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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.98 by root, Wed May 16 23:40:06 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}
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 /* 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
1888 * 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
1889 * 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
1890 * 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
1891 * treasure 1889 * treasure
1892 */ 1890 */
1893
1894 treas = tmp->inv; 1891 object *treas = tmp->inv;
1895 if (treas == NULL) 1892
1893 if (!treas)
1896 { 1894 {
1897 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1898 decrease_ob (tmp); 1896 decrease_ob (tmp);
1899 return; 1897 return;
1900 } 1898 }
1899
1901 while (tmp->inv) 1900 while (tmp->inv)
1902 { 1901 {
1903 treas = tmp->inv; 1902 treas = tmp->inv;
1904 1903
1905 treas->remove (); 1904 treas->remove ();
2548 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!");
2549 return 0; 2548 return 0;
2550 } 2549 }
2551 } 2550 }
2552 2551
2553 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2554 * applied.
2555 */
2556 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2557 {
2558 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2559 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2560 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2561 op->destroy ();
2562 return 1;
2563 }
2564
2565 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2566 2553
2567 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2568 if (!quiet) 2555 if (!quiet)
2569 { 2556 {
2628{ 2615{
2629 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))
2630 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2631 return RESULT_INT (0); 2618 return RESULT_INT (0);
2632 2619
2633 object *tmp2;
2634
2635 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2636
2637 if (player *pl = who->contr)
2638 {
2639 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2640 if (op == pl->combat_ob) pl->combat_ob = 0;
2641 }
2642 2621
2643 switch (op->type) 2622 switch (op->type)
2644 { 2623 {
2645 case SKILL_TOOL: 2624 case SKILL_TOOL:
2646 // unapplying a skill tool should also unapply the skill it governs 2625 // unapplying a skill tool should also unapply the skill it governs
2655 2634
2656 change_abil (who, op); 2635 change_abil (who, op);
2657 break; 2636 break;
2658 2637
2659 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
2660 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));
2661 2647
2662 change_abil (who, op); 2648 change_abil (who, op);
2663 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2664 clear_skill (who);
2665 break; 2650 break;
2666 2651
2667 case SKILL: 2652 case SKILL:
2668 if (op != who->chosen_skill)
2669 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2670
2671 if (who->contr) 2653 if (who->contr)
2672 { 2654 {
2673 if (!op->invisible) 2655 if (!op->invisible)
2674 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));
2675 else 2657 else
2676 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);
2677 } 2659 }
2678 2660
2679 change_abil (who, op); 2661 change_abil (who, op);
2680 who->chosen_skill = 0;
2681 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2682 break; 2663 break;
2683 2664
2684 case ARMOUR: 2665 case ARMOUR:
2685 case HELMET: 2666 case HELMET:
2694 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));
2695 change_abil (who, op); 2676 change_abil (who, op);
2696 break; 2677 break;
2697 2678
2698 case LAMP: 2679 case LAMP:
2680 {
2699 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
2700 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2701 tmp2->x = op->x; 2684 tmp2->x = op->x;
2702 tmp2->y = op->y; 2685 tmp2->y = op->y;
2703 tmp2->map = op->map; 2686 tmp2->map = op->map;
2704 tmp2->below = op->below; 2687 tmp2->below = op->below;
2705 tmp2->above = op->above; 2688 tmp2->above = op->above;
2706 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2707 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2708 2691
2709 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2710 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2711 2694
2712 if (who->contr) 2695 if (who->contr)
2713 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2714 2697
2715 op->destroy (); 2698 op->destroy ();
2716 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2717 who->update_stats (); 2700 who->update_stats ();
2718 2701
2719 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2720 { 2703 {
