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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.79 by root, Tue May 1 05:48:20 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
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 ();
2358 case EXIT: 2356 case EXIT:
2359 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2360 return 0; 2358 return 0;
2361 2359
2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2363 {
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2365 }
2366 else 2362 else
2367 { 2363 {
2368 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2369 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2370 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2371 2367
2372 op->enter_exit (tmp); 2368 op->enter_exit (tmp);
2373 } 2369 }
2370
2374 return 1; 2371 return 1;
2375 2372
2376 case SIGN: 2373 case SIGN:
2377 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2378 return 1; 2375 return 1;
2382 { 2379 {
2383 apply_book (op, tmp); 2380 apply_book (op, tmp);
2384 return 1; 2381 return 1;
2385 } 2382 }
2386 else 2383 else
2387 {
2388 return 0; 2384 return 0;
2389 }
2390 2385
2391 case SKILLSCROLL: 2386 case SKILLSCROLL:
2392 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2393 { 2388 {
2394 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2395 return 1; 2390 return 1;
2396 } 2391 }
2392 else
2397 return 0; 2393 return 0;
2398 2394
2399 case SPELLBOOK: 2395 case SPELLBOOK:
2400 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2401 { 2397 {
2402 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2403 return 1; 2399 return 1;
2404 } 2400 }
2401 else
2405 return 0; 2402 return 0;
2406 2403
2407 case SCROLL: 2404 case SCROLL:
2408 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2409 return 1; 2406 return 1;
2410 2407
2411 case POTION: 2408 case POTION:
2412 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2413 return 1; 2410 return 1;
2414 2411
2415 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed? 2413 //TODO: remove, as it is unsed?
2417 case CLOSE_CON: 2414 case CLOSE_CON:
2477 } 2474 }
2478 else 2475 else
2479 return 0; 2476 return 0;
2480 2477
2481 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2482 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2483 return 1; 2480 return 1;
2484 2481
2485 case CLOCK: 2482 case CLOCK:
2486 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2487 { 2484 {
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2496 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2494 return 1;
2498 } 2495 }
2499 else 2496 else
2500 {
2501 return 0; 2497 return 0;
2502 }
2503 2498
2504 case MENU: 2499 case MENU:
2505 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2506 { 2501 {
2507 shop_listing (tmp, op); 2502 shop_listing (tmp, op);
2508 return 1; 2503 return 1;
2509 } 2504 }
2510 else 2505 else
2511 {
2512 return 0; 2506 return 0;
2513 }
2514 2507
2515 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2516 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2517 return 1; 2510 return 1;
2518 2511
2521 { 2514 {
2522 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2523 return 1; 2516 return 1;
2524 } 2517 }
2525 else 2518 else
2526 {
2527 return 0; 2519 return 0;
2528 }
2529 2520
2530 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2531 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2532 return 1; 2523 return 1;
2533 2524
2556 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!");
2557 return 0; 2548 return 0;
2558 } 2549 }
2559 } 2550 }
2560 2551
2561 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2562 * applied.
2563 */
2564 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2565 {
2566 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2567 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2568 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2569 op->destroy ();
2570 return 1;
2571 }
2572
2573 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2574 2553
2575 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2576 if (!quiet) 2555 if (!quiet)
2577 { 2556 {
2586/** 2565/**
2587 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2588 * 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
2589 * we use the ground. 2568 * we use the ground.
2590 */ 2569 */
2591
2592void 2570void
2593player_apply_below (object *pl) 2571player_apply_below (object *pl)
2594{ 2572{
2595 int floors = 0; 2573 int floors = 0;
2596 2574
2633 * to keep the size of apply_special to a more managable size. 2611 * to keep the size of apply_special to a more managable size.
