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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.103 by root, Fri May 18 01:01:02 2007 UTC vs.
Revision 1.107 by root, Mon May 28 21:28:35 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <cmath> 25#include <cmath>
26 26
1006 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",
1007 &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);
1008 1008
1009 /** 1009 /**
1010 * 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
1011 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1012 */ 1012 */
1013 } 1013 }
1014 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);
1015 return 1; 1015 return 1;
1016} 1016}
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2618 return RESULT_INT (0); 2618 return RESULT_INT (0);
2619 2619
2620 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621 2621
2622 if (player *pl = who->contr)
2623 {
2624 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2625 if (op == pl->combat_ob) pl->combat_ob = 0;
2626
2627 if (op == who->current_weapon)
2628 who->change_weapon (pl->combat_ob ? pl->combat_ob : pl->ranged_ob);
2629 }
2630 else if (op == who->current_weapon)
2631 who->change_weapon (0);
2632
2633 switch (op->type) 2622 switch (op->type)
2634 { 2623 {
2635 case SKILL_TOOL: 2624 case SKILL_TOOL:
2636 // unapplying a skill tool should also unapply the skill it governs 2625 // unapplying a skill tool should also unapply the skill it governs
2637 // but this is hard, as it shouldn't do so when the skill can 2626 // but this is hard, as it shouldn't do so when the skill can
2645 2634
2646 change_abil (who, op); 2635 change_abil (who, op);
2647 break; 2636 break;
2648 2637
2649 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
2650 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));
2651 2647
2652 change_abil (who, op); 2648 change_abil (who, op);
2653 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2654 break; 2650 break;
2720 2716
2721 case BOW: 2717 case BOW:
2722 case WAND: 2718 case WAND:
2723 case ROD: 2719 case ROD:
2724 case HORN: 2720 case HORN:
2725 if (who->contr) 2721 if (player *pl = who->contr)
2722 {
2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2726 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));
2730 }
2727 else 2731 else
2728 { 2732 {
2729 who->change_skill (0); 2733 who->change_skill (0);
2730 2734
2731 if (op->type == BOW) 2735 if (op->type == BOW)
3071 { 3075 {
3072 case slot_combat: who->change_weapon (pl->combat_ob); break; 3076 case slot_combat: who->change_weapon (pl->combat_ob); break;
3073 case slot_ranged: who->change_weapon (pl->ranged_ob); break; 3077 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3074 } 3078 }
3075 3079
3080 splay (op);
3081
3076 /* 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 */
3077 if (int i = can_apply_object (who, op)) 3083 if (int i = can_apply_object (who, op))
3078 { 3084 {
3079 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3080 { 3086 {
3148 switch (op->type) 3154 switch (op->type)
3149 { 3155 {
3150 case WEAPON: 3156 case WEAPON:
3151 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3152 { 3158 {
3153 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. "
3154 "It would consume your soul!."); 3160 "It would consume your soul!.");
3155 3161
3156 if (tmp) 3162 if (tmp)
3157 insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3158 3164

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