2721 if (who->contr) 2704 if (who->contr)
2722 { 2705 {
2723 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!");
2724 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2725 } 2708 }
2726 } 2709 }
2727 2710
2728 if (who->contr) 2711 if (who->contr)
2729 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2730 2714
2731 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2732 2716
2733 case BOW: 2717 case BOW:
2734 case WAND: 2718 case WAND:
2735 case ROD: 2719 case ROD:
2736 case HORN: 2720 case HORN:
2737 clear_skill (who);
2738
2739 if (who->contr) 2721 if (player *pl = who->contr)
2740 { 2722 {
2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2741 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));
2742
2743 if (who->contr->ranged_ob == op)
2744 who->contr->ranged_ob = 0;
2745
2746 if (who->current_weapon == op)
2747 who->current_weapon = 0;
2748 } 2730 }
2749 else 2731 else
2750 { 2732 {
2733 who->change_skill (0);
2734
2751 if (op->type == BOW) 2735 if (op->type == BOW)
2752 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2753 else 2737 else
2754 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2755 } 2739 }
2756 2740
2757 break; 2741 break;
2758 2742
2759 case BUILDER: 2743 case BUILDER:
2760 if (who->contr) 2744 if (who->contr)
2761 {
2762 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));
2763
2764 if (who->contr->ranged_ob == op)
2765 who->contr->ranged_ob = 0;
2766 }
2767 break; 2746 break;
2768 2747
2769 default: 2748 default:
2770 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));
2771 break; 2750 break;
2966 /* 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
2967 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
2968 */ 2947 */
2969 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 2948 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2970#endif 2949#endif
2971 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2972 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2973 retval |= CAN_APPLY_NEVER; 2950 retval |= CAN_APPLY_NEVER;
2974 } 2951 }
2975 else 2952 else
2976 { 2953 {
2977 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3049 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3050 * 3027 *
3051 * Optional flags: 3028 * Optional flags:
3052 * 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
3053 * 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
3054 * 3032 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 3034 *
3057 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3058 */ 3036 */
3096 switch (op->slottype ()) 3074 switch (op->slottype ())
3097 { 3075 {
3098 case slot_combat: who->change_weapon (pl->combat_ob); break; 3076 case slot_combat: who->change_weapon (pl->combat_ob); break;
3099 case slot_ranged: who->change_weapon (pl->ranged_ob); break; 3077 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3100 } 3078 }
3079
3080 splay (op);
3101 3081
3102 /* 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 */
3103 if (int i = can_apply_object (who, op)) 3083 if (int i = can_apply_object (who, op))
3104 { 3084 {
3105 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3144 } 3124 }
3145 else 3125 else
3146 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3147 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3148 */ 3128 */
3149 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3150 } 3130 }
3151 3131
3152 if (who->type == PLAYER 3132 if (who->type == PLAYER
3153 && op->item_power 3133 && op->item_power
3154 && 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)
3174 switch (op->type) 3154 switch (op->type)
3175 { 3155 {
3176 case WEAPON: 3156 case WEAPON:
3177 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3178 { 3158 {
3179 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. "
3180 "It would consume your soul!."); 3160 "It would consume your soul!.");
3181 3161
3182 if (tmp) 3162 if (tmp)
3183 insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3184 3164
3204 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
3205 return 1; 3185 return 1;
3206 } 3186 }
3207 3187
3208 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3209 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3210 3190
3211 if (who->contr) 3191 if (who->contr)
3212 who->change_weapon (who->contr->combat_ob = op); 3192 who->change_weapon (who->contr->combat_ob = op);
3213 3193
3214 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3215 SET_FLAG (who, FLAG_READY_WEAPON);
3216