2634 */ 2612 */
2635static int 2613static int
2636unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2637{ 2615{
2638 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2639 return RESULT_INT (0); 2618 return RESULT_INT (0);
2640 2619
2641 object *tmp2;
2642
2643 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2644 2621
2645 switch (op->type) 2622 switch (op->type)
2646 { 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
2647 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
2648 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));
2649 2647
2650 change_abil (who, op); 2648 change_abil (who, op);
2651 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2652
2653 if (who->contr)
2654 {
2655 if (who->contr->combat_ob == op)
2656 who->contr->combat_ob = 0;
2657
2658 if (who->current_weapon == op)
2659 who->current_weapon = 0;
2660 }
2661
2662 clear_skill (who);
2663 break; 2650 break;
2664 2651
2665 case SKILL: /* allows objects to impart skills */
2666 case SKILL_TOOL: 2652 case SKILL:
2667 if (op != who->chosen_skill)
2668 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2669
2670 if (who->contr) 2653 if (who->contr)
2671 { 2654 {
2672 if (!op->invisible) 2655 if (!op->invisible)
2673 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));
2674 else 2657 else
2675 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);
2676 } 2659 }
2677 2660
2678 change_abil (who, op); 2661 change_abil (who, op);
2679 who->chosen_skill = 0;
2680 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2681 break; 2663 break;
2682 2664
2683 case ARMOUR: 2665 case ARMOUR:
2684 case HELMET: 2666 case HELMET:
2693 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));
2694 change_abil (who, op); 2676 change_abil (who, op);
2695 break; 2677 break;
2696 2678
2697 case LAMP: 2679 case LAMP:
2680 {
2698 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
2699 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2700 tmp2->x = op->x; 2684 tmp2->x = op->x;
2701 tmp2->y = op->y; 2685 tmp2->y = op->y;
2702 tmp2->map = op->map; 2686 tmp2->map = op->map;
2703 tmp2->below = op->below; 2687 tmp2->below = op->below;
2704 tmp2->above = op->above; 2688 tmp2->above = op->above;
2705 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2706 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2707 2691
2708 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2709 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2710 2694
2711 if (who->contr) 2695 if (who->contr)
2712 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2713 2697
2714 op->destroy (); 2698 op->destroy ();
2715 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2716 who->update_stats (); 2700 who->update_stats ();
2717 2701
2718 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2719 { 2703 {
2720 if (who->contr) 2704 if (who->contr)
2721 { 2705 {
2722 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!");
2723 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2724 } 2708 }
2725 } 2709 }
2726 2710
2727 if (who->contr) 2711 if (who->contr)
2728 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2729 2714
2730 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2731 2716
2732 case BOW: 2717 case BOW:
2733 case WAND: 2718 case WAND:
2734 case ROD: 2719 case ROD:
2735 case HORN: 2720 case HORN:
2736 clear_skill (who);
2737
2738 if (who->contr) 2721 if (player *pl = who->contr)
2739 { 2722 {
2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2740 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));
2741
2742 if (who->contr->ranged_ob == op)
2743 who->contr->ranged_ob = 0;
2744
2745 if (who->current_weapon == op)
2746 who->current_weapon = 0;
2747 } 2730 }
2748 else 2731 else
2749 { 2732 {
2733 who->change_skill (0);
2734
2750 if (op->type == BOW) 2735 if (op->type == BOW)
2751 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2752 else 2737 else
2753 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2754 } 2739 }
2755 2740
2756 break; 2741 break;
2757 2742
2758 case BUILDER: 2743 case BUILDER:
2759 if (who->contr) 2744 if (who->contr)
2760 {
2761 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));
2762
2763 if (who->contr->ranged_ob == op)
2764 who->contr->ranged_ob = 0;
2765 }
2766 break; 2746 break;
2767 2747
2768 default: 2748 default:
2769 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));
2770 break; 2750 break;
2772 2752
2773 who->update_stats (); 2753 who->update_stats ();
2774 2754
2775 if (!(aflags & AP_NO_MERGE)) 2755 if (!(aflags & AP_NO_MERGE))
2776 { 2756 {
2777 object *tmp;
2778
2779 tmp = merge_ob (op, NULL); 2757 object *tmp = merge_ob (op, 0);
2780 2758
2781 if (who->contr) 2759 if (who->contr)
2782 { 2760 {
2783 if (tmp) 2761 if (tmp)
2784 { /* it was merged */ 2762 { /* it was merged */
2796/** 2774/**
2797 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
2798 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
2799 * 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
2800 * something like: 2778 * something like:
2801 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
2802 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2803 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
2804 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
2805 * 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.
