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/cvs/deliantra/server/server/apply.C
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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.91 by root, Sat May 12 18:14:47 2007 UTC vs.
Revision 1.106 by root, Sat May 19 00:11:12 2007 UTC

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 {
2629{ 2615{
2630 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))
2631 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2632 return RESULT_INT (0); 2618 return RESULT_INT (0);
2633 2619
2634 object *tmp2;
2635
2636 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2637 2621
2638 switch (op->type) 2622 switch (op->type)
2639 { 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
2640 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
2641 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));
2642 2647
2643 change_abil (who, op); 2648 change_abil (who, op);
2644 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2645
2646 if (who->contr)
2647 {
2648 if (who->contr->combat_ob == op)
2649 who->contr->combat_ob = 0;
2650
2651 if (who->current_weapon == op)
2652 who->current_weapon = 0;
2653 }
2654
2655 clear_skill (who);
2656 break; 2650 break;
2657 2651
2658 case SKILL: /* allows objects to impart skills */
2659 case SKILL_TOOL: 2652 case SKILL:
2660 if (op != who->chosen_skill)
2661 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2662
2663 if (who->contr) 2653 if (who->contr)
2664 { 2654 {
2665 if (!op->invisible) 2655 if (!op->invisible)
2666 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));
2667 else 2657 else
2668 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);
2669 } 2659 }
2670 2660
2671 change_abil (who, op); 2661 change_abil (who, op);
2672 who->chosen_skill = 0;
2673 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2674 break; 2663 break;
2675 2664
2676 case ARMOUR: 2665 case ARMOUR:
2677 case HELMET: 2666 case HELMET:
2686 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));
2687 change_abil (who, op); 2676 change_abil (who, op);
2688 break; 2677 break;
2689 2678
2690 case LAMP: 2679 case LAMP:
2680 {
2691 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
2692 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2693 tmp2->x = op->x; 2684 tmp2->x = op->x;
2694 tmp2->y = op->y; 2685 tmp2->y = op->y;
2695 tmp2->map = op->map; 2686 tmp2->map = op->map;
2696 tmp2->below = op->below; 2687 tmp2->below = op->below;
2697 tmp2->above = op->above; 2688 tmp2->above = op->above;
2698 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2699 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2700 2691
2701 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2702 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2703 2694
2704 if (who->contr) 2695 if (who->contr)
2705 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2706 2697
2707 op->destroy (); 2698 op->destroy ();
2708 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2709 who->update_stats (); 2700 who->update_stats ();
2710 2701
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 { 2703 {
2713 if (who->contr) 2704 if (who->contr)
2714 { 2705 {
2715 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!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 } 2708 }
2718 } 2709 }
2719 2710
2720 if (who->contr) 2711 if (who->contr)
2721 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2722 2714
2723 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2724 2716
2725 case BOW: 2717 case BOW:
2726 case WAND: 2718 case WAND:
2727 case ROD: 2719 case ROD:
2728 case HORN: 2720 case HORN:
2729 clear_skill (who);
2730
2731 if (who->contr) 2721 if (player *pl = who->contr)
2732 { 2722 {
2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2733 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));
2734
2735 if (who->contr->ranged_ob == op)
2736 who->contr->ranged_ob = 0;
2737
2738 if (who->current_weapon == op)
2739 who->current_weapon = 0;
2740 } 2730 }
2741 else 2731 else
2742 { 2732 {
2733 who->change_skill (0);
2734
2743 if (op->type == BOW) 2735 if (op->type == BOW)
2744 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2745 else 2737 else
2746 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2747 } 2739 }
2748 2740
2749 break; 2741 break;
2750 2742
2751 case BUILDER: 2743 case BUILDER:
2752 if (who->contr) 2744 if (who->contr)
2753 {
2754 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));
2755
2756 if (who->contr->ranged_ob == op)
2757 who->contr->ranged_ob = 0;
2758 }
2759 break; 2746 break;
2760 2747
2761 default: 2748 default:
2762 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));
2763 break; 2750 break;
2787/** 2774/**
2788 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
2789 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
2790 * 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
2791 * something like: 2778 * something like:
2792 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
2793 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2794 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
2795 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
2796 * 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.
