… | |
… | |
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 | */ |
1882 | static void |
1882 | static void |
1883 | apply_treasure (object *op, object *tmp) |
1883 | apply_treasure (object *op, object *tmp) |
1884 | { |
1884 | { |
1885 | object *treas; |
|
|
1886 | |
|
|
1887 | |
|
|
1888 | /* Nice side effect of new treasure creation method is that the treasure |
1885 | /* Nice side effect of new treasure creation method is that the treasure |
1889 | * for the chest is done when the chest is created, and put into the chest |
1886 | * for the chest is done when the chest is created, and put into the chest |
1890 | * inventory. So that when the chest burns up, the items still exist. Also |
1887 | * inventory. So that when the chest burns up, the items still exist. Also |
1891 | * prevents people fromt moving chests to more difficult maps to get better |
1888 | * prevents people fromt moving chests to more difficult maps to get better |
1892 | * treasure |
1889 | * treasure |
1893 | */ |
1890 | */ |
1894 | |
|
|
1895 | treas = tmp->inv; |
1891 | object *treas = tmp->inv; |
1896 | if (treas == NULL) |
1892 | |
|
|
1893 | if (!treas) |
1897 | { |
1894 | { |
1898 | new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
1895 | new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
1899 | decrease_ob (tmp); |
1896 | decrease_ob (tmp); |
1900 | return; |
1897 | return; |
1901 | } |
1898 | } |
|
|
1899 | |
1902 | while (tmp->inv) |
1900 | while (tmp->inv) |
1903 | { |
1901 | { |
1904 | treas = tmp->inv; |
1902 | treas = tmp->inv; |
1905 | |
1903 | |
1906 | treas->remove (); |
1904 | treas->remove (); |
… | |
… | |
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 | |
|
|
2585 | void |
2570 | void |
2586 | player_apply_below (object *pl) |
2571 | player_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 | */ |
2802 | static object * |
2788 | static object * |
2803 | get_item_from_body_location (int loc, object *start) |
2789 | get_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 | */ |
2912 | int |
2899 | int |
… | |
… | |
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 | |
|
|
3652 | void |
3635 | void |
3653 | eat_special_food (object *who, object *food) |
3636 | eat_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. |