2806 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
2807 * invisible other objects that use 2785 * invisible other objects that use
2808 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
2809 */ 2787 */
2810object * 2788static object *
2811get_item_from_body_location (object *start, int loc) 2789get_next_item_from_body_location (int loc, object *start)
2812{ 2790{
2813 object *tmp;
2814
2815 if (!start)
2816 return NULL;
2817
2818 for (tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
2819 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2792 if (tmp->flag [FLAG_APPLIED]
2793 && tmp->slot[loc].info
2794 && (!tmp->invisible || tmp->type == SKILL))
2820 return tmp; 2795 return tmp;
2821 2796
2822 return NULL; 2797 return 0;
2823} 2798}
2824
2825
2826 2799
2827/** 2800/**
2828 * 'op' wants to apply an object, but can't because of other equipment. 2801 * 'op' wants to apply an object, but can't because of other equipment.
2829 * This should only be called when it is known 2802 * This should only be called when it is known
2830 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
2836 * another function that does just that. 2809 * another function that does just that.
2837 */ 2810 */
2838int 2811int
2839unapply_for_ob (object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
2840{ 2813{
2841 int i; 2814 if (op->is_range ())
2842 object *tmp = NULL, *last;
2843
2844 /* If we are applying a shield or weapon, unapply any equipped shield
2845 * or weapons first - only allowed to use one weapon/shield at a time.
2846 */
2847 if (op->type == WEAPON || op->type == SHIELD)
2848 {
2849 for (tmp = who->inv; tmp; tmp = tmp->below) 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2850 {
2851 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2852 {
2853 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2817 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2854 { 2818 {
2855 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
2856 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2857 else 2821 else
2858 unapply_special (who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
2859 } 2823 }
2860 else 2824 else
2861 { 2825 {
2862 /* In this case, we want to try and remove a cursed item. 2826 /* In this case, we want to try and remove a cursed item.
2863 * While we know it won't work, we want unapply_special to 2827 * While we know it won't work, we want unapply_special to
2864 * at least generate the message. 2828 * at least generate the message.
2865 */ 2829 */
2866 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2830 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2867 return 1; 2831 return 1;
2868 }
2869
2870 } 2832 }
2871 }
2872 }
2873 2833
2874 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2875 { 2835 {
2876 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
2877 if (op->body_info[i]) 2837 if (op->slot[i].info)
2878 { 2838 {
2879 last = who->inv; 2839 object *last = who->inv;
2880 2840
2881 /* 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
2882 * to free up enough slots. 2842 * to free up enough slots.
2883 */ 2843 */
2884 while ((who->body_used[i] + op->body_info[i]) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
2885 { 2845 {
2886 tmp = get_item_from_body_location (last, i); 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
2887 if (!tmp) 2848 if (!tmp)
2888 { 2849 {
2889#if 0 2850#if 0
2890 /* 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
2891 * equipped. 2852 * equipped.
2892 */ 2853 */
2893 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2854 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2894#endif 2855#endif
2895 return 1; 2856 return 1;
2896 } 2857 }
2858
2897 /* If we are just printing, we don't care about cursed status */ 2859 /* If we are just printing, we don't care about cursed status */
2898 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2860 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2899 { 2861 {
2900 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
2901 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2909 * so it may not be critical (eg, putting on a ring and you have 2871 * so it may not be critical (eg, putting on a ring and you have
2910 * one cursed ring.) 2872 * one cursed ring.)
