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/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.229 by root, Fri Mar 26 20:17:48 2010 UTC vs.
Revision 1.233 by root, Fri Apr 2 03:41:24 2010 UTC

1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1743 return; 1743 return;
1744 } 1744 }
1745 1745
1746 op->failmsg (format ("You lose knowledge of %s.", spell)); 1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1747 player_unready_range_ob (op->contr, spob);
1748 esrv_remove_spell (op->contr, spob); 1747 esrv_remove_spell (op->contr, spob);
1749 spob->destroy (); 1748 spob->destroy ();
1750} 1749}
1751 1750
1752/** 1751/**
2019 which is not to be considered a dragon -> bail out */ 2018 which is not to be considered a dragon -> bail out */
2020 if (skin == NULL || abil == NULL) 2019 if (skin == NULL || abil == NULL)
2021 return 0; 2020 return 0;
2022 2021
2023 /* now start by filling stomache and health, according to food-value */ 2022 /* now start by filling stomache and health, according to food-value */
2024 if ((999 - op->stats.food) < meal->stats.food) 2023 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2025 op->stats.hp += (999 - op->stats.food) / 50; 2024 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2026 else 2025 else
2027 op->stats.hp += meal->stats.food / 50; 2026 op->stats.hp += meal->stats.food / 50;
2028 2027
2029 if (op->stats.hp > op->stats.maxhp) 2028 min_it (op->stats.hp, op->stats.maxhp);
2030 op->stats.hp = op->stats.maxhp;
2031
2032 op->stats.food = min (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2033 2030
2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2035 2032
2036 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2037 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) 2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2155 ; 2152 ;
2156 else 2153 else
2157 { 2154 {
2158 /* usual case - no dragon meal: */ 2155 /* usual case - no dragon meal: */
2159 if (op->stats.food + tmp->stats.food > 999) 2156 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2160 { 2157 {
2161 if (tmp->type == FOOD || tmp->type == FLESH) 2158 if (tmp->type == FOOD || tmp->type == FLESH)
2162 op->failmsg ("You feel full, but what a waste of food!"); 2159 op->failmsg ("You feel full, but what a waste of food!");
2163 else 2160 else
2164 op->statusmsg ("Most of the drink goes down your face not your throat!"); 2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2188 /* eating message for dragon players */ 2185 /* eating message for dragon players */
2189 buf = format ("The %s tasted terrible!", &tmp->name); 2186 buf = format ("The %s tasted terrible!", &tmp->name);
2190 2187
2191 op->statusmsg (buf); 2188 op->statusmsg (buf);
2192 2189
2193 capacity_remaining = 999 - op->stats.food; 2190 capacity_remaining = MAX_FOOD - op->stats.food;
2194 op->stats.food += tmp->stats.food; 2191 op->stats.food += tmp->stats.food;
2195 if (capacity_remaining < tmp->stats.food) 2192 if (capacity_remaining < tmp->stats.food)
2196 op->stats.hp += capacity_remaining / 50; 2193 op->stats.hp += capacity_remaining / 50;
2197 else 2194 else
2198 op->stats.hp += tmp->stats.food / 50; 2195 op->stats.hp += tmp->stats.food / 50;
2199 2196
2200 if (op->stats.hp > op->stats.maxhp) 2197 min_it (op->stats.hp, op->stats.maxhp);
2201 op->stats.hp = op->stats.maxhp; 2198 min_it (op->stats.food, MAX_FOOD);
2202 if (op->stats.food > 999)
2203 op->stats.food = 999;
2204 } 2199 }
2205 2200
2206 /* special food hack -b.t. */ 2201 /* special food hack -b.t. */
2207 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2202 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2208 eat_special_food (op, tmp); 2203 eat_special_food (op, tmp);
2776 case CLOAK: 2771 case CLOAK:
2777 case WAND: 2772 case WAND:
2778 case ROD: 2773 case ROD:
2779 case HORN: 2774 case HORN:
2780 case SKILL: 2775 case SKILL:
2776 case SPELL:
2781 case BOW: 2777 case BOW:
2778 case RANGED:
2782 case BUILDER: 2779 case BUILDER:
2783 case SKILL_TOOL: 2780 case SKILL_TOOL:
2784 if (op->env != who) 2781 if (op->env != who)
