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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.70 by root, Sat Feb 10 21:01:10 2007 UTC vs.
Revision 1.113 by root, Tue Jul 10 05:51:38 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
23
24#include <cmath>
24 25
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
28#include <skills.h> 29#include <skills.h>
30 31
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
34#include <sounds.h> 35#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 36
39/** 37/**
40 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 40 */
70 68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 76 return 1;
79 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
84 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1; 84 return 1;
87 85
88 return 0; 86 return 0;
233 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
234 232
235 if (depl) 233 if (depl)
236 { 234 {
237 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 238
241 depl->destroy (); 239 depl->destroy ();
242 op->update_stats (); 240 op->update_stats ();
243 } 241 }
375 force->stats.food *= 10; 373 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 377 }
378
380 force->speed_left = -1; 379 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 383 change_abil (op, force);
425 return 0; 424 return 0;
426 425
427 op = op->below; 426 op = op->below;
428 while (op != NULL) 427 while (op != NULL)
429 { 428 {
430 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
431 { 430 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 433 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
459 prev = op; 458 prev = op;
460 op = op->below; 459 op = op->below;
461 460
462 while (op != NULL) 461 while (op != NULL)
463 { 462 {
464 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
465 { 464 {
466 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
467 { 466 {
468 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
469 return; 468 return;
765{ 764{
766 object *otmp; 765 object *otmp;
767 766
768 if (op->type != PLAYER) 767 if (op->type != PLAYER)
769 return 0; 768 return 0;
769
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 771 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 return 0; 773 return 0;
774 } 774 }
775
775 otmp = find_marked_object (op); 776 otmp = find_marked_object (op);
776 if (!otmp) 777 if (!otmp)
777 { 778 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
779 return 0; 780 return 0;
780 } 781 }
782
781 if (otmp->type != WEAPON && otmp->type != BOW) 783 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 784 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
784 return 0; 786 return 0;
785 } 787 }
788
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
789 return 1; 792 return 1;
790} 793}
851 { 854 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 856 pow++;
854 } 857 }
855 858
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 860 }
858 else 861 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 863
861 if (!settings.armor_weight_linear) 864 if (!settings.armor_weight_linear)
862 { 865 {
863 int base = 100; 866 int base = 100;
864 int pow = 0; 867 int pow = 0;
867 { 870 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 872 pow++;
870 } 873 }
871 874
872 armour->weight = (armour->arch->clone.weight * base) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
873 } 876 }
874 else 877 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 878 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 879
877 if (armour->weight <= 0) 880 if (armour->weight <= 0)
878 { 881 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 883 armour->weight = 1;
881 } 884 }
882 885
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 887
885 if (op->type == PLAYER) 888 if (op->type == PLAYER)
886 { 889 {
887 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
940 943
941 price_in = cost * item->value; 944 price_in = cost * item->value;
942 } 945 }
943 else 946 else
944 { 947 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
947 return 0; 950 return 0;
948 951
949 if (CONV_NEED (converter)) 952 if (CONV_NEED (converter))
950 { 953 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 1007
1005 /** 1008 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1009 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
1008 */ 1011 */
1009 } 1012 }
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1014 return 1;
1012} 1015}
1241 */ 1244 */
1242static void 1245static void
1243apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1244{ 1247{
1245 readable_message_type *msgType; 1248 readable_message_type *msgType;
1246 char newbuf[HUGE_BUF];
1247 1249
1248 if (sign->msg == NULL) 1250 if (sign->msg == NULL)
1249 { 1251 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1251 return; 1253 return;
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273 { 1275 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1275 return; 1277 return;
1276 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1277 msgType = get_readable_message_type (sign); 1283 msgType = get_readable_message_type (sign);
1284
1285 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1279 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 }
1280} 1294}
1281 1295
1282/** 1296/**
1283 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1307 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1308 */ 1322 */
1309 if (recursion_depth >= 500) 1323 if (recursion_depth >= 500)
1310 { 1324 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1312 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1326 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1313 return; 1327 return;
1314 } 1328 }
1329
1315 recursion_depth++; 1330 recursion_depth++;
1316 if (trap->head) 1331 if (trap->head)
1317 trap = trap->head; 1332 trap = trap->head;
1318 1333
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1334 1349
1335 /* Just put in some sanity check. I think there is a bug in the 1350 /* Just put in some sanity check. I think there is a bug in the
1336 * above with some objects have zero speed, and thus the player 1351 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1352 * getting permanently paralyzed.
1338 */ 1353 */
1339 if (victim->speed_left < -50.0) 1354 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1355 victim->speed_left = -50.f;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1356 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1357 }
1343 goto leave; 1358 goto leave;
1344 1359
1345 case SPINNER: 1360 case SPINNER:
1514 } 1529 }
1515 goto leave; 1530 goto leave;
1516 1531
1517 default: 1532 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1519 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1520 goto leave; 1535 goto leave;
1521 } 1536 }
1522 1537
1523leave: 1538leave:
1524 recursion_depth--; 1539 recursion_depth--;
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1552 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1539 return; 1554 return;
1540 } 1555 }
1556
1541 if (tmp->msg == NULL) 1557 if (!tmp->msg)
1542 { 1558 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1544 return; 1560 return;
1545 } 1561 }
1546 1562
1549 if (!skill_ob) 1565 if (!skill_ob)
1550 { 1566 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1552 return; 1568 return;
1553 } 1569 }
1570
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1571 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1573 {
1557 if (lev_diff < 2) 1574 if (lev_diff < 2)
1558 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1569 return; 1586 return;
1570 } 1587 }
1571 1588
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1589 readable_message_type *msgType = get_readable_message_type (tmp);
1573 1590
1591 if (player *pl = op->contr)
1592 if (client *ns = pl->ns)
1593 if (ns->can_msg)
1594 {
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1575 msgType->message_type, msgType->message_subtype, 1604 msgType->message_type, msgType->message_subtype,
1576 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1606 long_desc (tmp, op), &tmp->msg);
1577 1607
1578 /* gain xp from reading */ 1608 /* gain xp from reading */
1579 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1580 { /* only if not read before */ 1610 { /* only if not read before */
1581 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1737 return; 1767 return;
1738 } 1768 }
1739 1769
1740 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1770 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1741 { 1771 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1743 return; 1773 return;
1744 } 1774 }
1745 1775
1746 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1747 1777
1770 { 1800 {
1771 spell_skill = find_skill_by_name (op, spell->skill); 1801 spell_skill = find_skill_by_name (op, spell->skill);
1772 1802
1773 if (!spell_skill) 1803 if (!spell_skill)
1774 { 1804 {
1775 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1776 return; 1806 return;
1777 } 1807 }
1778 1808
1779 if (spell_skill->level < spell->level) 1809 if (spell_skill->level < spell->level)
1780 { 1810 {
1814 else 1844 else
1815 { 1845 {
1816 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1817 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1818 } 1848 }
1849
1819 decrease_ob (tmp); 1850 decrease_ob (tmp);
1820} 1851}
1821 1852
1822/** 1853/**
1823 * Handles applying a spell scroll. 1854 * Handles applying a spell scroll.
1862 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1863 identify (tmp); 1894 identify (tmp);
1864 1895
1865 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1866 1897
1867
1868 cast_spell (op, tmp, dir, tmp->inv, NULL); 1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
1869 decrease_ob (tmp); 1899 decrease_ob (tmp);
1870} 1900}
1871 1901
1872/** 1902/**
1875 * chest. 1905 * chest.
