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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.84 by root, Mon May 7 07:47:33 2007 UTC vs.
Revision 1.113 by root, Tue Jul 10 05:51:38 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
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 */
24 23
25#include <cmath> 24#include <cmath>
26 25
69 68
70 /* 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,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(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)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 76 return 1;
78 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 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))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 84 return 1;
86 85
87 return 0; 86 return 0;
232 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
233 232
234 if (depl) 233 if (depl)
235 { 234 {
236 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
237 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
239 238
240 depl->destroy (); 239 depl->destroy ();
241 op->update_stats (); 240 op->update_stats ();
242 } 241 }
374 force->stats.food *= 10; 373 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 } 377 }
378
379 force->speed_left = -1; 379 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 383 change_abil (op, force);
424 return 0; 424 return 0;
425 425
426 op = op->below; 426 op = op->below;
427 while (op != NULL) 427 while (op != NULL)
428 { 428 {
429 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
430 { 430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
458 prev = op; 458 prev = op;
459 op = op->below; 459 op = op->below;
460 460
461 while (op != NULL) 461 while (op != NULL)
462 { 462 {
463 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
464 { 464 {
465 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
466 { 466 {
467 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
468 return; 468 return;
854 { 854 {
855 base = base - (base * settings.armor_speed_improvement) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
856 pow++; 856 pow++;
857 } 857 }
858 858
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
860 } 860 }
861 else 861 else
862 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;
863 863
864 if (!settings.armor_weight_linear) 864 if (!settings.armor_weight_linear)
865 { 865 {
866 int base = 100; 866 int base = 100;
867 int pow = 0; 867 int pow = 0;
870 { 870 {
871 base = base - (base * settings.armor_weight_reduction) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
872 pow++; 872 pow++;
873 } 873 }
874 874
875 armour->weight = (armour->arch->clone.weight * base) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
876 } 876 }
877 else 877 else
878 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;
879 879
880 if (armour->weight <= 0) 880 if (armour->weight <= 0)
881 { 881 {
882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
883 armour->weight = 1; 883 armour->weight = 1;
884 } 884 }
885 885
886 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);
887 887
888 if (op->type == PLAYER) 888 if (op->type == PLAYER)
889 { 889 {
890 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
943 943
944 price_in = cost * item->value; 944 price_in = cost * item->value;
945 } 945 }
946 else 946 else
947 { 947 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
950 return 0; 950 return 0;
951 951
952 if (CONV_NEED (converter)) 952 if (CONV_NEED (converter))
953 { 953 {
1005 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",
1006 &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);
1007 1007
1008 /** 1008 /**
1009 * 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
1010 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
1011 */ 1011 */
1012 } 1012 }
1013 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);
1014 return 1; 1014 return 1;
1015} 1015}
1244 */ 1244 */
1245static void 1245static void
1246apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1247{ 1247{
1248 readable_message_type *msgType; 1248 readable_message_type *msgType;
1249 char newbuf[HUGE_BUF];
1250 1249
1251 if (sign->msg == NULL) 1250 if (sign->msg == NULL)
1252 { 1251 {
1253 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.");
1254 return; 1253 return;
1275 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)
1276 { 1275 {
1277 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.");
1278 return; 1277 return;
1279 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1280 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];
1281 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1282 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 }
1283} 1294}
1284 1295
1285/** 1296/**
1286 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1287 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1310 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1311 */ 1322 */
1312 if (recursion_depth >= 500) 1323 if (recursion_depth >= 500)
1313 { 1324 {
1314 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1315 "[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);
1316 return; 1327 return;
1317 } 1328 }
1329
1318 recursion_depth++; 1330 recursion_depth++;
1319 if (trap->head) 1331 if (trap->head)
1320 trap = trap->head; 1332 trap = trap->head;
1321 1333
1322 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)))
1337 1349
1338 /* 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
1339 * above with some objects have zero speed, and thus the player 1351 * above with some objects have zero speed, and thus the player
1340 * getting permanently paralyzed. 1352 * getting permanently paralyzed.