2785 return 2; /* not in inventory */ 2782 return 2; /* not in inventory */
2786 2783
2950{ 2947{
2951 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2948 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2952 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2949 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2953 return RESULT_INT (0); 2950 return RESULT_INT (0);
2954 2951
2955 CLEAR_FLAG (op, FLAG_APPLIED); 2952 if (who->current_weapon == op)
2953 who->current_weapon = 0;
2954
2955 op->flag [FLAG_APPLIED] = false;
2956 2956
2957 switch (op->type) 2957 switch (op->type)
2958 { 2958 {
2959 case SKILL_TOOL: 2959 case SKILL:
2960 if (player *pl = who->contr)
2961 if (op->invisible)
2962 pl->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2963 else
2964 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2965
2966 change_abil (who, op);
2967 who->flag [FLAG_READY_SKILL] = false;
2968 break;
2969
2970 case WEAPON:
2971 who->statusmsg (format ("You unwield %s.", query_name (op)));
2972 change_abil (who, op);
2973 who->flag [FLAG_READY_WEAPON] = false;
2974
2960 // unapplying a skill tool should also unapply the skill it governs 2975 // unapplying a weapon or skill tool should also unapply the skill it governs
2961 // but this is hard, as it shouldn't do so when the skill can 2976 // but this is hard, as it shouldn't do so when the skill can
2962 // be used for other reasons 2977 // be used for other reasons
2963 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2978 if (who->chosen_skill)
2964 if (tmp->skill == op->skill 2979 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2965 && tmp->type == SKILL
2966 && tmp->flag [FLAG_APPLIED]
2967 && !tmp->flag [FLAG_CAN_USE_SKILL])
2968 unapply_special (who, tmp, 0); 2980 unapply_special (who, op, 0);
2969 2981
2970 change_abil (who, op);
2971 break; 2982 break;
2972 2983
2984 case BOW:
2973 case WEAPON: 2985 case WAND:
2986 case ROD:
2987 case HORN:
2988 case RANGED:
2974 if (player *pl = who->contr) 2989 if (player *pl = who->contr)
2975 if (op == pl->combat_ob)
2976 {
2977 pl->combat_ob = 0;
2978 who->change_weapon (pl->ranged_ob);
2979 }
2980
2981 who->statusmsg (format ("You unwield %s.", query_name (op)));
2982
2983 change_abil (who, op);
2984 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2985 break;
2986
2987 case SKILL:
2988 if (who->contr)
2989 { 2990 {
2990 if (IS_COMBAT_SKILL (op->subtype)) 2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2991 who->change_weapon (who->contr->combat_ob = 0); 2992 change_abil (who, op);
2992 else if (IS_RANGED_SKILL (op->subtype)) 2993 }
2993 who->change_weapon (who->contr->ranged_ob = 0); 2994 else
2995 {
2996 who->change_skill (0);
2994 2997
2995 if (op->invisible) 2998 if (op->type == BOW)
2996 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 2999 op->flag [FLAG_READY_BOW ] = false;
2997 else 3000 else
2998 who->statusmsg (format ("You stop using the %s.", query_name (op))); 3001 op->flag [FLAG_READY_RANGE] = false;
2999 } 3002 }
3000 3003
3001 change_abil (who, op);
3002 CLEAR_FLAG (who, FLAG_READY_SKILL);
3003 break; 3004 break;
3004 3005
3005 case ARMOUR: 3006 case ARMOUR:
3006 case HELMET: 3007 case HELMET:
3007 case SHIELD: 3008 case SHIELD:
3014 case CLOAK: 3015 case CLOAK:
3015 who->statusmsg (format ("You unwear %s.", query_name (op))); 3016 who->statusmsg (format ("You unwear %s.", query_name (op)));
3016 change_abil (who, op); 3017 change_abil (who, op);
3017 break; 3018 break;
3018 3019
3020 case SPELL:
3019 case BOW: 3021 case BUILDER:
3020 case WAND:
3021 case ROD:
3022 case HORN:
3023 if (player *pl = who->contr)
3024 {
3025 if (op == pl->ranged_ob)
3026 {
3027 pl->ranged_ob = 0;
3028 who->change_weapon (pl->combat_ob);
3029 }
3030
3031 who->statusmsg (format ("You unready %s.", query_name (op))); 3022 who->statusmsg (format ("You unready %s.", query_name (op)));
3032 }
3033 else
3034 {
3035 who->change_skill (0);
3036
3037 if (op->type == BOW)
3038 CLEAR_FLAG (who, FLAG_READY_BOW);
3039 else
3040 CLEAR_FLAG (who, FLAG_READY_RANGE);
3041 }
3042
3043 break; 3023 break;