2911 */ 2873 */
2912 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2874 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2913 } 2875 }
2876
2914 last = tmp->below; 2877 last = tmp->below;
2915 } 2878 }
2916 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2879 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2917 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
2918 */ 2881 */
2919 } /* if op is using this body location */ 2882 } /* if op is using this body location */
2920 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
2921 return 0; 2885 return 0;
2922} 2886}
2923 2887
2924/** 2888/**
2925 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
2926 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
2927 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
2928 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
2929 * 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
2930 * 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?)
2931 * 2895 *
2932 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
2933 * these return values. 2897 * these return values.
2934 */ 2898 */
2935int 2899int
2939 return RESULT_INT (0); 2903 return RESULT_INT (0);
2940 2904
2941 int retval = 0; 2905 int retval = 0;
2942 object *tmp = 0, *ws = 0; 2906 object *tmp = 0, *ws = 0;
2943 2907
2944 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2945 * 2 weapons, but we don't want to let them do that. So if they are
2946 * trying to equip a weapon or shield, see if they already have one
2947 * in place and store that way.
2948 */
2949 if (op->type == WEAPON || op->type == BOW || op->type == SHIELD)
2950 {
2951 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2952 {
2953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2954 {
2955 retval = CAN_APPLY_UNAPPLY;
2956 ws = tmp;
2957 }
2958 }
2959 }
2960
2961 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2962 { 2909 {
2963 if (op->body_info[i]) 2910 if (op->slot[i].info)
2964 { 2911 {
2965 /* Item uses more slots than we have */ 2912 /* Item uses more slots than we have */
2966 if (abs (op->body_info[i]) > who->body_info[i]) 2913 if (who->slot[i].info + op->slot [i].info < 0)
2967 { 2914 {
2968 /* Could return now for efficiency - rest of info below isn't 2915 /* Could return now for efficiency - rest of info below isn't
2969 * really needed. 2916 * really needed.
2970 */ 2917 */
2971 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
2972 } 2919 }
2973 else if ((who->body_used[i] + op->body_info[i]) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
2974 { 2921 {
2975 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
2976 * we have. 2923 * we have.
2977 */ 2924 */
2978 2925
2979 /* if we have an applied weapon/shield, and unapply it would free 2926 /* if we have an applied weapon/shield, and unapply it would free
2980 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
2981 * continue. We don't care about the logic below - if you have 2928 * apply unapply". We don't care about the logic below - if you have a
2982 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
2983 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
2984 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
2985 * may be two handed for example. 2932 * may be two handed for example.
2986 */ 2933 */
2987 if (ws) 2934 if (ws)
2988 { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2989 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2990 { 2936 {
2991 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
2992 continue; 2938 continue;
2993 } 2939 }
2994 }
2995 2940
2996 object *tmp1 = get_item_from_body_location (who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2997 if (!tmp1) 2942 if (!tmp1)
2998 { 2943 {
2999#if 0 2944#if 0
3000 /* 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
3001 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
3009 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3010 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3011 * to apply multiple objects 2956 * to apply multiple objects
3012 */ 2957 */
3013 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
3014 if (!tmp) 2960 if (!tmp)
3015 tmp = tmp1; 2961 tmp = tmp1;
3016 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
3017 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
3018 2964
3019 /* This object isn't using up all the slots, so there must 2965 /* This object isn't using up all the slots, so there must
3020 * be another. If so, and it the new item doesn't need all 2966 * be another. If so, and it the new item doesn't need all