1341 */ 1353 */
1342 if (victim->speed_left < -50.0) 1354 if (victim->speed_left < -50.f)
1343 victim->speed_left = -50.0; 1355 victim->speed_left = -50.f;
1344 /* 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); */
1345 } 1357 }
1346 goto leave; 1358 goto leave;
1347 1359
1348 case SPINNER: 1360 case SPINNER:
1517 } 1529 }
1518 goto leave; 1530 goto leave;
1519 1531
1520 default: 1532 default:
1521 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 "
1522 "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);
1523 goto leave; 1535 goto leave;
1524 } 1536 }
1525 1537
1526leave: 1538leave:
1527 recursion_depth--; 1539 recursion_depth--;
1539 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1540 { 1552 {
1541 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.");
1542 return; 1554 return;
1543 } 1555 }
1556
1544 if (tmp->msg == NULL) 1557 if (!tmp->msg)
1545 { 1558 {
1546 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);
1547 return; 1560 return;
1548 } 1561 }
1549 1562
1552 if (!skill_ob) 1565 if (!skill_ob)
1553 { 1566 {
1554 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.");
1555 return; 1568 return;
1556 } 1569 }
1570
1557 lev_diff = tmp->level - (skill_ob->level + 5); 1571 lev_diff = tmp->level - (skill_ob->level + 5);
1558 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1559 { 1573 {
1560 if (lev_diff < 2) 1574 if (lev_diff < 2)
1561 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.");
1572 return; 1586 return;
1573 } 1587 }
1574 1588
1575 readable_message_type *msgType = get_readable_message_type (tmp); 1589 readable_message_type *msgType = get_readable_message_type (tmp);
1576 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
1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1578 msgType->message_type, msgType->message_subtype, 1604 msgType->message_type, msgType->message_subtype,
1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1580 long_desc (tmp, op), &tmp->msg); 1606 long_desc (tmp, op), &tmp->msg);
1581 1607
1582 /* gain xp from reading */ 1608 /* gain xp from reading */
1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1584 { /* only if not read before */ 1610 { /* only if not read before */
1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1867 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1868 identify (tmp); 1894 identify (tmp);
1869 1895
1870 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);
1871 1897
1872
1873 cast_spell (op, tmp, dir, tmp->inv, NULL); 1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp); 1899 decrease_ob (tmp);
1875} 1900}
1876 1901
1877/** 1902/**
1880 * chest. 1905 * chest.
1881 */ 1906 */
1882static void 1907static void
1883apply_treasure (object *op, object *tmp) 1908apply_treasure (object *op, object *tmp)
1884{ 1909{
1885 object *treas;
1886
1887
1888 /* 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
1889 * 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
1890 * 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
1891 * 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
1892 * treasure 1914 * treasure
1893 */ 1915 */
1894
1895 treas = tmp->inv; 1916 object *treas = tmp->inv;
1896 if (treas == NULL) 1917
1918 if (!treas)
1897 { 1919 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1899 decrease_ob (tmp); 1921 decrease_ob (tmp);
1900 return; 1922 return;
1901 } 1923 }
1924
1902 while (tmp->inv) 1925 while (tmp->inv)
1903 { 1926 {
1904 treas = tmp->inv; 1927 treas = tmp->inv;
1905 1928
1906 treas->remove (); 1929 treas->remove ();
2024 if (meal->type != FLESH || !is_dragon_pl (op)) 2047 if (meal->type != FLESH || !is_dragon_pl (op))
2025 return 0; 2048 return 0;
2026 2049
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */ 2051 from the player's inventory */
2029 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030 shstr_cmp dragon_skin_force ("dragon_skin_force");
2031
2032 for (tmp = op->inv; tmp; tmp = tmp->below) 2052 for (tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == FORCE) 2053 if (tmp->type == FORCE)
2034 if (tmp->arch->name == dragon_skin_force) 2054 if (tmp->arch->archname == shstr_dragon_skin_force)
2035 skin = tmp; 2055 skin = tmp;
2036 else if (tmp->arch->name == dragon_ability_force) 2056 else if (tmp->arch->archname == shstr_dragon_ability_force)
2037 abil = tmp; 2057 abil = tmp;
2038 2058
2039 /* 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
2040 which is not to be considered a dragon -> bail out */ 2060 which is not to be considered a dragon -> bail out */
2041 if (skin == NULL || abil == NULL) 2061 if (skin == NULL || abil == NULL)
2358 case EXIT: 2378 case EXIT:
2359 if (op->type != PLAYER) 2379 if (op->type != PLAYER)
2360 return 0; 2380 return 0;
2361 2381
2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2363 {
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2383 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2365 }
2366 else 2384 else
2367 { 2385 {
2368 /* Don't display messages for random maps. */ 2386 /* Don't display messages for random maps. */
2369 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2370 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2371 2389
2372 op->enter_exit (tmp); 2390 op->enter_exit (tmp);
2373 } 2391 }
2392
2374 return 1; 2393 return 1;
2375 2394
2376 case SIGN: 2395 case SIGN:
2377 apply_sign (op, tmp, 0); 2396 apply_sign (op, tmp, 0);
2378 return 1; 2397 return 1;
2382 { 2401 {
2383 apply_book (op, tmp); 2402 apply_book (op, tmp);
2384 return 1; 2403 return 1;
2385 } 2404 }
2386 else 2405 else
2387 {
2388 return 0; 2406 return 0;
2389 }
2390 2407
2391 case SKILLSCROLL: 2408 case SKILLSCROLL:
2392 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2393 { 2410 {
2394 apply_skillscroll (op, tmp); 2411 apply_skillscroll (op, tmp);
2395 return 1; 2412 return 1;
2396 } 2413 }
2414 else
2397 return 0; 2415 return 0;
2398 2416
2399 case SPELLBOOK: 2417 case SPELLBOOK:
2400 if (op->type == PLAYER) 2418 if (op->type == PLAYER)
2401 { 2419 {
2402 apply_spellbook (op, tmp); 2420 apply_spellbook (op, tmp);
2403 return 1; 2421 return 1;
2404 } 2422 }
2423 else
2405 return 0; 2424 return 0;
2406 2425
2407 case SCROLL: 2426 case SCROLL:
2408 apply_scroll (op, tmp, 0); 2427 apply_scroll (op, tmp, 0);
2409 return 1; 2428 return 1;
2410 2429
2411 case POTION: 2430 case POTION:
2412 (void) apply_potion (op, tmp); 2431 apply_potion (op, tmp);
2413 return 1; 2432 return 1;
2414 2433
2415 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2434 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed? 2435 //TODO: remove, as it is unsed?