1876 */ 1906 */
1877static void 1907static void
1878apply_treasure (object *op, object *tmp) 1908apply_treasure (object *op, object *tmp)
1879{ 1909{
1880 object *treas;
1881
1882
1883 /* Nice side effect of new treasure creation method is that the treasure 1910 /* Nice side effect of new treasure creation method is that the treasure
1884 * for the chest is done when the chest is created, and put into the chest 1911 * for the chest is done when the chest is created, and put into the chest
1885 * inventory. So that when the chest burns up, the items still exist. Also 1912 * inventory. So that when the chest burns up, the items still exist. Also
1886 * prevents people fromt moving chests to more difficult maps to get better 1913 * prevents people fromt moving chests to more difficult maps to get better
1887 * treasure 1914 * treasure
1888 */ 1915 */
1889
1890 treas = tmp->inv; 1916 object *treas = tmp->inv;
1891 if (treas == NULL) 1917
1918 if (!treas)
1892 { 1919 {
1893 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1894 decrease_ob (tmp); 1921 decrease_ob (tmp);
1895 return; 1922 return;
1896 } 1923 }
1924
1897 while (tmp->inv) 1925 while (tmp->inv)
1898 { 1926 {
1899 treas = tmp->inv; 1927 treas = tmp->inv;
1900 1928
1901 treas->remove (); 1929 treas->remove ();
2019 if (meal->type != FLESH || !is_dragon_pl (op)) 2047 if (meal->type != FLESH || !is_dragon_pl (op))
2020 return 0; 2048 return 0;
2021 2049
2022 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2023 from the player's inventory */ 2051 from the player's inventory */
2024 shstr_cmp dragon_ability_force ("dragon_ability_force");
2025 shstr_cmp dragon_skin_force ("dragon_skin_force");
2026
2027 for (tmp = op->inv; tmp; tmp = tmp->below) 2052 for (tmp = op->inv; tmp; tmp = tmp->below)
2028 if (tmp->type == FORCE) 2053 if (tmp->type == FORCE)
2029 if (tmp->arch->name == dragon_skin_force) 2054 if (tmp->arch->archname == shstr_dragon_skin_force)
2030 skin = tmp; 2055 skin = tmp;
2031 else if (tmp->arch->name == dragon_ability_force) 2056 else if (tmp->arch->archname == shstr_dragon_ability_force)
2032 abil = tmp; 2057 abil = tmp;
2033 2058
2034 /* if either skin or ability are missing, this is an old player 2059 /* if either skin or ability are missing, this is an old player
2035 which is not to be considered a dragon -> bail out */ 2060 which is not to be considered a dragon -> bail out */
2036 if (skin == NULL || abil == NULL) 2061 if (skin == NULL || abil == NULL)
2078 /* doubled chance for resistance of ability-focus */ 2103 /* doubled chance for resistance of ability-focus */
2079 if (i == abil->stats.exp) 2104 if (i == abil->stats.exp)
2080 chance = MIN (100., chance * 2.); 2105 chance = MIN (100., chance * 2.);
2081 2106
2082 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2107 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2083 if (rndm (10000) < (int) (chance * 100)) 2108 if (rndm (10000) < (unsigned int) (chance * 100))
2084 { 2109 {
2085 atnr_winner[winners] = i; 2110 atnr_winner[winners] = i;
2086 winners++; 2111 winners++;
2087 } 2112 }
2088 2113
2290 } 2315 }
2291 2316
2292 return 0; 2317 return 0;
2293} 2318}
2294 2319
2295
2296/** 2320/**
2297 * Main apply handler. 2321 * Main apply handler.
2298 * 2322 *
2299 * Checks for unpaid items before applying. 2323 * Checks for unpaid items before applying.
2300 * 2324 *
2307 * being applied. 2331 * being applied.
2308 * 2332 *
2309 * aflag is special (always apply/unapply) flags. Nothing is done with 2333 * aflag is special (always apply/unapply) flags. Nothing is done with
2310 * them in this function - they are passed to apply_special 2334 * them in this function - they are passed to apply_special
2311 */ 2335 */
2312
2313int 2336int
2314manual_apply (object *op, object *tmp, int aflag) 2337manual_apply (object *op, object *tmp, int aflag)
2315{ 2338{
2316 if (tmp->head) 2339 if (tmp->head)
2317 tmp = tmp->head; 2340 tmp = tmp->head;
2355 case EXIT: 2378 case EXIT:
2356 if (op->type != PLAYER) 2379 if (op->type != PLAYER)
2357 return 0; 2380 return 0;
2358 2381
2359 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2360 {
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2383 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2362 }
2363 else 2384 else
2364 { 2385 {
2365 /* Don't display messages for random maps. */ 2386 /* Don't display messages for random maps. */
2366 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2367 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2368 2389
2369 op->enter_exit (tmp); 2390 op->enter_exit (tmp);
2370 } 2391 }
2392
2371 return 1; 2393 return 1;
2372 2394
2373 case SIGN: 2395 case SIGN:
2374 apply_sign (op, tmp, 0); 2396 apply_sign (op, tmp, 0);
2375 return 1; 2397 return 1;
2379 { 2401 {
2380 apply_book (op, tmp); 2402 apply_book (op, tmp);
2381 return 1; 2403 return 1;
2382 } 2404 }
2383 else 2405 else
2384 {
2385 return 0; 2406 return 0;
2386 }
2387 2407
2388 case SKILLSCROLL: 2408 case SKILLSCROLL:
2389 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2390 { 2410 {
2391 apply_skillscroll (op, tmp); 2411 apply_skillscroll (op, tmp);
2392 return 1; 2412 return 1;
2393 } 2413 }
2414 else
2394 return 0; 2415 return 0;
2395 2416
2396 case SPELLBOOK: 2417 case SPELLBOOK:
2397 if (op->type == PLAYER) 2418 if (op->type == PLAYER)
2398 { 2419 {
2399 apply_spellbook (op, tmp); 2420 apply_spellbook (op, tmp);
2400 return 1; 2421 return 1;
2401 } 2422 }
2423 else
2402 return 0; 2424 return 0;
2403 2425
2404 case SCROLL: 2426 case SCROLL:
2405 apply_scroll (op, tmp, 0); 2427 apply_scroll (op, tmp, 0);
2406 return 1; 2428 return 1;
2407 2429
2408 case POTION: 2430 case POTION:
2409 (void) apply_potion (op, tmp); 2431 apply_potion (op, tmp);
2410 return 1; 2432 return 1;
2411 2433
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2434 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed? 2435 //TODO: remove, as it is unsed?
