3203 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3204 change_abil (who, op); 3197 change_abil (who, op);
3205 break; 3198 break;
3206 3199
3207 case ARMOUR: 3200 case ARMOUR:
3208 case HELMET: 3201 case HELMET:
3262 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3263 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3264 3257
3265 return 0; 3258 return 0;
3266 3259
3267 /* 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
3268 case SKILL: 3272 case SKILL:
3269 case SKILL_TOOL:
3270 if (who->chosen_skill)
3271 {
3272 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3273 return 1;
3274 }
3275
3276 if (player *pl = who->contr) 3273 if (player *pl = who->contr)
3277 { 3274 {
3278 if (IS_COMBAT_SKILL (op->subtype)) 3275 if (IS_COMBAT_SKILL (op->subtype))
3279 { 3276 {
3280 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3281 { 3278 {
3282 for (object *item = who->inv; item; item = item->below) 3279 for (object *item = who->inv; item; item = item->below)
3283 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3284 { 3281 {
3285 pl->combat_ob = who->current_weapon = item; 3282 if (item->skill == op->skill)
3283 {
3284 who->change_weapon (pl->combat_ob = item);
3286 goto found_weapon; 3285 goto found_weapon;
3286 }
3287 } 3287 }
3288 3288
3289 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);
3290 return 1; 3290 return 1;
3291 3291
3292 found_weapon:; 3292 found_weapon:;
3293 } 3293 }
3294 else 3294 else
3295 {
3296 pl->combat_ob = op; 3295 who->change_weapon (pl->combat_ob = op);
3297 op->current_weapon = 0;
3298 }
3299 } 3296 }
3300 else if (IS_RANGED_SKILL (op->subtype)) 3297 else if (IS_RANGED_SKILL (op->subtype))
3301 { 3298 {
3302 if (skill_flags [op->subtype] & SF_NEED_BOW) 3299 if (skill_flags [op->subtype] & SF_NEED_BOW)
3303 { 3300 {
3304 for (object *item = who->inv; item; item = item->below) 3301 for (object *item = who->inv; item; item = item->below)
3305 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3302 if (item->type == BOW && item->flag [FLAG_APPLIED])
3306 { 3303 {
3307 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);
3308 goto found_bow; 3306 goto found_bow;
3309 } 3307 }
3310 3308
3311 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");
3312 return 1; 3310 return 1;
3313 3311
3314 found_bow:; 3312 found_bow:;
3315 } 3313 }
3316 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3317 {
3318 for (object *item = who->inv; item; item = item->below)
3319 if (item->flag [FLAG_APPLIED]
3320 && (item->type == WAND || item->type == ROD || item->type == HORN))
3321 {
3322 pl->ranged_ob = who->current_weapon = item;
3323 goto found_item;
3324 }
3325
3326 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3327 return 1;
3328
3329 found_item:;
3330 }
3331 else 3314 else
3332 {
3333 pl->ranged_ob = op; 3315 who->change_weapon (pl->ranged_ob = op);
3334 op->current_weapon = 0;
3335 }
3336 } 3316 }
3337 3317
3338 if (!op->invisible) 3318 if (!op->invisible)
3339 { 3319 {
3340 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));
3341 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);
3342 } 3322 }
3343 else 3323 else
3344 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);
3345 } 3325 }
3346 3326 else
3327 {
3347 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3348 change_abil (who, op); 3329 change_abil (who, op);
3349 who->chosen_skill = op; 3330 who->chosen_skill = op;
3350 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3351 break; 3334 break;
3352 3335
3353 case BOW: 3336 case BOW:
3354 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3355 { 3338 {
3382 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
3383 return 1; 3366 return 1;
3384 } 3367 }
3385 3368
3386 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3387 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3388 3371
3389 if (who->contr) 3372 if (who->contr)
3390 { 3373 {
3391 who->contr->ranged_ob = op; 3374 who->contr->ranged_ob = op;
3392 3375
3411 break; 3394 break;
3412 3395
3413 case BUILDER: 3396 case BUILDER:
3414 if (who->type == PLAYER) 3397 if (who->type == PLAYER)
3415 { 3398 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3416 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3417 unapply_special (who, who->contr->ranged_ob, 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3418 3402
3419 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));
3420 3404
3646 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3647 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3648 * 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
3649 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3650 */ 3634 */
3651
3652void 3635void
3653eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3654{ 3637{
3655 object *force; 3638 object *force;
3656 int i, did_one = 0; 3639 int i, did_one = 0;
3657 sint8 k;
3658 3640
3659 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3660 3642
3661 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3662 { 3644 if (sint8 k = food->stats.stat (i))
3663 k = get_attr_value (&food->stats, i);
3664 if (k)
3665 { 3645 {
3666 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3667 did_one = 1; 3647 did_one = 1;
3668 } 3648 }
3669 }
3670 3649
3671 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3672 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3673 { 3652 {
3674 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3867 */ 3846 */
3868 int i, j; 3847 int i, j;
3869 3848
3870 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
3871 { 3850 {
3872 sint8 stat = get_attr_value (stats, i);
3873 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);
3874 3853
3875 stat += get_attr_value (ns, i);
3876 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
3877 { 3855 {
3878 excess_stat++; 3856 excess_stat++;
3879 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
3880 } 3858 }
3881 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
3882 } 3861 }
3883 3862
3884 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
3885 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
3886 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
3887 int stat = get_attr_value (stats, i);
3888 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3889 3866
3890 if (i == CHA) 3867 if (i == CHA)
3891 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);
3892 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
3893 { 3873 {
3894 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
3895 excess_stat--; 3875 excess_stat--;
3896 } 3876 }
3899 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
3900 * the player ref: player.c 3880 * the player ref: player.c
3901 */ 3881 */
3902 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
3903 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
3904
3905 3884
3906 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
3907 3886
3908 /* first, look for the force object banning 3887 /* first, look for the force object banning
3909 * 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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