3021 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3022 */ 2968 */
3023 if ((who->body_used[i] - tmp1->body_info[i] != who->body_info[i]) 2969 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3024 && abs (op->body_info[i]) < who->body_info[i]) 2970 && abs (op->slot[i].info) < who->slot[i].info)
3025 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3026 2972
3027 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3028 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3029 */ 2975 */
3030 if (who->body_used[i] + op->body_info[i] < tmp1->body_info[i]) 2976 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3031 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3032 } 2978 }
3033 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3034 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3035 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3080 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3081 * 3027 *
3082 * Optional flags: 3028 * Optional flags:
3083 * 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
3084 * 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
3085 * 3032 *
3086 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3087 * 3034 *
3088 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3089 */ 3036 */
3109 if (basic_flag == AP_APPLY) 3056 if (basic_flag == AP_APPLY)
3110 return 0; 3057 return 0;
3111 3058
3112 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)))
3113 { 3060 {
3114 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));
3115 return 1; 3062 return 1;
3116 } 3063 }
3117 3064
3118 return unapply_special (who, op, aflags); 3065 return unapply_special (who, op, aflags);
3119 } 3066 }
3120 3067
3121 if (basic_flag == AP_UNAPPLY) 3068 if (basic_flag == AP_UNAPPLY)
3122 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);
3123 3081
3124 /* 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 */
3125 if (int i = can_apply_object (who, op)) 3083 if (int i = can_apply_object (who, op))
3126 { 3084 {
3127 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3148 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3149 unapply_for_ob (who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3150 return 1; 3108 return 1;
3151 } 3109 }
3152 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3110 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3153 {
3154 if (unapply_for_ob (who, op, aflags)) 3111 if (unapply_for_ob (who, op, aflags))
3155 return 1; 3112 return 1;
3156 }
3157 } 3113 }
3158 } 3114 }
3159 3115
3160 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3161 { 3117 {
3168 } 3124 }
3169 else 3125 else
3170 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3171 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3172 */ 3128 */
3173 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3174 } 3130 }
3175 3131
3176 if (who->type == PLAYER 3132 if (who->type == PLAYER
3177 && op->item_power 3133 && op->item_power
3178 && 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)
3198 switch (op->type) 3154 switch (op->type)
3199 { 3155 {
3200 case WEAPON: 3156 case WEAPON:
3201 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3202 { 3158 {
3203 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3204 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3205 3161
3206 if (tmp) 3162 if (tmp)
3207 insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3208 3164
3209 return 1; 3165 return 1;
3221 insert_ob_in_ob (tmp, who); 3177 insert_ob_in_ob (tmp, who);
3222 3178
3223 return 1; 3179 return 1;
3224 } 3180 }
3225 3181
3182 if (!skop)
3183 {
3184 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3185 return 1;
3186 }
3187
3226 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3227
3228 if (!skop)
3229 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3230 else//TODO
3231 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3232 3190
3233 if (who->contr) 3191 if (who->contr)
3234 {
3235 who->contr->combat_ob = op; 3192 who->change_weapon (who->contr->combat_ob = op);
3236 who->current_weapon = op;
3237 }
3238
3239 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3240 SET_FLAG (who, FLAG_READY_WEAPON);
3241 3193
3242 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));
3243 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3244 change_abil (who, op); 3197 change_abil (who, op);
3245 break; 3198 break;
3246 3199
3247 case ARMOUR: 3200 case ARMOUR:
3248 case HELMET: 3201 case HELMET:
3291 } 3244 }
3292 3245
3293 who->update_stats (); 3246 who->update_stats ();
3294 3247