2417 case CLOSE_CON: 2436 case CLOSE_CON:
2477 } 2496 }
2478 else 2497 else
2479 return 0; 2498 return 0;
2480 2499
2481 case WEAPON_IMPROVER: 2500 case WEAPON_IMPROVER:
2482 (void) check_improve_weapon (op, tmp); 2501 check_improve_weapon (op, tmp);
2483 return 1; 2502 return 1;
2484 2503
2485 case CLOCK: 2504 case CLOCK:
2486 if (op->type == PLAYER) 2505 if (op->type == PLAYER)
2487 { 2506 {
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2496 new_draw_info (NDI_UNIQUE, 0, op, buf); 2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2516 return 1;
2498 } 2517 }
2499 else 2518 else
2500 {
2501 return 0; 2519 return 0;
2502 }
2503 2520
2504 case MENU: 2521 case MENU:
2505 if (op->type == PLAYER) 2522 if (op->type == PLAYER)
2506 { 2523 {
2507 shop_listing (tmp, op); 2524 shop_listing (tmp, op);
2508 return 1; 2525 return 1;
2509 } 2526 }
2510 else 2527 else
2511 {
2512 return 0; 2528 return 0;
2513 }
2514 2529
2515 case POWER_CRYSTAL: 2530 case POWER_CRYSTAL:
2516 apply_power_crystal (op, tmp); /* see egoitem.c */ 2531 apply_power_crystal (op, tmp); /* see egoitem.c */
2517 return 1; 2532 return 1;
2518 2533
2521 { 2536 {
2522 apply_lighter (op, tmp); 2537 apply_lighter (op, tmp);
2523 return 1; 2538 return 1;
2524 } 2539 }
2525 else 2540 else
2526 {
2527 return 0; 2541 return 0;
2528 }
2529 2542
2530 case ITEM_TRANSFORMER: 2543 case ITEM_TRANSFORMER:
2531 apply_item_transformer (op, tmp); 2544 apply_item_transformer (op, tmp);
2532 return 1; 2545 return 1;
2533 2546
2556 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!");
2557 return 0; 2570 return 0;
2558 } 2571 }
2559 } 2572 }
2560 2573
2561 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2562 * applied.
2563 */
2564 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2565 {
2566 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2567 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2568 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2569 op->destroy ();
2570 return 1;
2571 }
2572
2573 pl->contr->last_used = op; 2574 pl->contr->last_used = op;
2574 2575
2575 tmp = manual_apply (pl, op, aflag); 2576 tmp = manual_apply (pl, op, aflag);
2576 if (!quiet) 2577 if (!quiet)
2577 { 2578 {
2586/** 2587/**
2587 * player_apply_below attempts to apply the object 'below' the player. 2588 * player_apply_below attempts to apply the object 'below' the player.
2588 * If the player has an open container, we use that for below, otherwise 2589 * If the player has an open container, we use that for below, otherwise
2589 * we use the ground. 2590 * we use the ground.
2590 */ 2591 */
2591
2592void 2592void
2593player_apply_below (object *pl) 2593player_apply_below (object *pl)
2594{ 2594{
2595 int floors = 0; 2595 int floors = 0;
2596 2596
2633 * 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.