2414 case CLOSE_CON: 2436 case CLOSE_CON:
2447 case LAMP: 2469 case LAMP:
2448 case BUILDER: 2470 case BUILDER:
2449 case SKILL_TOOL: 2471 case SKILL_TOOL:
2450 if (tmp->env != op) 2472 if (tmp->env != op)
2451 return 2; /* not in inventory */ 2473 return 2; /* not in inventory */
2474
2452 (void) apply_special (op, tmp, aflag); 2475 apply_special (op, tmp, aflag);
2453 return 1; 2476 return 1;
2454 2477
2455 case DRINK: 2478 case DRINK:
2456 case FOOD: 2479 case FOOD:
2457 case FLESH: 2480 case FLESH:
2473 } 2496 }
2474 else 2497 else
2475 return 0; 2498 return 0;
2476 2499
2477 case WEAPON_IMPROVER: 2500 case WEAPON_IMPROVER:
2478 (void) check_improve_weapon (op, tmp); 2501 check_improve_weapon (op, tmp);
2479 return 1; 2502 return 1;
2480 2503
2481 case CLOCK: 2504 case CLOCK:
2482 if (op->type == PLAYER) 2505 if (op->type == PLAYER)
2483 { 2506 {
2491 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2492 new_draw_info (NDI_UNIQUE, 0, op, buf); 2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2493 return 1; 2516 return 1;
2494 } 2517 }
2495 else 2518 else
2496 {
2497 return 0; 2519 return 0;
2498 }
2499 2520
2500 case MENU: 2521 case MENU:
2501 if (op->type == PLAYER) 2522 if (op->type == PLAYER)
2502 { 2523 {
2503 shop_listing (op); 2524 shop_listing (tmp, op);
2504 return 1; 2525 return 1;
2505 } 2526 }
2506 else 2527 else
2507 {
2508 return 0; 2528 return 0;
2509 }
2510 2529
2511 case POWER_CRYSTAL: 2530 case POWER_CRYSTAL:
2512 apply_power_crystal (op, tmp); /* see egoitem.c */ 2531 apply_power_crystal (op, tmp); /* see egoitem.c */
2513 return 1; 2532 return 1;
2514 2533
2517 { 2536 {
2518 apply_lighter (op, tmp); 2537 apply_lighter (op, tmp);
2519 return 1; 2538 return 1;
2520 } 2539 }
2521 else 2540 else
2522 {
2523 return 0; 2541 return 0;
2524 }
2525 2542
2526 case ITEM_TRANSFORMER: 2543 case ITEM_TRANSFORMER:
2527 apply_item_transformer (op, tmp); 2544 apply_item_transformer (op, tmp);
2528 return 1; 2545 return 1;
2529 2546
2552 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2553 return 0; 2570 return 0;
2554 } 2571 }
2555 } 2572 }
2556 2573
2557 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2558 * applied.
2559 */
2560 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2561 {
2562 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2563 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2564 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2565 op->destroy ();
2566 return 1;
2567 }
2568
2569 pl->contr->last_used = op; 2574 pl->contr->last_used = op;
2570 2575
2571 tmp = manual_apply (pl, op, aflag); 2576 tmp = manual_apply (pl, op, aflag);
2572 if (!quiet) 2577 if (!quiet)
2573 { 2578 {
2582/** 2587/**
2583 * player_apply_below attempts to apply the object 'below' the player. 2588 * player_apply_below attempts to apply the object 'below' the player.
2584 * If the player has an open container, we use that for below, otherwise 2589 * If the player has an open container, we use that for below, otherwise
2585 * we use the ground. 2590 * we use the ground.
2586 */ 2591 */
2587
2588void 2592void
2589player_apply_below (object *pl) 2593player_apply_below (object *pl)
2590{ 2594{
2591 int floors = 0; 2595 int floors = 0;
2592 2596
2629 * to keep the size of apply_special to a more managable size. 2633 * to keep the size of apply_special to a more managable size.
2630 */ 2634 */
2631static int 2635static int
2632unapply_special (object *who, object *op, int aflags) 2636unapply_special (object *who, object *op, int aflags)
2633{ 2637{
2634 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2638 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2639 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2635 return RESULT_INT (0); 2640 return RESULT_INT (0);
2636 2641
2637 object *tmp2;
2638
2639 CLEAR_FLAG (op, FLAG_APPLIED); 2642 CLEAR_FLAG (op, FLAG_APPLIED);
2643
2640 switch (op->type) 2644 switch (op->type)
2641 { 2645 {
2646 case SKILL_TOOL:
2647 // unapplying a skill tool should also unapply the skill it governs
2648 // but this is hard, as it shouldn't do so when the skill can
2649 // be used for other reasons
2650 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2651 if (tmp->skill == op->skill
2652 && tmp->type == SKILL
2653 && tmp->flag [FLAG_APPLIED]
2654 && !tmp->flag [FLAG_CAN_USE_SKILL])
2655 unapply_special (who, tmp, 0);
2656
2657 change_abil (who, op);
2658 break;
2659
2642 case WEAPON: 2660 case WEAPON:
2661 if (player *pl = who->contr)
2662 if (op == pl->combat_ob)
2663 {
2664 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob);
2666 }
2667
2643 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2644 2669
2645 (void) change_abil (who, op); 2670 change_abil (who, op);
2646 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2647 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2671 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2648 clear_skill (who);
2649 break; 2672 break;
2650 2673
2651 case SKILL: /* allows objects to impart skills */
2652 case SKILL_TOOL: 2674 case SKILL:
2653 if (op != who->chosen_skill) 2675 if (who->contr)
2654 {
2655 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2656 } 2676 {
2657 if (who->type == PLAYER)
2658 {
2659 if (who->contr->shoottype == range_skill)
2660 who->contr->shoottype = range_none;
2661 if (!op->invisible) 2677 if (!op->invisible)
2662 {
2663 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2664 }
2665 else 2679 else
2666 {
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2668 } 2681 }
2669 } 2682
2670 (void) change_abil (who, op); 2683 change_abil (who, op);
2671 who->chosen_skill = NULL;
2672 CLEAR_FLAG (who, FLAG_READY_SKILL); 2684 CLEAR_FLAG (who, FLAG_READY_SKILL);
2673 break; 2685 break;
2674 2686
2675 case ARMOUR: 2687 case ARMOUR:
2676 case HELMET: 2688 case HELMET:
2681 case AMULET: 2693 case AMULET:
2682 case GIRDLE: 2694 case GIRDLE:
2683 case BRACERS: 2695 case BRACERS:
2684 case CLOAK: 2696 case CLOAK:
2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2686 (void) change_abil (who, op); 2698 change_abil (who, op);
2687 break; 2699 break;
2700
2688 case LAMP: 2701 case LAMP:
2702 {
2689 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2703 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2704
2690 tmp2 = arch_to_object (op->other_arch); 2705 object *tmp2 = arch_to_object (op->other_arch);
2691 tmp2->x = op->x; 2706 tmp2->x = op->x;
2692 tmp2->y = op->y; 2707 tmp2->y = op->y;
2693 tmp2->map = op->map; 2708 tmp2->map = op->map;
2694 tmp2->below = op->below; 2709 tmp2->below = op->below;
2695 tmp2->above = op->above; 2710 tmp2->above = op->above;
2696 tmp2->stats.food = op->stats.food; 2711 tmp2->stats.food = op->stats.food;
2697 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2712 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2698 2713
2699 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2700 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2715 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2701 2716
2702 if (who->type == PLAYER) 2717 if (who->contr)
2703 esrv_del_item (who->contr, op->count); 2718 esrv_del_item (who->contr, op->count);
2704 2719
2705 op->destroy (); 2720 op->destroy ();
2706 insert_ob_in_ob (tmp2, who); 2721 insert_ob_in_ob (tmp2, who);
2707 who->update_stats (); 2722 who->update_stats ();
2723
2708 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2709 { 2725 {
2710 if (who->type == PLAYER) 2726 if (who->contr)
2711 { 2727 {
2712 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2728 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2713 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2714 } 2730 }
2715 } 2731 }
2716 if (who->type == PLAYER) 2732
2733 if (who->contr)
2717 esrv_send_item (who, tmp2); 2734 esrv_send_item (who, tmp2);
2735 }
2736
2718 return 1; /* otherwise, an attempt to drop causes problems */ 2737 return 1; /* otherwise, an attempt to drop causes problems */
2719 break; 2738
2720 case BOW: 2739 case BOW:
2721 case WAND: 2740 case WAND:
2722 case ROD: 2741 case ROD:
2723 case HORN: 2742 case HORN:
2724 clear_skill (who); 2743 if (player *pl = who->contr)
2744 {
2745 if (op == pl->ranged_ob)
2746 {
2747 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob);
2749 }
2750
2725 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2726 if (who->type == PLAYER)
2727 {
2728 who->contr->shoottype = range_none;
2729 } 2752 }
2730 else 2753 else
2731 { 2754 {
2755 who->change_skill (0);
2756
2732 if (op->type == BOW) 2757 if (op->type == BOW)
2733 CLEAR_FLAG (who, FLAG_READY_BOW); 2758 CLEAR_FLAG (who, FLAG_READY_BOW);
2734 else 2759 else
2735 CLEAR_FLAG (who, FLAG_READY_RANGE); 2760 CLEAR_FLAG (who, FLAG_READY_RANGE);
2736 } 2761 }
2762
2737 break; 2763 break;
2738 2764
2739 case BUILDER: 2765 case BUILDER:
2766 if (who->contr)
2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2741 who->contr->shoottype = range_none;
2742 who->contr->ranges[range_builder] = NULL;
2743 break; 2768 break;
2744 2769
2745 default: 2770 default:
2746 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2747 break; 2772 break;
2749 2774
2750 who->update_stats (); 2775 who->update_stats ();
2751 2776
2752 if (!(aflags & AP_NO_MERGE)) 2777 if (!(aflags & AP_NO_MERGE))
2753 { 2778 {
2754 object *tmp;
2755
2756 tmp = merge_ob (op, NULL); 2779 object *tmp = merge_ob (op, 0);
2757 if (who->type == PLAYER) 2780
2781 if (who->contr)
2758 { 2782 {
2759 if (tmp) 2783 if (tmp)
2760 { /* it was merged */ 2784 { /* it was merged */
2761 esrv_del_item (who->contr, op->count); 2785 esrv_del_item (who->contr, op->count);
2762 op = tmp; 2786 op = tmp;
2763 } 2787 }
2764 2788
2765 esrv_send_item (who, op); 2789 esrv_send_item (who, op);
2766 } 2790 }
2767 } 2791 }
2792
2768 return 0; 2793 return 0;
2769} 2794}
2770 2795
2771/** 2796/**
2772 * Returns the object that is using location 'loc'. 2797 * Returns the object that is using location 'loc'.