3295 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3296 {
3297 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3298 { 3250 {
3299 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3251 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3300 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3301 } 3253 }
3302 }
3303 3254
3304 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3305 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3306 3257
3307 return 0; 3258 return 0;
3308 3259
3309 /* 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
3310 case SKILL: 3272 case SKILL:
3311 case SKILL_TOOL:
3312 if (who->chosen_skill)
3313 {
3314 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3315 return 1;
3316 }
3317
3318 if (player *pl = who->contr) 3273 if (player *pl = who->contr)
3319 { 3274 {
3320 if (IS_COMBAT_SKILL (op->subtype)) 3275 if (IS_COMBAT_SKILL (op->subtype))
3321 { 3276 {
3322 if (skill_flags [op->subtype] && SF_NEED_WEAPON) 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3323 { 3278 {
3324 for (object *item = who->inv; item; item = item->below) 3279 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3326 { 3281 {
3327 pl->combat_ob = who->current_weapon = item; 3282 if (item->skill == op->skill)
3283 {
3284 who->change_weapon (pl->combat_ob = item);
3328 goto found_weapon; 3285 goto found_weapon;
3286 }
3329 } 3287 }
3330 3288
3331 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);
3332 return 1; 3290 return 1;
3333 3291
3334 found_weapon:; 3292 found_weapon:;
3335 } 3293 }
3336 else 3294 else
3337 who->contr->combat_ob = op; 3295 who->change_weapon (pl->combat_ob = op);
3338 } 3296 }
3339 else if (IS_RANGED_SKILL (op->subtype)) 3297 else if (IS_RANGED_SKILL (op->subtype))
3340 { 3298 {
3341 if (skill_flags [op->subtype] && SF_NEED_BOW) 3299 if (skill_flags [op->subtype] & SF_NEED_BOW)
3342 { 3300 {
3343 for (object *item = who->inv; item; item = item->below) 3301 for (object *item = who->inv; item; item = item->below)
3344 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3302 if (item->type == BOW && item->flag [FLAG_APPLIED])
3345 { 3303 {
3346 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);
3347 goto found_bow; 3306 goto found_bow;
3348 } 3307 }
3349 3308
3350 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");
3351 return 1; 3310 return 1;
3352 3311
3353 found_bow:; 3312 found_bow:;
3354 } 3313 }
3355 else if (skill_flags [op->subtype] && SF_NEED_ITEM)
3356 {
3357 for (object *item = who->inv; item; item = item->below)
3358 if (item->flag [FLAG_APPLIED]
3359 && (item->type == WAND || item->type == ROD || item->type == HORN))
3360 {
3361 pl->ranged_ob = who->current_weapon = item;
3362 goto found_item;
3363 }
3364
3365 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3366 return 1;
3367
3368 found_item:;
3369 }
3370 else 3314 else
3371 pl->ranged_ob = op; 3315 who->change_weapon (pl->ranged_ob = op);
3372 } 3316 }
3373 3317
3374 if (!op->invisible) 3318 if (!op->invisible)
3375 { 3319 {
3376 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));
3377 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);
3378 } 3322 }
3379 else 3323 else
3380 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);
3381 } 3325 }
3382 3326 else
3327 {
3383 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3384 change_abil (who, op); 3329 change_abil (who, op);
3385 who->chosen_skill = op; 3330 who->chosen_skill = op;
3386 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3387 break; 3334 break;
3388 3335
3389 case BOW: 3336 case BOW:
3390 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3391 { 3338 {
3392 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3339 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3393 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3340 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3394 3341
3395 if (tmp) 3342 if (tmp)
3396 insert_ob_in_ob (tmp, who); 3343 insert_ob_in_ob (tmp, who);
3397 3344
3399 } 3346 }
3400 3347
3401 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3402 { 3349 {
3403 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3350 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3404 if (tmp != NULL) 3351 if (tmp)
3405 insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3406 3353
3407 return 1; 3354 return 1;
3408 } 3355 }
3409 3356
3410 /*FALLTHROUGH*/ 3357 /*FALLTHROUGH*/
3411 case WAND: 3358 case WAND:
3412 case ROD: 3359 case ROD:
3413 case HORN: 3360 case HORN:
3414 /* check for skill, alter player status */ 3361 /* check for skill, alter player status */