2634 */ 2634 */
2635static int 2635static int
2636unapply_special (object *who, object *op, int aflags) 2636unapply_special (object *who, object *op, int aflags)
2637{ 2637{
2638 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)))
2639 return RESULT_INT (0); 2640 return RESULT_INT (0);
2640 2641
2641 object *tmp2;
2642
2643 CLEAR_FLAG (op, FLAG_APPLIED); 2642 CLEAR_FLAG (op, FLAG_APPLIED);
2644 2643
2645 switch (op->type) 2644 switch (op->type)
2646 { 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
2647 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
2648 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));
2649 2669
2650 change_abil (who, op); 2670 change_abil (who, op);
2651 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2671 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2652
2653 if (who->contr)
2654 {
2655 if (who->contr->combat_ob == op)
2656 who->contr->combat_ob = 0;
2657
2658 if (who->current_weapon == op)
2659 who->current_weapon = 0;
2660 }
2661
2662 clear_skill (who);
2663 break; 2672 break;
2664 2673
2665 case SKILL: /* allows objects to impart skills */
2666 case SKILL_TOOL: 2674 case SKILL:
2667 if (op != who->chosen_skill)
2668 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2669
2670 if (who->contr) 2675 if (who->contr)
2671 { 2676 {
2672 if (!op->invisible) 2677 if (!op->invisible)
2673 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));
2674 else 2679 else
2675 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);
2676 } 2681 }
2677 2682
2678 change_abil (who, op); 2683 change_abil (who, op);
2679 who->chosen_skill = 0;
2680 CLEAR_FLAG (who, FLAG_READY_SKILL); 2684 CLEAR_FLAG (who, FLAG_READY_SKILL);
2681 break; 2685 break;
2682 2686
2683 case ARMOUR: 2687 case ARMOUR:
2684 case HELMET: 2688 case HELMET:
2693 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));
2694 change_abil (who, op); 2698 change_abil (who, op);
2695 break; 2699 break;
2696 2700
2697 case LAMP: 2701 case LAMP:
2702 {
2698 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
2699 tmp2 = arch_to_object (op->other_arch); 2705 object *tmp2 = arch_to_object (op->other_arch);
2700 tmp2->x = op->x; 2706 tmp2->x = op->x;
2701 tmp2->y = op->y; 2707 tmp2->y = op->y;
2702 tmp2->map = op->map; 2708 tmp2->map = op->map;
2703 tmp2->below = op->below; 2709 tmp2->below = op->below;
2704 tmp2->above = op->above; 2710 tmp2->above = op->above;
2705 tmp2->stats.food = op->stats.food; 2711 tmp2->stats.food = op->stats.food;
2706 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2712 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2707 2713
2708 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2709 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2715 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2710 2716
2711 if (who->contr) 2717 if (who->contr)
2712 esrv_del_item (who->contr, op->count); 2718 esrv_del_item (who->contr, op->count);
2713 2719
2714 op->destroy (); 2720 op->destroy ();
2715 insert_ob_in_ob (tmp2, who); 2721 insert_ob_in_ob (tmp2, who);
2716 who->update_stats (); 2722 who->update_stats ();
2717 2723
2718 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2719 { 2725 {
2720 if (who->contr) 2726 if (who->contr)
2721 { 2727 {
2722 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!");
2723 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2724 } 2730 }
2725 } 2731 }
2726 2732
2727 if (who->contr) 2733 if (who->contr)
2728 esrv_send_item (who, tmp2); 2734 esrv_send_item (who, tmp2);
2735 }
2729 2736
2730 return 1; /* otherwise, an attempt to drop causes problems */ 2737 return 1; /* otherwise, an attempt to drop causes problems */
2731 2738
2732 case BOW: 2739 case BOW:
2733 case WAND: 2740 case WAND:
2734 case ROD: 2741 case ROD:
2735 case HORN: 2742 case HORN:
2736 clear_skill (who);
2737
2738 if (who->contr) 2743 if (player *pl = who->contr)
2744 {
2745 if (op == pl->ranged_ob)
2739 { 2746 {
2747 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob);
2749 }
2750
2740 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));
2741
2742 if (who->contr->ranged_ob == op)
2743 who->contr->ranged_ob = 0;
2744
2745 if (who->current_weapon == op)
2746 who->current_weapon = 0;
2747 } 2752 }
2748 else 2753 else
2749 { 2754 {
2755 who->change_skill (0);
2756
2750 if (op->type == BOW) 2757 if (op->type == BOW)
2751 CLEAR_FLAG (who, FLAG_READY_BOW); 2758 CLEAR_FLAG (who, FLAG_READY_BOW);
2752 else 2759 else
2753 CLEAR_FLAG (who, FLAG_READY_RANGE); 2760 CLEAR_FLAG (who, FLAG_READY_RANGE);
2754 } 2761 }
2755 2762
2756 break; 2763 break;
2757 2764
2758 case BUILDER: 2765 case BUILDER:
2759 if (who->contr) 2766 if (who->contr)
2760 {
2761 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));
2762
2763 if (who->contr->ranged_ob == op)
2764 who->contr->ranged_ob = 0;
2765 }
2766 break; 2768 break;
2767 2769
2768 default: 2770 default:
2769 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));
2770 break; 2772 break;
2772 2774
2773 who->update_stats (); 2775 who->update_stats ();
2774 2776
2775 if (!(aflags & AP_NO_MERGE)) 2777 if (!(aflags & AP_NO_MERGE))
2776 { 2778 {
2777 object *tmp;
2778
2779 tmp = merge_ob (op, NULL); 2779 object *tmp = merge_ob (op, 0);
2780 2780
2781 if (who->contr) 2781 if (who->contr)
2782 { 2782 {
2783 if (tmp) 2783 if (tmp)
2784 { /* it was merged */ 2784 { /* it was merged */
2796/** 2796/**
2797 * Returns the object that is using location 'loc'. 2797 * Returns the object that is using location 'loc'.