2773 * Note that 'start' is the first object to start examing - we 2798 * Note that 'start' is the first object to start examing - we
2774 * then go through the below of this. In this way, you can do 2799 * then go through the below of this. In this way, you can do
2775 * something like: 2800 * something like:
2776 * tmp = get_item_from_body_location(who->inv, 1); 2801 * tmp = get_next_item_from_body_location(who->inv, 1);
2777 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2802 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2778 * to find the second object that may use this location, etc. 2803 * to find the second object that may use this location, etc.
2779 * Returns NULL if no match is found. 2804 * Returns NULL if no match is found.
2780 * loc is the index into the array we are looking for a match. 2805 * loc is the index into the array we are looking for a match.
2781 * don't return invisible objects unless they are skill objects 2806 * don't return invisible objects unless they are skill objects
2782 * invisible other objects that use 2807 * invisible other objects that use
2783 * up body locations can be used as restrictions. 2808 * up body locations can be used as restrictions.
2784 */ 2809 */
2785object * 2810static object *
2786get_item_from_body_location (object *start, int loc) 2811get_next_item_from_body_location (int loc, object *start)
2787{ 2812{
2788 object *tmp;
2789
2790 if (!start)
2791 return NULL;
2792
2793 for (tmp = start; tmp; tmp = tmp->below) 2813 for (object *tmp = start; tmp; tmp = tmp->below)
2794 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2814 if (tmp->flag [FLAG_APPLIED]
2815 && tmp->slot[loc].info
2816 && (!tmp->invisible || tmp->type == SKILL))
2795 return tmp; 2817 return tmp;
2796 2818
2797 return NULL; 2819 return 0;
2798} 2820}
2799
2800
2801 2821
2802/** 2822/**
2803 * 'op' wants to apply an object, but can't because of other equipment. 2823 * 'op' wants to apply an object, but can't because of other equipment.
2804 * This should only be called when it is known 2824 * This should only be called when it is known
2805 * that there are objects to unapply. This makes pretty heavy 2825 * that there are objects to unapply. This makes pretty heavy
2811 * another function that does just that. 2831 * another function that does just that.
2812 */ 2832 */
2813int 2833int
2814unapply_for_ob (object *who, object *op, int aflags) 2834unapply_for_ob (object *who, object *op, int aflags)
2815{ 2835{
2816 int i; 2836 if (op->is_range ())
2817 object *tmp = NULL, *last;
2818
2819 /* If we are applying a shield or weapon, unapply any equipped shield
2820 * or weapons first - only allowed to use one weapon/shield at a time.
2821 */
2822 if (op->type == WEAPON || op->type == SHIELD)
2823 {
2824 for (tmp = who->inv; tmp; tmp = tmp->below) 2837 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2825 {
2826 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2827 {
2828 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2829 { 2840 {
2830 if (aflags & AP_PRINT) 2841 if (aflags & AP_PRINT)
2831 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2832 else 2843 else
2833 unapply_special (who, tmp, aflags); 2844 unapply_special (who, tmp, aflags);
2834 } 2845 }
2835 else 2846 else
2836 { 2847 {
2837 /* In this case, we want to try and remove a cursed item. 2848 /* In this case, we want to try and remove a cursed item.
2838 * While we know it won't work, we want unapply_special to 2849 * While we know it won't work, we want unapply_special to
2839 * at least generate the message. 2850 * at least generate the message.
2840 */ 2851 */
2841 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2842 return 1; 2853 return 1;
2843 }
2844
2845 } 2854 }
2846 }
2847 }
2848 2855
2849 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2850 { 2857 {
2851 /* this used up a slot that we need to free */ 2858 /* this used up a slot that we need to free */
2852 if (op->body_info[i]) 2859 if (op->slot[i].info)
2853 { 2860 {
2854 last = who->inv; 2861 object *last = who->inv;
2855 2862
2856 /* We do a while loop - may need to remove several items in order 2863 /* We do a while loop - may need to remove several items in order
2857 * to free up enough slots. 2864 * to free up enough slots.
2858 */ 2865 */
2859 while ((who->body_used[i] + op->body_info[i]) < 0) 2866 while ((who->slot[i].used + op->slot[i].info) < 0)
2860 { 2867 {
2861 tmp = get_item_from_body_location (last, i); 2868 object *tmp = get_next_item_from_body_location (i, last);
2869
2862 if (!tmp) 2870 if (!tmp)
2863 { 2871 {
2864#if 0 2872#if 0
2865 /* Not a bug - we'll get this if the player has cursed items 2873 /* Not a bug - we'll get this if the player has cursed items
2866 * equipped. 2874 * equipped.
2867 */ 2875 */
2868 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2876 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2869#endif 2877#endif
2870 return 1; 2878 return 1;
2871 } 2879 }
2880
2872 /* If we are just printing, we don't care about cursed status */ 2881 /* If we are just printing, we don't care about cursed status */
2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2882 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2874 { 2883 {
2875 if (aflags & AP_PRINT) 2884 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2884 * so it may not be critical (eg, putting on a ring and you have 2893 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 2894 * one cursed ring.)
2886 */ 2895 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2888 } 2897 }
2898
2889 last = tmp->below; 2899 last = tmp->below;
2890 } 2900 }
2891 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2892 * return in the !tmp would have kicked in. 2902 * return in the !tmp would have kicked in.