3217 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));
3218 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3219 change_abil (who, op); 3197 change_abil (who, op);
3220 break; 3198 break;
3221 3199
3222 case ARMOUR: 3200 case ARMOUR:
3223 case HELMET: 3201 case HELMET:
3280 return 0; 3258 return 0;
3281 3259
3282 case SKILL_TOOL: 3260 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill 3261 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED); 3262 SET_FLAG (op, FLAG_APPLIED);
3263
3264 if (!(aflags & AP_NO_READY))
3265 {
3285 skop = find_skill_by_name (who, op->skill); 3266 skop = find_skill_by_name (who, op->skill);
3286 if (!skop->flag [FLAG_APPLIED]) 3267 if (!skop->flag [FLAG_APPLIED])
3287 apply_special (who, skop, AP_APPLY); 3268 apply_special (who, skop, AP_APPLY);
3269 }
3288 break; 3270 break;
3289 3271
3290 case SKILL: 3272 case SKILL:
3291 if (who->chosen_skill)
3292 {
3293 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3294 return 1;
3295 }
3296
3297 if (player *pl = who->contr) 3273 if (player *pl = who->contr)
3298 { 3274 {
3299 if (IS_COMBAT_SKILL (op->subtype)) 3275 if (IS_COMBAT_SKILL (op->subtype))
3300 { 3276 {
3301 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3302 { 3278 {
3303 for (object *item = who->inv; item; item = item->below) 3279 for (object *item = who->inv; item; item = item->below)
3304 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3305 { 3281 {
3282 if (item->skill == op->skill)
3283 {
3306 who->change_weapon (pl->combat_ob = item); 3284 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon; 3285 goto found_weapon;
3286 }
3308 } 3287 }
3309 3288
3310 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);
3311 return 1; 3290 return 1;
3312 3291
3313 found_weapon:; 3292 found_weapon:;
3314 } 3293 }
3315 else 3294 else
3320 if (skill_flags [op->subtype] & SF_NEED_BOW) 3299 if (skill_flags [op->subtype] & SF_NEED_BOW)
3321 { 3300 {
3322 for (object *item = who->inv; item; item = item->below) 3301 for (object *item = who->inv; item; item = item->below)
3323 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3302 if (item->type == BOW && item->flag [FLAG_APPLIED])
3324 { 3303 {
3304 //TODO: bows should/must all have skill missile weapon right now
3325 who->change_weapon (pl->ranged_ob = item); 3305 who->change_weapon (pl->ranged_ob = item);
3326 goto found_bow; 3306 goto found_bow;
3327 } 3307 }
3328 3308
3329 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");
3330 return 1; 3310 return 1;
3331 3311
3332 found_bow:; 3312 found_bow:;
3333 }
3334 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3335 {
3336 for (object *item = who->inv; item; item = item->below)
3337 if (item->flag [FLAG_APPLIED]
3338 && (item->type == WAND || item->type == ROD || item->type == HORN))
3339 {
3340 who->change_weapon (pl->ranged_ob = item);
3341 goto found_item;
3342 }
3343
3344 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3345 return 1;
3346
3347 found_item:;
3348 } 3313 }
3349 else 3314 else
3350 who->change_weapon (pl->ranged_ob = op); 3315 who->change_weapon (pl->ranged_ob = op);
3351 } 3316 }
3352 3317
3356 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);
3357 } 3322 }
3358 else 3323 else
3359 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);
3360 } 3325 }
3361 3326 else
3327 {
3362 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3363 change_abil (who, op); 3329 change_abil (who, op);
3364 who->chosen_skill = op; 3330 who->chosen_skill = op;
3365 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3366 break; 3334 break;
3367 3335
3368 case BOW: 3336 case BOW:
3369 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3370 { 3338 {
3397 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
3398 return 1; 3366 return 1;
3399 } 3367 }
3400 3368
3401 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3402 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3403 3371
3404 if (who->contr) 3372 if (who->contr)
3405 { 3373 {
3406 who->contr->ranged_ob = op; 3374 who->contr->ranged_ob = op;
3407 3375
3426 break; 3394 break;
3427 3395
3428 case BUILDER: 3396 case BUILDER:
3429 if (who->type == PLAYER) 3397 if (who->type == PLAYER)
3430 { 3398 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3431 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3432 unapply_special (who, who->contr->ranged_ob, 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3433 3402
3434 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));
3435 3404

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