2798 * Note that 'start' is the first object to start examing - we 2798 * Note that 'start' is the first object to start examing - we
2799 * then go through the below of this. In this way, you can do 2799 * then go through the below of this. In this way, you can do
2800 * something like: 2800 * something like:
2801 * tmp = get_item_from_body_location(who->inv, 1); 2801 * tmp = get_next_item_from_body_location(who->inv, 1);
2802 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2802 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2803 * to find the second object that may use this location, etc. 2803 * to find the second object that may use this location, etc.
2804 * Returns NULL if no match is found. 2804 * Returns NULL if no match is found.
2805 * 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.
2806 * don't return invisible objects unless they are skill objects 2806 * don't return invisible objects unless they are skill objects
2807 * invisible other objects that use 2807 * invisible other objects that use
2808 * up body locations can be used as restrictions. 2808 * up body locations can be used as restrictions.
2809 */ 2809 */
2810static object * 2810static object *
2811get_item_from_body_location (int loc, object *start) 2811get_next_item_from_body_location (int loc, object *start)
2812{ 2812{
2813 if (start)
2814 for (object *tmp = start; tmp; tmp = tmp->below) 2813 for (object *tmp = start; tmp; tmp = tmp->below)
2815 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2814 if (tmp->flag [FLAG_APPLIED]
2815 && tmp->slot[loc].info
2816 && (!tmp->invisible || tmp->type == SKILL))
2816 return tmp; 2817 return tmp;
2817 2818
2818 return 0; 2819 return 0;
2819} 2820}
2820 2821
2821/** 2822/**
2862 /* 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
2863 * to free up enough slots. 2864 * to free up enough slots.
2864 */ 2865 */
2865 while ((who->slot[i].used + op->slot[i].info) < 0) 2866 while ((who->slot[i].used + op->slot[i].info) < 0)
2866 { 2867 {
2867 object *tmp = get_item_from_body_location (i, last); 2868 object *tmp = get_next_item_from_body_location (i, last);
2868 2869
2869 if (!tmp) 2870 if (!tmp)
2870 { 2871 {
2871#if 0 2872#if 0
2872 /* 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
2910 * Checks to see if 'who' can apply object 'op'. 2911 * Checks to see if 'who' can apply object 'op'.
2911 * Returns 0 if apply can be done without anything special. 2912 * Returns 0 if apply can be done without anything special.
2912 * Otherwise returns a bitmask - potentially several of these may be 2913 * Otherwise returns a bitmask - potentially several of these may be
2913 * set, but largely depends on circumstance - in the future, processing 2914 * set, but largely depends on circumstance - in the future, processing
2914 * 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
2915 * 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?)
2916 * 2917 *
2917 * See include/define.h for detailed description of the meaning of 2918 * See include/define.h for detailed description of the meaning of
2918 * these return values. 2919 * these return values.
2919 */ 2920 */
2920int 2921int
2929 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2930 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2930 { 2931 {
2931 if (op->slot[i].info) 2932 if (op->slot[i].info)
2932 { 2933 {
2933 /* Item uses more slots than we have */ 2934 /* Item uses more slots than we have */
2934 if (abs (op->slot[i].info) > who->slot[i].info) 2935 if (who->slot[i].info + op->slot [i].info < 0)
2935 { 2936 {
2936 /* Could return now for efficiency - rest of info below isn't 2937 /* Could return now for efficiency - rest of info below isn't
2937 * really needed. 2938 * really needed.
2938 */ 2939 */
2939 retval |= CAN_APPLY_NEVER; 2940 retval |= CAN_APPLY_NEVER;
2940 } 2941 }
2941 else if ((who->slot[i].used + op->slot[i].info) < 0) 2942 else if (who->slot[i].used + op->slot[i].info < 0)
2942 { 2943 {
2943 /* in this case, equipping this would use more free spots than 2944 /* in this case, equipping this would use more free spots than
2944 * we have. 2945 * we have.
2945 */ 2946 */
2946 2947
2951 * one choice. However, the check for the number of body locations 2952 * one choice. However, the check for the number of body locations
2952 * does take into the account cases where what is being applied 2953 * does take into the account cases where what is being applied
2953 * may be two handed for example. 2954 * may be two handed for example.