2893 */ 2903 */
2894 } /* if op is using this body location */ 2904 } /* if op is using this body location */
2895 } /* for body lcoations */ 2905 } /* for body lcoations */
2906
2896 return 0; 2907 return 0;
2897} 2908}
2898 2909
2899/** 2910/**
2900 * Checks to see if 'who' can apply object 'op'. 2911 * Checks to see if 'who' can apply object 'op'.
2901 * Returns 0 if apply can be done without anything special. 2912 * Returns 0 if apply can be done without anything special.
2902 * Otherwise returns a bitmask - potentially several of these may be 2913 * Otherwise returns a bitmask - potentially several of these may be
2903 * set, but largely depends on circumstance - in the future, processing 2914 * set, but largely depends on circumstance - in the future, processing
2904 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2905 * is set, do we really are what the other flags may be?) 2916 * is set, do we really care what the other flags may be?)
2906 * 2917 *
2907 * See include/define.h for detailed description of the meaning of 2918 * See include/define.h for detailed description of the meaning of
2908 * these return values. 2919 * these return values.
2909 */ 2920 */
2910int 2921int
2911can_apply_object (object *who, object *op) 2922can_apply_object (object *who, object *op)
2912{ 2923{
2913 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2914 return RESULT_INT (0); 2925 return RESULT_INT (0);
2915 2926
2916 int i, retval = 0; 2927 int retval = 0;
2917 object *tmp = NULL, *ws = NULL; 2928 object *tmp = 0, *ws = 0;
2918 2929
2919 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2930 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2920 * 2 weapons, but we don't want to let them do that. So if they are
2921 * trying to equip a weapon or shield, see if they already have one
2922 * in place and store that way.
2923 */
2924 if (op->type == WEAPON || op->type == SHIELD)
2925 { 2931 {
2926 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2932 if (op->slot[i].info)
2927 { 2933 {
2928 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2934 /* Item uses more slots than we have */
2935 if (who->slot[i].info + op->slot [i].info < 0)
2929 { 2936 {
2930 retval = CAN_APPLY_UNAPPLY;
2931 ws = tmp;
2932 }
2933 }
2934 }
2935
2936
2937 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2938 {
2939 if (op->body_info[i])
2940 {
2941 /* Item uses more slots than we have */
2942 if (FABS (op->body_info[i]) > who->body_info[i])
2943 {
2944 /* Could return now for efficiently - rest of info below isn' 2937 /* Could return now for efficiency - rest of info below isn't
2945 * really needed. 2938 * really needed.
2946 */ 2939 */
2947 retval |= CAN_APPLY_NEVER; 2940 retval |= CAN_APPLY_NEVER;
2948 } 2941 }
2949 else if ((who->body_used[i] + op->body_info[i]) < 0) 2942 else if (who->slot[i].used + op->slot[i].info < 0)
2950 { 2943 {
2951 /* in this case, equipping this would use more free spots than 2944 /* in this case, equipping this would use more free spots than
2952 * we have. 2945 * we have.
2953 */ 2946 */
2954 object *tmp1;
2955
2956 2947
2957 /* if we have an applied weapon/shield, and unapply it would free 2948 /* if we have an applied weapon/shield, and unapply it would free
2958 * enough slots to equip the new item, then just set this can 2949 * enough slots to equip the new item, then just set "can
2959 * continue. We don't care about the logic below - if you have 2950 * apply unapply". We don't care about the logic below - if you have a
2960 * shield equipped and try to equip another shield, there is only 2951 * shield equipped and try to equip another shield, there is only
2961 * one choice. However, the check for the number of body locations 2952 * one choice. However, the check for the number of body locations
2962 * does take into the account cases where what is being applied 2953 * does take into the account cases where what is being applied
2963 * may be two handed for example. 2954 * may be two handed for example.
2964 */ 2955 */
2965 if (ws) 2956 if (ws)
2966 { 2957 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2967 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2968 { 2958 {
2969 retval |= CAN_APPLY_UNAPPLY; 2959 retval |= CAN_APPLY_UNAPPLY;
2970 continue; 2960 continue;
2971 } 2961 }
2972 }
2973 2962
2974 tmp1 = get_item_from_body_location (who->inv, i); 2963 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2975 if (!tmp1) 2964 if (!tmp1)
2976 { 2965 {
2977#if 0 2966#if 0
2978 /* This is sort of an error, but happens a lot when old players 2967 /* This is sort of an error, but happens a lot when old players
2979 * join in with more stuff equipped than they are now allowed. 2968 * join in with more stuff equipped than they are now allowed.
2987 /* need to unapply something. However, if this something 2976 /* need to unapply something. However, if this something
2988 * is different than we had found before, it means they need 2977 * is different than we had found before, it means they need
2989 * to apply multiple objects 2978 * to apply multiple objects
2990 */ 2979 */
2991 retval |= CAN_APPLY_UNAPPLY; 2980 retval |= CAN_APPLY_UNAPPLY;
2981
2992 if (!tmp) 2982 if (!tmp)
2993 tmp = tmp1; 2983 tmp = tmp1;
2994 else if (tmp != tmp1) 2984 else if (tmp != tmp1)
2995 {
2996 retval |= CAN_APPLY_UNAPPLY_MULT; 2985 retval |= CAN_APPLY_UNAPPLY_MULT;
2997 } 2986
2998 /* This object isn't using up all the slots, so there must 2987 /* This object isn't using up all the slots, so there must
2999 * be another. If so, and it the new item doesn't need all 2988 * be another. If so, and it the new item doesn't need all
3000 * the slots, the player then has a choice. 2989 * the slots, the player then has a choice.
3001 */ 2990 */
3002 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2991 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2992 && abs (op->slot[i].info) < who->slot[i].info)
3003 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2993 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3004 2994
3005 /* Does unequippint 'tmp1' free up enough slots for this to be 2995 /* Does unequippint 'tmp1' free up enough slots for this to be
3006 * equipped? If not, there must be something else to unapply. 2996 * equipped? If not, there must be something else to unapply.
3007 */ 2997 */
3008 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2998 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3009 retval |= CAN_APPLY_UNAPPLY_MULT; 2999 retval |= CAN_APPLY_UNAPPLY_MULT;
3010
3011 } 3000 }
3012 } /* if not enough free slots */ 3001 } /* if not enough free slots */
3013 } /* if this object uses location i */ 3002 } /* if this object uses location i */
3014 } /* for i -> num_body_locations loop */ 3003 } /* for i -> num_body_locations loop */
3015 3004
3020 * and weapons all use the same slot. Similar for horn/rod/wand - they 3009 * and weapons all use the same slot. Similar for horn/rod/wand - they
3021 * all use the same location. 3010 * all use the same location.
3022 */ 3011 */
3023 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3012 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3024 retval |= CAN_APPLY_RESTRICTION; 3013 retval |= CAN_APPLY_RESTRICTION;
3014
3025 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3015 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3026 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3027 3017
3028
3029 if (who->type != PLAYER) 3018 if (who->type != PLAYER)
3030 { 3019 {
3031 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3020 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3032 retval |= CAN_APPLY_RESTRICTION; 3021 retval |= CAN_APPLY_RESTRICTION;
3022
3033 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3023 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3034 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3035 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3026 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3036 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3037 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3029 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3038 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3039 } 3031 }
3032
3040 return retval; 3033 return retval;
3041} 3034}
3042
3043
3044 3035
3045/** 3036/**
3046 * who is the object using the object. It can be a monster. 3037 * who is the object using the object. It can be a monster.