2797 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
2798 * invisible other objects that use 2785 * invisible other objects that use
2799 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
2800 */ 2787 */
2801static object * 2788static object *
2802get_item_from_body_location (int loc, object *start) 2789get_next_item_from_body_location (int loc, object *start)
2803{ 2790{
2804 if (start)
2805 for (object *tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
2806 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))
2807 return tmp; 2795 return tmp;
2808 2796
2809 return 0; 2797 return 0;
2810} 2798}
2811 2799
2812/** 2800/**
2853 /* 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
2854 * to free up enough slots. 2842 * to free up enough slots.
2855 */ 2843 */
2856 while ((who->slot[i].used + op->slot[i].info) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
2857 { 2845 {
2858 object *tmp = get_item_from_body_location (i, last); 2846 object *tmp = get_next_item_from_body_location (i, last);
2859 2847
2860 if (!tmp) 2848 if (!tmp)
2861 { 2849 {
2862#if 0 2850#if 0
2863 /* 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
2901 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
2902 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
2903 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
2904 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
2905 * 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
2906 * 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?)
2907 * 2895 *
2908 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
2909 * these return values. 2897 * these return values.
2910 */ 2898 */
2911int 2899int
2920 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2921 { 2909 {
2922 if (op->slot[i].info) 2910 if (op->slot[i].info)
2923 { 2911 {
2924 /* Item uses more slots than we have */ 2912 /* Item uses more slots than we have */
2925 if (abs (op->slot[i].info) > who->slot[i].info) 2913 if (who->slot[i].info + op->slot [i].info < 0)
2926 { 2914 {
2927 /* Could return now for efficiency - rest of info below isn't 2915 /* Could return now for efficiency - rest of info below isn't
2928 * really needed. 2916 * really needed.
2929 */ 2917 */
2930 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
2931 } 2919 }
2932 else if ((who->slot[i].used + op->slot[i].info) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
2933 { 2921 {
2934 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
2935 * we have. 2923 * we have.
2936 */ 2924 */
2937 2925
2948 { 2936 {
2949 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
2950 continue; 2938 continue;
2951 } 2939 }
2952 2940
2953 object *tmp1 = get_item_from_body_location (i, who->inv); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2954 if (!tmp1) 2942 if (!tmp1)
2955 { 2943 {
2956#if 0 2944#if 0
2957 /* 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
2958 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
2966 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
2967 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
2968 * to apply multiple objects 2956 * to apply multiple objects
2969 */ 2957 */
2970 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
2971 if (!tmp) 2960 if (!tmp)
2972 tmp = tmp1; 2961 tmp = tmp1;
2973 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
2974 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
2975 2964
3037 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3038 * 3027 *
3039 * Optional flags: 3028 * Optional flags:
3040 * 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
3041 * 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
3042 * 3032 *
3043 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3044 * 3034 *
3045 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3046 */ 3036 */
3079 return 0; 3069 return 0;
3080 3070
3081 // if the item is combat/ranged, wield the relevant slot first 3071 // if the item is combat/ranged, wield the relevant slot first
3082 // to resolve conflicts. 3072 // to resolve conflicts.
3083 if (player *pl = who->contr) 3073 if (player *pl = who->contr)
3084 switch (op->type) 3074 switch (op->slottype ())
3085 { 3075 {
3086 case WEAPON:
3087 who->change_weapon (pl->combat_ob); 3076 case slot_combat: who->change_weapon (pl->combat_ob); break;
3088 break;
3089
3090 case BOW:
3091 case ROD:
3092 case WAND:
3093 case HORN:
3094 case SKILL_TOOL:
3095 who->change_weapon (pl->ranged_ob); 3077 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3096 break;
3097
3098 case SKILL:
3099 if (IS_COMBAT_SKILL (op->subtype))
3100 who->change_weapon (pl->combat_ob);
3101 else if (IS_RANGED_SKILL (op->subtype))
3102 who->change_weapon (pl->ranged_ob);
3103 break;
3104 } 3078 }
3079
3080 splay (op);
3105 3081
3106 /* 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 */
3107 if (int i = can_apply_object (who, op)) 3083 if (int i = can_apply_object (who, op))
3108 { 3084 {
3109 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3148 } 3124 }
3149 else 3125 else
3150 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3151 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3152 */ 3128 */