2954 */ 2955 */
2955 if (ws) 2956 if (ws)
2956 {
2957 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 2957 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2958 { 2958 {
2959 retval |= CAN_APPLY_UNAPPLY; 2959 retval |= CAN_APPLY_UNAPPLY;
2960 continue; 2960 continue;
2961 } 2961 }
2962 }
2963 2962
2964 object *tmp1 = get_item_from_body_location (i, who->inv); 2963 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2965 if (!tmp1) 2964 if (!tmp1)
2966 { 2965 {
2967#if 0 2966#if 0
2968 /* 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
2969 * join in with more stuff equipped than they are now allowed. 2968 * join in with more stuff equipped than they are now allowed.
2977 /* need to unapply something. However, if this something 2976 /* need to unapply something. However, if this something
2978 * is different than we had found before, it means they need 2977 * is different than we had found before, it means they need
2979 * to apply multiple objects 2978 * to apply multiple objects
2980 */ 2979 */
2981 retval |= CAN_APPLY_UNAPPLY; 2980 retval |= CAN_APPLY_UNAPPLY;
2981
2982 if (!tmp) 2982 if (!tmp)
2983 tmp = tmp1; 2983 tmp = tmp1;
2984 else if (tmp != tmp1) 2984 else if (tmp != tmp1)
2985 retval |= CAN_APPLY_UNAPPLY_MULT; 2985 retval |= CAN_APPLY_UNAPPLY_MULT;
2986 2986
3048 * AP_UNAPPLY=always unapply). 3048 * AP_UNAPPLY=always unapply).
3049 * 3049 *
3050 * Optional flags: 3050 * Optional flags:
3051 * 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
3052 * 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
3053 * 3054 *
3054 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3055 * 3056 *
3056 * apply_special() doesn't check for unpaid items. 3057 * apply_special() doesn't check for unpaid items.
3057 */ 3058 */
3077 if (basic_flag == AP_APPLY) 3078 if (basic_flag == AP_APPLY)
3078 return 0; 3079 return 0;
3079 3080
3080 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)))
3081 { 3082 {
3082 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));
3083 return 1; 3084 return 1;
3084 } 3085 }
3085 3086
3086 return unapply_special (who, op, aflags); 3087 return unapply_special (who, op, aflags);
3087 } 3088 }
3088 3089
3089 if (basic_flag == AP_UNAPPLY) 3090 if (basic_flag == AP_UNAPPLY)
3090 return 0; 3091 return 0;
3092
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);
3091 3103
3092 /* 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 */
3093 if (int i = can_apply_object (who, op)) 3105 if (int i = can_apply_object (who, op))
3094 { 3106 {
3095 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3134 } 3146 }
3135 else 3147 else
3136 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3137 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3138 */ 3150 */
3139 change_skill (who, skop, 0); 3151 who->change_skill (skop);
3140 } 3152 }
3141 3153
3142 if (who->type == PLAYER 3154 if (who->type == PLAYER
3143 && op->item_power 3155 && op->item_power
3144 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3164 switch (op->type) 3176 switch (op->type)
3165 { 3177 {
3166 case WEAPON: 3178 case WEAPON:
3167 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3168 { 3180 {
3169 new_draw_info (NDI_UNIQUE, 0, who, "This 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. "
3170 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3171 3183
3172 if (tmp) 3184 if (tmp)
3173 insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3174 3186
3175 return 1; 3187 return 1;
3194 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3195 return 1; 3207 return 1;
3196 } 3208 }
3197 3209
3198 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3199 change_skill (who, skop, 1); 3211 who->change_skill (skop);
3200 3212
3201 if (who->contr) 3213 if (who->contr)
3202 {
3203 who->contr->combat_ob = op; 3214 who->change_weapon (who->contr->combat_ob = op);
3204 who->current_weapon = op;
3205 }
3206
3207 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3208 SET_FLAG (who, FLAG_READY_WEAPON);
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 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:
3270 if (who->type == PLAYER) 3277 if (who->type == PLAYER)
3271 esrv_send_item (who, tmp2); 3278 esrv_send_item (who, tmp2);
3272 3279
3273 return 0; 3280 return 0;
3274 3281
3275 /* this part is needed for skill-tools */ 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 }
3292 break;
3293
3276 case SKILL: 3294 case SKILL:
3277 case SKILL_TOOL:
3278 if (who->chosen_skill)
3279 {
3280 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3281 return 1;