3047 * op is the object they are using. op is an equipment type item, 3038 * op is the object they are using. op is an equipment type item,
3048 * eg, one which you put on and keep on for a while, and not something 3039 * eg, one which you put on and keep on for a while, and not something
3057 * AP_UNAPPLY=always unapply). 3048 * AP_UNAPPLY=always unapply).
3058 * 3049 *
3059 * Optional flags: 3050 * Optional flags:
3060 * AP_NO_MERGE: don't merge an unapplied object with other objects 3051 * AP_NO_MERGE: don't merge an unapplied object with other objects
3061 * AP_IGNORE_CURSE: unapply cursed items 3052 * AP_IGNORE_CURSE: unapply cursed items
3053 * AP_NO_READY: do not ready skills when applying skill tools
3062 * 3054 *
3063 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3064 * 3056 *
3065 * apply_special() doesn't check for unpaid items. 3057 * apply_special() doesn't check for unpaid items.
3066 */ 3058 */
3067int 3059int
3068apply_special (object *who, object *op, int aflags) 3060apply_special (object *who, object *op, int aflags)
3069{ 3061{
3070 int basic_flag = aflags & AP_BASIC_FLAGS; 3062 int basic_flag = aflags & AP_BASIC_FLAGS;
3071 object *tmp, *tmp2, *skop = NULL; 3063 object *tmp, *tmp2, *skop = NULL;
3072 int i;
3073 3064
3074 if (who == NULL) 3065 if (who == NULL)
3075 { 3066 {
3076 LOG (llevError, "apply_special() from object without environment.\n"); 3067 LOG (llevError, "apply_special() from object without environment.\n");
3077 return 1; 3068 return 1;
3087 if (basic_flag == AP_APPLY) 3078 if (basic_flag == AP_APPLY)
3088 return 0; 3079 return 0;
3089 3080
3090 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3091 { 3082 {
3092 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3093 return 1; 3084 return 1;
3094 } 3085 }
3086
3095 return unapply_special (who, op, aflags); 3087 return unapply_special (who, op, aflags);
3096 } 3088 }
3097 3089
3098 if (basic_flag == AP_UNAPPLY) 3090 if (basic_flag == AP_UNAPPLY)
3099 return 0; 3091 return 0;
3100 3092
3101 i = can_apply_object (who, op); 3093 // if the item is combat/ranged, wield the relevant slot first
3094 // to resolve conflicts.
3095 if (player *pl = who->contr)
3096 switch (op->slottype ())
3097 {
3098 case slot_combat: who->change_weapon (pl->combat_ob); break;
3099 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3100 }
3101
3102 splay (op);
3102 3103
3103 /* Can't just apply this object. Lets see what not and what to do */ 3104 /* Can't just apply this object. Lets see what not and what to do */
3104 if (i) 3105 if (int i = can_apply_object (who, op))
3105 { 3106 {
3106 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3107 { 3108 {
3108 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3109 return 1; 3110 return 1;
3111 else if (i & CAN_APPLY_RESTRICTION) 3112 else if (i & CAN_APPLY_RESTRICTION)
3112 { 3113 {
3113 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3114 return 1; 3115 return 1;
3115 } 3116 }
3117
3116 if (who->type != PLAYER) 3118 if (who->type != PLAYER)
3117 { 3119 {
3118 /* Some error, so don't try to equip something more */ 3120 /* Some error, so don't try to equip something more */
3119 if (unapply_for_ob (who, op, aflags)) 3121 if (unapply_for_ob (who, op, aflags))
3120 return 1; 3122 return 1;
3126 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3127 unapply_for_ob (who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3128 return 1; 3130 return 1;
3129 } 3131 }
3130 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3131 {
3132 i = unapply_for_ob (who, op, aflags); 3133 if (unapply_for_ob (who, op, aflags))
3133 if (i)
3134 return 1; 3134 return 1;
3135 }
3136 } 3135 }
3137 } 3136 }
3138 3137
3139 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3140 { 3139 {
3141 skop = find_skill_by_name (who, op->skill); 3140 skop = find_skill_by_name (who, op->skill);
3141
3142 if (!skop) 3142 if (!skop)
3143 { 3143 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3145 return 1; 3145 return 1;
3146 } 3146 }
3147 else 3147 else
3148 {
3149 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3150 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3151 */ 3150 */
3152 change_skill (who, skop, 0); 3151 who->change_skill (skop);
3153 }
3154 }
3155
3156 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3157 { 3152 }
3158 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3153
3154 if (who->type == PLAYER
3155 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! "
3160 "[use the skills command to check your available item power]");
3159 return 1; 3161 return 1;
3160 } 3162 }
3161
3162 3163
3163 /* Ok. We are now at the state where we can apply the new object. 3164 /* Ok. We are now at the state where we can apply the new object.
3164 * Note that we don't have the checks for can_use_... 3165 * Note that we don't have the checks for can_use_...
3165 * below - that is already taken care of by can_apply_object. 3166 * below - that is already taken care of by can_apply_object.
3166 */ 3167 */
3167
3168
3169 if (op->nrof > 1) 3168 if (op->nrof > 1)
3170 tmp = get_split_ob (op, op->nrof - 1); 3169 tmp = get_split_ob (op, op->nrof - 1);
3171 else 3170 else
3172 tmp = NULL; 3171 tmp = 0;
3173 3172
3174 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3175 return RESULT_INT (0); 3174 return RESULT_INT (0);
3176 3175
3177 switch (op->type) 3176 switch (op->type)
3178 { 3177 {
3179 case WEAPON: 3178 case WEAPON:
3180 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3181 { 3180 {
3182 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3183 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3183
3184 if (tmp != NULL) 3184 if (tmp)
3185 (void) insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3186
3186 return 1; 3187 return 1;
3187 } 3188 }
3188 3189
3189 //TODO: this obviously fails for players using a shiorter prefix 3190 //TODO: this obviously fails for players using a shorter prefix
3190 // i.e. "R" can use Ragnarok's swors. 3191 // i.e. "R" can use Ragnarok's sword.