3153 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3154 } 3130 }
3155 3131
3156 if (who->type == PLAYER 3132 if (who->type == PLAYER
3157 && op->item_power 3133 && op->item_power
3158 && 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)
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, "This weapon is too powerful for you to use.\n" 3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3184 "It would consume your soul!."); 3160 "It would consume your soul!.");
3185 3161
3186 if (tmp) 3162 if (tmp)
3187 insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3188 3164
3208 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
3209 return 1; 3185 return 1;
3210 } 3186 }
3211 3187
3212 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3213 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3214 3190
3215 if (who->contr) 3191 if (who->contr)
3216 who->change_weapon (who->contr->combat_ob = op); 3192 who->change_weapon (who->contr->combat_ob = op);
3217 3193
3218 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3219 SET_FLAG (who, FLAG_READY_WEAPON);
3220
3221 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));
3222 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3223 change_abil (who, op); 3197 change_abil (who, op);
3224 break; 3198 break;
3225 3199
3226 case ARMOUR: 3200 case ARMOUR:
3227 case HELMET: 3201 case HELMET:
3281 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3283 3257
3284 return 0; 3258 return 0;
3285 3259
3286 /* 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
3287 case SKILL: 3272 case SKILL:
3288 case SKILL_TOOL:
3289 if (who->chosen_skill)
3290 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3292 return 1;
3293 }
3294
3295 if (player *pl = who->contr) 3273 if (player *pl = who->contr)
3296 { 3274 {
3297 if (IS_COMBAT_SKILL (op->subtype)) 3275 if (IS_COMBAT_SKILL (op->subtype))
3298 { 3276 {
3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3300 { 3278 {
3301 for (object *item = who->inv; item; item = item->below) 3279 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3303 { 3281 {
3282 if (item->skill == op->skill)
3283 {
3304 who->change_weapon (pl->combat_ob = item); 3284 who->change_weapon (pl->combat_ob = item);
3305 goto found_weapon; 3285 goto found_weapon;
3286 }
3306 } 3287 }
3307 3288
3308 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);
3309 return 1; 3290 return 1;
3310 3291
3311 found_weapon:; 3292 found_weapon:;
3312 } 3293 }
3313 else 3294 else
3318 if (skill_flags [op->subtype] & SF_NEED_BOW) 3299 if (skill_flags [op->subtype] & SF_NEED_BOW)
3319 { 3300 {
3320 for (object *item = who->inv; item; item = item->below) 3301 for (object *item = who->inv; item; item = item->below)
3321 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3302 if (item->type == BOW && item->flag [FLAG_APPLIED])
3322 { 3303 {
3304 //TODO: bows should/must all have skill missile weapon right now
3323 who->change_weapon (pl->ranged_ob = item); 3305 who->change_weapon (pl->ranged_ob = item);
3324 goto found_bow; 3306 goto found_bow;
3325 } 3307 }
3326 3308
3327 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");
3328 return 1; 3310 return 1;
3329 3311
3330 found_bow:; 3312 found_bow:;
3331 }
3332 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3333 {
3334 for (object *item = who->inv; item; item = item->below)
3335 if (item->flag [FLAG_APPLIED]
3336 && (item->type == WAND || item->type == ROD || item->type == HORN))
3337 {
3338 who->change_weapon (pl->ranged_ob = item);
3339 goto found_item;
3340 }
3341
3342 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3343 return 1;
3344
3345 found_item:;
3346 } 3313 }
3347 else 3314 else
3348 who->change_weapon (pl->ranged_ob = op); 3315 who->change_weapon (pl->ranged_ob = op);
3349 } 3316 }
3350 3317
3354 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);
3355 } 3322 }
3356 else 3323 else
3357 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);
3358 } 3325 }
3359 3326 else
3327 {
3360 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3361 change_abil (who, op); 3329 change_abil (who, op);
3362 who->chosen_skill = op; 3330 who->chosen_skill = op;
3363 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3364 break; 3334 break;
3365 3335
3366 case BOW: 3336 case BOW:
3367 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3368 { 3338 {
3395 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
3396 return 1; 3366 return 1;
3397 } 3367 }
3398 3368
3399 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3400 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3401 3371
3402 if (who->contr) 3372 if (who->contr)
3403 { 3373 {
3404 who->contr->ranged_ob = op; 3374 who->contr->ranged_ob = op;
3405 3375
3424 break; 3394 break;
3425 3395
3426 case BUILDER: 3396 case BUILDER:
3427 if (who->type == PLAYER) 3397 if (who->type == PLAYER)
3428 { 3398 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3429 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3430 unapply_special (who, who->contr->ranged_ob, 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3431 3402
3432 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));
3433 3404

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