3362
3363 if (!skop)
3364 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3366 return 1;
3367 }
3368
3415 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3416
3417 if (!skop)
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3419 else//TODO
3420 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3421 3371
3422 if (who->contr) 3372 if (who->contr)
3423 { 3373 {
3424 who->contr->ranged_ob = op; 3374 who->contr->ranged_ob = op;
3425 3375
3444 break; 3394 break;
3445 3395
3446 case BUILDER: 3396 case BUILDER:
3447 if (who->type == PLAYER) 3397 if (who->type == PLAYER)
3448 { 3398 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3449 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3450 unapply_special (who, who->contr->ranged_ob, 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3451 3402
3452 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));
3453 3404
3679 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3680 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3681 * 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
3682 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3683 */ 3634 */
3684
3685void 3635void
3686eat_special_food (object *who, object *food) 3636eat_special_food (object *who, object *food)
3687{ 3637{
3688 object *force; 3638 object *force;
3689 int i, did_one = 0; 3639 int i, did_one = 0;
3690 sint8 k;
3691 3640
3692 force = get_archetype (FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3693 3642
3694 for (i = 0; i < NUM_STATS; i++) 3643 for (i = 0; i < NUM_STATS; i++)
3695 { 3644 if (sint8 k = food->stats.stat (i))
3696 k = get_attr_value (&food->stats, i);
3697 if (k)
3698 { 3645 {
3699 set_attr_value (&force->stats, i, k); 3646 force->stats.stat (i) = k;
3700 did_one = 1; 3647 did_one = 1;
3701 } 3648 }
3702 }
3703 3649
3704 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3705 for (i = 0; i < NROFATTACKS; i++) 3651 for (i = 0; i < NROFATTACKS; i++)
3706 { 3652 {
3707 if (food->resist[i] > 0) 3653 if (food->resist[i] > 0)
3868 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3814 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3869 blind_player (op, op, power); 3815 blind_player (op, op, power);
3870 } 3816 }
3871 else if (failure <= -80) 3817 else if (failure <= -80)
3872 { /* blast the immediate area */ 3818 { /* blast the immediate area */
3873 object *tmp;
3874
3875 tmp = get_archetype (LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
3876 cast_magic_storm (op, tmp, power); 3820 cast_magic_storm (op, tmp, power);
3877 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3878 tmp->destroy (); 3822 tmp->destroy ();
3879 } 3823 }
3880 } 3824 }
3881} 3825}
3882 3826
3902 */ 3846 */
3903 int i, j; 3847 int i, j;
3904 3848
3905 for (i = 0; i < NUM_STATS; i++) 3849 for (i = 0; i < NUM_STATS; i++)
3906 { 3850 {
3907 sint8 stat = get_attr_value (stats, i);
3908 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);
3909 3853
3910 stat += get_attr_value (ns, i);
3911 if (stat > 20 + race_bonus) 3854 if (stat > 20 + race_bonus)
3912 { 3855 {
3913 excess_stat++; 3856 excess_stat++;
3914 stat = 20 + race_bonus; 3857 stat = 20 + race_bonus;
3915 } 3858 }
3916 set_attr_value (stats, i, stat); 3859
3860 stats->stat (i) = stat;
3917 } 3861 }
3918 3862
3919 for (j = 0; excess_stat > 0 && j < 100; j++) 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
3920 { /* try 100 times to assign excess stats */ 3864 { /* try 100 times to assign excess stats */
3921 int i = rndm (0, 6); 3865 int i = rndm (0, 6);
3922 int stat = get_attr_value (stats, i);
3923 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3924 3866
3925 if (i == CHA) 3867 if (i == CHA)
3926 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);
3927 if (stat < 20 + race_bonus) 3872 if (stat < 20 + race_bonus)
3928 { 3873 {
3929 change_attr_value (stats, i, 1); 3874 change_attr_value (stats, i, 1);
3930 excess_stat--; 3875 excess_stat--;
3931 } 3876 }
3934 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
3935 * the player ref: player.c 3880 * the player ref: player.c
3936 */ 3881 */
3937 if (change->randomitems != NULL) 3882 if (change->randomitems != NULL)
3938 give_initial_items (pl, change->randomitems); 3883 give_initial_items (pl, change->randomitems);
3939
3940 3884
3941 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
3942 3886
3943 /* first, look for the force object banning 3887 /* first, look for the force object banning
3944 * 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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