3191 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3192 { 3193 {
3193 /* if the weapon does not have the name as the character, can't use it. */ 3194 /* if the weapon does not have the name as the character, can't use it. */
3194 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3195 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3198 insert_ob_in_ob (tmp, who); 3199 insert_ob_in_ob (tmp, who);
3199 3200
3200 return 1; 3201 return 1;
3201 } 3202 }
3202 3203
3204 if (!skop)
3205 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3207 return 1;
3208 }
3209
3203 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3204
3205 if (skop)
3206 change_skill (who, skop, 1); 3211 who->change_skill (skop);
3207 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3212
3208 SET_FLAG (who, FLAG_READY_WEAPON); 3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3209 3215
3210 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3216 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3211 3217
3218 SET_FLAG (who, FLAG_READY_WEAPON);
3212 (void) change_abil (who, op); 3219 change_abil (who, op);
3213 break; 3220 break;
3214 3221
3215 case ARMOUR: 3222 case ARMOUR:
3216 case HELMET: 3223 case HELMET:
3217 case SHIELD: 3224 case SHIELD:
3222 case CLOAK: 3229 case CLOAK:
3223 case RING: 3230 case RING:
3224 case AMULET: 3231 case AMULET:
3225 SET_FLAG (op, FLAG_APPLIED); 3232 SET_FLAG (op, FLAG_APPLIED);
3226 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3227 (void) change_abil (who, op); 3234 change_abil (who, op);
3228 break; 3235 break;
3236
3229 case LAMP: 3237 case LAMP:
3230 if (op->stats.food < 1) 3238 if (op->stats.food < 1)
3231 { 3239 {
3232 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3233 return 1; 3241 return 1;
3234 } 3242 }
3243
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3236 tmp2 = arch_to_object (op->other_arch); 3245 tmp2 = arch_to_object (op->other_arch);
3237 tmp2->stats.food = op->stats.food; 3246 tmp2->stats.food = op->stats.food;
3238 SET_FLAG (tmp2, FLAG_APPLIED); 3247 SET_FLAG (tmp2, FLAG_APPLIED);
3248
3239 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3240 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3250 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251
3241 insert_ob_in_ob (tmp2, who); 3252 insert_ob_in_ob (tmp2, who);
3242 3253
3243 /* Remove the old lantern */ 3254 /* Remove the old lantern */
3244 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3245 esrv_del_item (who->contr, op->count); 3256 esrv_del_item (who->contr, op->count);
3246 3257
3247 op->destroy (); 3258 op->destroy ();
3248 3259
3249 /* insert the portion that was split off */ 3260 /* insert the portion that was split off */
3250 if (tmp != NULL) 3261 if (tmp)
3251 { 3262 {
3252 (void) insert_ob_in_ob (tmp, who); 3263 insert_ob_in_ob (tmp, who);
3253 if (who->type == PLAYER) 3264 if (who->type == PLAYER)
3254 esrv_send_item (who, tmp); 3265 esrv_send_item (who, tmp);
3255 } 3266 }
3267
3256 who->update_stats (); 3268 who->update_stats ();
3269
3257 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3258 {
3259 if (who->type == PLAYER) 3271 if (who->type == PLAYER)
3260 { 3272 {
3261 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3262 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3263 } 3275 }
3264 } 3276
3265 if (who->type == PLAYER) 3277 if (who->type == PLAYER)
3266 esrv_send_item (who, tmp2); 3278 esrv_send_item (who, tmp2);
3279
3267 return 0; 3280 return 0;
3281
3282 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED);
3285
3286 if (!(aflags & AP_NO_READY))
3287 {
3288 skop = find_skill_by_name (who, op->skill);
3289 if (!skop->flag [FLAG_APPLIED])
3290 apply_special (who, skop, AP_APPLY);
3291 }
3268 break; 3292 break;
3269 3293
3270 /* this part is needed for skill-tools */
3271 case SKILL: 3294 case SKILL:
3272 case SKILL_TOOL: 3295 if (player *pl = who->contr)
3273 if (who->chosen_skill)
3274 {
3275 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3276 return 1;
3277 } 3296 {
3278 if (who->type == PLAYER) 3297 if (IS_COMBAT_SKILL (op->subtype))
3279 { 3298 {
3280 who->contr->shoottype = range_skill; 3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3281 who->contr->ranges[range_skill] = op; 3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3303 {
3304 if (item->skill == op->skill)
3305 {
3306 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon;
3308 }
3309 }
3310
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3312 return 1;
3313
3314 found_weapon:;
3315 }
3316 else
3317 who->change_weapon (pl->combat_ob = op);
3318 }
3319 else if (IS_RANGED_SKILL (op->subtype))
3320 {
3321 if (skill_flags [op->subtype] & SF_NEED_BOW)
3322 {
3323 for (object *item = who->inv; item; item = item->below)
3324 if (item->type == BOW && item->flag [FLAG_APPLIED])
3325 {
3326 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow;
3329 }
3330
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1;
3333
3334 found_bow:;
3335 }
3336 else
3337 who->change_weapon (pl->ranged_ob = op);
3338 }
3339
3282 if (!op->invisible) 3340 if (!op->invisible)
3283 { 3341 {
3284 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3342 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3343 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3286 } 3344 }
3287 else 3345 else
3288 {
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3346 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3290 } 3347 }
3348 else
3291 } 3349 {
3292 SET_FLAG (op, FLAG_APPLIED); 3350 SET_FLAG (op, FLAG_APPLIED);
3293 (void) change_abil (who, op); 3351 change_abil (who, op);
3294 who->chosen_skill = op; 3352 who->chosen_skill = op;
3295 SET_FLAG (who, FLAG_READY_SKILL); 3353 SET_FLAG (who, FLAG_READY_SKILL);
3354 }
3355
3296 break; 3356 break;
3297 3357
3298 case BOW: 3358 case BOW:
3299 if (!check_weapon_power (who, op->last_eat)) 3359 if (!check_weapon_power (who, op->last_eat))
3300 { 3360 {
3301 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3302 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3362 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3363
3303 if (tmp != NULL) 3364 if (tmp)
3304 (void) insert_ob_in_ob (tmp, who); 3365 insert_ob_in_ob (tmp, who);
3366
3305 return 1; 3367 return 1;
3306 } 3368 }
3369
3307 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3308 { 3371 {
3309 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3372 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3310 if (tmp != NULL) 3373 if (tmp)
3311 (void) insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3375
3312 return 1; 3376 return 1;
3313 } 3377 }
3378
3314 /*FALLTHROUGH*/ case WAND: 3379 /*FALLTHROUGH*/
3380 case WAND:
3315 case ROD: 3381 case ROD:
3316 case HORN: 3382 case HORN:
3317 /* check for skill, alter player status */ 3383 /* check for skill, alter player status */
3384
3385 if (!skop)
3386 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3388 return 1;
3389 }
3390
3318 SET_FLAG (op, FLAG_APPLIED); 3391 SET_FLAG (op, FLAG_APPLIED);
3319 if (skop)
3320 change_skill (who, skop, 0); 3392 who->change_skill (skop);
3393
3394 if (who->contr)
3395 {
3396 who->contr->ranged_ob = op;
3397
3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3322 3399
3323 if (who->type == PLAYER)
3324 {
3325 if (op->type == BOW) 3400 if (op->type == BOW)
3326 { 3401 {
3402 who->current_weapon = op;
3327 (void) change_abil (who, op); 3403 change_abil (who, op);
3328 new_draw_info_format (NDI_UNIQUE, 0, who, 3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3329 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3405 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3330 who->contr->shoottype = range_bow;
3331 }
3332 else
3333 {
3334 who->contr->shoottype = range_misc;
3335 } 3406 }
3336 } 3407 }
3337 else 3408 else
3338 { 3409 {
3339 if (op->type == BOW) 3410 if (op->type == BOW)
3340 SET_FLAG (who, FLAG_READY_BOW); 3411 SET_FLAG (who, FLAG_READY_BOW);
3341 else 3412 else
3342 SET_FLAG (who, FLAG_READY_RANGE); 3413 SET_FLAG (who, FLAG_READY_RANGE);
3343 } 3414 }
3415
3344 break; 3416 break;
3345 3417
3346 case BUILDER: 3418 case BUILDER:
3347 if (who->contr->ranges[range_builder]) 3419 if (who->type == PLAYER)
3420 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3348 unapply_special (who, who->contr->ranges[range_builder], 0); 3423 unapply_special (who, who->contr->ranged_ob, 0);
3349 who->contr->shoottype = range_builder; 3424
3350 who->contr->ranges[range_builder] = op;
3351 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3426
3427 who->contr->ranged_ob = op;
3428 }
3352 break; 3429 break;
3353 3430
3354 default: 3431 default:
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3356 } /* end of switch op->type */ 3433 } /* end of switch op->type */
3357 3434
3358 SET_FLAG (op, FLAG_APPLIED); 3435 SET_FLAG (op, FLAG_APPLIED);
3359 3436
3360 if (tmp != NULL) 3437 if (tmp)
3361 tmp = insert_ob_in_ob (tmp, who); 3438 tmp = insert_ob_in_ob (tmp, who);
3362 3439
3363 who->update_stats (); 3440 who->update_stats ();
3364 3441
3365 /* We exclude spell casting objects. The fire code will set the 3442 /* We exclude spell casting objects. The fire code will set the
3375 { 3452 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3377 SET_FLAG (op, FLAG_KNOWN_CURSED); 3454 SET_FLAG (op, FLAG_KNOWN_CURSED);
3378 } 3455 }
3379 } 3456 }
3457
3380 if (who->type == PLAYER) 3458 if (who->type == PLAYER)
3381 { 3459 {
3382 /* if multiple objects were applied, update both slots */ 3460 /* if multiple objects were applied, update both slots */
3383 if (tmp) 3461 if (tmp)
3384 esrv_send_item (who, tmp); 3462 esrv_send_item (who, tmp);
3463
3385 esrv_send_item (who, op); 3464 esrv_send_item (who, op);
3386 } 3465 }
3466
3387 return 0; 3467 return 0;
3388} 3468}
3389
3390 3469
3391int 3470int
3392monster_apply_special (object *who, object *op, int aflags) 3471monster_apply_special (object *who, object *op, int aflags)
3393{ 3472{
3394 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3553 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3632 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3554 { 3633 {
3555 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3634 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3556 tmp->randomitems = NULL; 3635 tmp->randomitems = NULL;
3557 } 3636 }
3637
3558 // close all containers 3638 // close all containers
3559 else if (tmp->type == CONTAINER) 3639 else if (tmp->type == CONTAINER)
3560 tmp->flag [FLAG_APPLIED] = 0; 3640 tmp->flag [FLAG_APPLIED] = 0;
3561 3641
3562 tmp = above; 3642 tmp = above;
3572 * Handles player eating food that temporarily changes status (resistances, stats). 3652 * Handles player eating food that temporarily changes status (resistances, stats).