3282 }
3283
3284 if (player *pl = who->contr) 3295 if (player *pl = who->contr)
3285 { 3296 {
3286 if (IS_COMBAT_SKILL (op->subtype)) 3297 if (IS_COMBAT_SKILL (op->subtype))
3287 { 3298 {
3288 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3289 { 3300 {
3290 for (object *item = who->inv; item; item = item->below) 3301 for (object *item = who->inv; item; item = item->below)
3291 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3302 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3292 { 3303 {
3293 pl->combat_ob = who->current_weapon = item; 3304 if (item->skill == op->skill)
3305 {
3306 who->change_weapon (pl->combat_ob = item);
3294 goto found_weapon; 3307 goto found_weapon;
3308 }
3295 } 3309 }
3296 3310
3297 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3311 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3298 return 1; 3312 return 1;
3299 3313
3300 found_weapon:; 3314 found_weapon:;
3301 } 3315 }
3302 else 3316 else
3303 {
3304 pl->combat_ob = op; 3317 who->change_weapon (pl->combat_ob = op);
3305 op->current_weapon = 0;
3306 }
3307 } 3318 }
3308 else if (IS_RANGED_SKILL (op->subtype)) 3319 else if (IS_RANGED_SKILL (op->subtype))
3309 { 3320 {
3310 if (skill_flags [op->subtype] & SF_NEED_BOW) 3321 if (skill_flags [op->subtype] & SF_NEED_BOW)
3311 { 3322 {
3312 for (object *item = who->inv; item; item = item->below) 3323 for (object *item = who->inv; item; item = item->below)
3313 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3324 if (item->type == BOW && item->flag [FLAG_APPLIED])
3314 { 3325 {
3315 pl->ranged_ob = who->current_weapon = item; 3326 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item);
3316 goto found_bow; 3328 goto found_bow;
3317 } 3329 }
3318 3330
3319 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3320 return 1; 3332 return 1;
3321 3333
3322 found_bow:; 3334 found_bow:;
3323 } 3335 }
3324 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3325 {
3326 for (object *item = who->inv; item; item = item->below)
3327 if (item->flag [FLAG_APPLIED]
3328 && (item->type == WAND || item->type == ROD || item->type == HORN))
3329 {
3330 pl->ranged_ob = who->current_weapon = item;
3331 goto found_item;
3332 }
3333
3334 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3335 return 1;
3336
3337 found_item:;
3338 }
3339 else 3336 else
3340 {
3341 pl->ranged_ob = op; 3337 who->change_weapon (pl->ranged_ob = op);
3342 op->current_weapon = 0;
3343 }
3344 } 3338 }
3345 3339
3346 if (!op->invisible) 3340 if (!op->invisible)
3347 { 3341 {
3348 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));
3349 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);
3350 } 3344 }
3351 else 3345 else
3352 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);
3353 } 3347 }
3354 3348 else
3349 {
3355 SET_FLAG (op, FLAG_APPLIED); 3350 SET_FLAG (op, FLAG_APPLIED);
3356 change_abil (who, op); 3351 change_abil (who, op);
3357 who->chosen_skill = op; 3352 who->chosen_skill = op;
3358 SET_FLAG (who, FLAG_READY_SKILL); 3353 SET_FLAG (who, FLAG_READY_SKILL);
3354 }
3355
3359 break; 3356 break;
3360 3357
3361 case BOW: 3358 case BOW:
3362 if (!check_weapon_power (who, op->last_eat)) 3359 if (!check_weapon_power (who, op->last_eat))
3363 { 3360 {
3390 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3391 return 1; 3388 return 1;
3392 } 3389 }
3393 3390
3394 SET_FLAG (op, FLAG_APPLIED); 3391 SET_FLAG (op, FLAG_APPLIED);
3395 change_skill (who, skop, 0); 3392 who->change_skill (skop);
3396 3393
3397 if (who->contr) 3394 if (who->contr)
3398 { 3395 {
3399 who->contr->ranged_ob = op; 3396 who->contr->ranged_ob = op;
3400 3397
3419 break; 3416 break;
3420 3417
3421 case BUILDER: 3418 case BUILDER:
3422 if (who->type == PLAYER) 3419 if (who->type == PLAYER)
3423 { 3420 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3424 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3425 unapply_special (who, who->contr->ranged_ob, 0); 3423 unapply_special (who, who->contr->ranged_ob, 0);
3426 3424
3427 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));
3428 3426
3654 * Handles player eating food that temporarily changes status (resistances, stats). 3652 * Handles player eating food that temporarily changes status (resistances, stats).
3655 * This used to call cast_change_attr(), but 3653 * This used to call cast_change_attr(), but
3656 * 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
3657 * the food changes, just grab a force and use that instead. 3655 * the food changes, just grab a force and use that instead.