3573 * This used to call cast_change_attr(), but 3653 * This used to call cast_change_attr(), but
3574 * that doesn't work with the new spell code. Since we know what 3654 * that doesn't work with the new spell code. Since we know what
3575 * the food changes, just grab a force and use that instead. 3655 * the food changes, just grab a force and use that instead.
3576 */ 3656 */
3577
3578void 3657void
3579eat_special_food (object *who, object *food) 3658eat_special_food (object *who, object *food)
3580{ 3659{
3581 object *force; 3660 object *force;
3582 int i, did_one = 0; 3661 int i, did_one = 0;
3583 sint8 k;
3584 3662
3585 force = get_archetype (FORCE_NAME); 3663 force = get_archetype (FORCE_NAME);
3586 3664
3587 for (i = 0; i < NUM_STATS; i++) 3665 for (i = 0; i < NUM_STATS; i++)
3588 { 3666 if (sint8 k = food->stats.stat (i))
3589 k = get_attr_value (&food->stats, i);
3590 if (k)
3591 { 3667 {
3592 set_attr_value (&force->stats, i, k); 3668 force->stats.stat (i) = k;
3593 did_one = 1; 3669 did_one = 1;
3594 } 3670 }
3595 }
3596 3671
3597 /* check if we can protect the eater */ 3672 /* check if we can protect the eater */
3598 for (i = 0; i < NROFATTACKS; i++) 3673 for (i = 0; i < NROFATTACKS; i++)
3599 { 3674 {
3600 if (food->resist[i] > 0) 3675 if (food->resist[i] > 0)
3761 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3836 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3762 blind_player (op, op, power); 3837 blind_player (op, op, power);
3763 } 3838 }
3764 else if (failure <= -80) 3839 else if (failure <= -80)
3765 { /* blast the immediate area */ 3840 { /* blast the immediate area */
3766 object *tmp;
3767
3768 tmp = get_archetype (LOOSE_MANA); 3841 object *tmp = get_archetype (LOOSE_MANA);
3769 cast_magic_storm (op, tmp, power); 3842 cast_magic_storm (op, tmp, power);
3770 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3771 tmp->destroy (); 3844 tmp->destroy ();
3772 } 3845 }
3773 } 3846 }
3774} 3847}
3775 3848
3795 */ 3868 */
3796 int i, j; 3869 int i, j;
3797 3870
3798 for (i = 0; i < NUM_STATS; i++) 3871 for (i = 0; i < NUM_STATS; i++)
3799 { 3872 {
3800 sint8 stat = get_attr_value (stats, i); 3873 int race_bonus = pl->arch->stats.stat (i);
3801 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3874 sint8 stat = stats->stat (i) + ns->stat (i);
3802 3875
3803 stat += get_attr_value (ns, i);
3804 if (stat > 20 + race_bonus) 3876 if (stat > 20 + race_bonus)
3805 { 3877 {
3806 excess_stat++; 3878 excess_stat++;
3807 stat = 20 + race_bonus; 3879 stat = 20 + race_bonus;
3808 } 3880 }
3809 set_attr_value (stats, i, stat); 3881
3882 stats->stat (i) = stat;
3810 } 3883 }
3811 3884
3812 for (j = 0; excess_stat > 0 && j < 100; j++) 3885 for (j = 0; excess_stat > 0 && j < 100; j++)
3813 { /* try 100 times to assign excess stats */ 3886 { /* try 100 times to assign excess stats */
3814 int i = rndm (0, 6); 3887 int i = rndm (0, 6);
3815 int stat = get_attr_value (stats, i);
3816 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3817 3888
3818 if (i == CHA) 3889 if (i == CHA)
3819 continue; /* exclude cha from this */ 3890 continue; /* exclude cha from this */
3891
3892 int stat = stats->stat (i);
3893 int race_bonus = pl->arch->stats.stat (i);
3820 if (stat < 20 + race_bonus) 3894 if (stat < 20 + race_bonus)
3821 { 3895 {
3822 change_attr_value (stats, i, 1); 3896 change_attr_value (stats, i, 1);
3823 excess_stat--; 3897 excess_stat--;
3824 } 3898 }
3827 /* insert the randomitems from the change's treasurelist into 3901 /* insert the randomitems from the change's treasurelist into
3828 * the player ref: player.c 3902 * the player ref: player.c
3829 */ 3903 */
3830 if (change->randomitems != NULL) 3904 if (change->randomitems != NULL)
3831 give_initial_items (pl, change->randomitems); 3905 give_initial_items (pl, change->randomitems);
3832
3833 3906
3834 /* set up the face, for some races. */ 3907 /* set up the face, for some races. */
3835 3908
3836 /* first, look for the force object banning 3909 /* first, look for the force object banning
3837 * changing the face. Certain races never change face with class. 3910 * changing the face. Certain races never change face with class.
3894 { 3967 {
3895 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3968 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3896 return; 3969 return;
3897 } 3970 }
3898 /* check whether they are compatible or not */ 3971 /* check whether they are compatible or not */
3899 find = strstr (marked->slaying, transformer->arch->name); 3972 find = strstr (marked->slaying, transformer->arch->archname);
3900 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3901 { 3974 {
3902 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3903 return; 3976 return;
3904 } 3977 }
3905 find += strlen (transformer->arch->name) + 1; 3978 find += strlen (transformer->arch->archname) + 1;
3906 /* Item can be used, now find how many and what it yields */ 3979 /* Item can be used, now find how many and what it yields */
3907 if (isdigit (*(find))) 3980 if (isdigit (*(find)))
3908 { 3981 {
3909 yield = atoi (find); 3982 yield = atoi (find);
3910 if (yield < 1) 3983 if (yield < 1)

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