3658 */ 3656 */
3659
3660void 3657void
3661eat_special_food (object *who, object *food) 3658eat_special_food (object *who, object *food)
3662{ 3659{
3663 object *force; 3660 object *force;
3664 int i, did_one = 0; 3661 int i, did_one = 0;
3665 sint8 k;
3666 3662
3667 force = get_archetype (FORCE_NAME); 3663 force = get_archetype (FORCE_NAME);
3668 3664
3669 for (i = 0; i < NUM_STATS; i++) 3665 for (i = 0; i < NUM_STATS; i++)
3670 { 3666 if (sint8 k = food->stats.stat (i))
3671 k = get_attr_value (&food->stats, i);
3672 if (k)
3673 { 3667 {
3674 set_attr_value (&force->stats, i, k); 3668 force->stats.stat (i) = k;
3675 did_one = 1; 3669 did_one = 1;
3676 } 3670 }
3677 }
3678 3671
3679 /* check if we can protect the eater */ 3672 /* check if we can protect the eater */
3680 for (i = 0; i < NROFATTACKS; i++) 3673 for (i = 0; i < NROFATTACKS; i++)
3681 { 3674 {
3682 if (food->resist[i] > 0) 3675 if (food->resist[i] > 0)
3843 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!");
3844 blind_player (op, op, power); 3837 blind_player (op, op, power);
3845 } 3838 }
3846 else if (failure <= -80) 3839 else if (failure <= -80)
3847 { /* blast the immediate area */ 3840 { /* blast the immediate area */
3848 object *tmp;
3849
3850 tmp = get_archetype (LOOSE_MANA); 3841 object *tmp = get_archetype (LOOSE_MANA);
3851 cast_magic_storm (op, tmp, power); 3842 cast_magic_storm (op, tmp, power);
3852 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3853 tmp->destroy (); 3844 tmp->destroy ();
3854 } 3845 }
3855 } 3846 }
3856} 3847}
3857 3848
3877 */ 3868 */
3878 int i, j; 3869 int i, j;
3879 3870
3880 for (i = 0; i < NUM_STATS; i++) 3871 for (i = 0; i < NUM_STATS; i++)
3881 { 3872 {
3882 sint8 stat = get_attr_value (stats, i); 3873 int race_bonus = pl->arch->stats.stat (i);
3883 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3874 sint8 stat = stats->stat (i) + ns->stat (i);
3884 3875
3885 stat += get_attr_value (ns, i);
3886 if (stat > 20 + race_bonus) 3876 if (stat > 20 + race_bonus)
3887 { 3877 {
3888 excess_stat++; 3878 excess_stat++;
3889 stat = 20 + race_bonus; 3879 stat = 20 + race_bonus;
3890 } 3880 }
3891 set_attr_value (stats, i, stat); 3881
3882 stats->stat (i) = stat;
3892 } 3883 }
3893 3884
3894 for (j = 0; excess_stat > 0 && j < 100; j++) 3885 for (j = 0; excess_stat > 0 && j < 100; j++)
3895 { /* try 100 times to assign excess stats */ 3886 { /* try 100 times to assign excess stats */
3896 int i = rndm (0, 6); 3887 int i = rndm (0, 6);
3897 int stat = get_attr_value (stats, i);
3898 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3899 3888
3900 if (i == CHA) 3889 if (i == CHA)
3901 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);
3902 if (stat < 20 + race_bonus) 3894 if (stat < 20 + race_bonus)
3903 { 3895 {
3904 change_attr_value (stats, i, 1); 3896 change_attr_value (stats, i, 1);
3905 excess_stat--; 3897 excess_stat--;
3906 } 3898 }
3909 /* insert the randomitems from the change's treasurelist into 3901 /* insert the randomitems from the change's treasurelist into
3910 * the player ref: player.c 3902 * the player ref: player.c
3911 */ 3903 */
3912 if (change->randomitems != NULL) 3904 if (change->randomitems != NULL)
3913 give_initial_items (pl, change->randomitems); 3905 give_initial_items (pl, change->randomitems);
3914
3915 3906
3916 /* set up the face, for some races. */ 3907 /* set up the face, for some races. */
3917 3908
3918 /* first, look for the force object banning 3909 /* first, look for the force object banning
3919 * changing the face. Certain races never change face with class. 3910 * changing the face. Certain races never change face with class.
3976 { 3967 {
3977 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));
3978 return; 3969 return;
3979 } 3970 }
3980 /* check whether they are compatible or not */ 3971 /* check whether they are compatible or not */
3981 find = strstr (marked->slaying, transformer->arch->name); 3972 find = strstr (marked->slaying, transformer->arch->archname);
3982 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3983 { 3974 {
3984 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));
3985 return; 3976 return;
3986 } 3977 }
3987 find += strlen (transformer->arch->name) + 1; 3978 find += strlen (transformer->arch->archname) + 1;
3988 /* 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 */
3989 if (isdigit (*(find))) 3980 if (isdigit (*(find)))
3990 { 3981 {
3991 yield = atoi (find); 3982 yield = atoi (find);
3992 if (yield < 1) 3983 if (yield < 1)

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