3044 3024
3045 case BUILDER: 3025 //case SKILL_TOOL://TODO
3046 if (who->contr)
3047 who->statusmsg (format ("You unready %s.", query_name (op)));
3048 break;
3049
3050 default: 3026 default:
3051 who->statusmsg (format ("You unapply %s.", query_name (op))); 3027 who->statusmsg (format ("You unapply %s.", query_name (op)));
3052 break; 3028 break;
3053 } 3029 }
3054 3030
3303 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3279 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3304 retval |= CAN_APPLY_RESTRICTION; 3280 retval |= CAN_APPLY_RESTRICTION;
3305 } 3281 }
3306 3282
3307 return retval; 3283 return retval;
3284}
3285
3286// saner interface, returns successful status
3287bool
3288object::apply (object *ob, int aflags)
3289{
3290 bool want_apply = aflags & AP_APPLY;
3291
3292 if (ob->flag [FLAG_APPLIED] == want_apply)
3293 return true;
3294
3295 manual_apply (this, ob, aflags);
3296
3297 return ob->flag [FLAG_APPLIED] == want_apply;
3308} 3298}
3309 3299
3310/** 3300/**
3311 * who is the object using the object. It can be a monster. 3301 * who is the object using the object. It can be a monster.
3312 * op is the object they are using. op is an equipment type item, 3302 * op is the object they are using. op is an equipment type item,
3365 return unapply_special (who, op, aflags); 3355 return unapply_special (who, op, aflags);
3366 } 3356 }
3367 else if (basic_flag == AP_UNAPPLY) 3357 else if (basic_flag == AP_UNAPPLY)
3368 return 0; 3358 return 0;
3369 3359
3370 // if the item is combat/ranged, wield the relevant slot first
3371 // to resolve conflicts.
3372 if (player *pl = who->contr)
3373 switch (op->slottype ())
3374 {
3375 case slot_combat: who->change_weapon (pl->combat_ob); break;
3376 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3377 }
3378
3379 splay (op); 3360 splay (op);
3380 3361
3381 /* Can't just apply this object. Lets see what not and what to do */ 3362 /* Can't just apply this object. Lets see what not and what to do */
3382 if (int i = can_apply_object (who, op)) 3363 if (int i = can_apply_object (who, op))
3383 { 3364 {
3416 } 3397 }
3417 } 3398 }
3418 3399
3419 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3400 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3420 { 3401 {
3402 // try to ready attached skill first
3421 skop = find_skill_by_name (who, op->skill); 3403 skop = find_skill_by_name (who, op->skill);
3422 3404
3423 if (!skop) 3405 if (!skop)
3424 { 3406 {
3425 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 3407 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3426 return 1; 3408 return 1;
3427 } 3409 }
3428 else 3410 else if (!who->apply (skop, AP_APPLY | AP_HAVE_WEAPON))
3429 /* While experience will be credited properly, we want to change the
3430 * skill so that the dam and wc get updated
3431 */ 3411 {
3432 who->change_skill (skop); 3412 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3413 return 1;
3414 }
3433 } 3415 }
3434 3416
3435 if (!check_item_power (who, op->item_power)) 3417 if (!check_item_power (who, op->item_power))
3436 { 3418 {
3437 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3419 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3440 3422
3441 /* Ok. We are now at the state where we can apply the new object. 3423 /* Ok. We are now at the state where we can apply the new object.
3442 * Note that we don't have the checks for can_use_... 3424 * Note that we don't have the checks for can_use_...
3443 * below - that is already taken care of by can_apply_object. 3425 * below - that is already taken care of by can_apply_object.
3444 */ 3426 */
3427
3428 // split away all the other items from the stack, so only one item is left
3445 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; 3429 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3446 3430
3447 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3431 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3448 return RESULT_INT (0); 3432 return RESULT_INT (0);
3449 3433
3450 switch (op->type) 3434 switch (op->type)
3451 { 3435 {
3452 case WEAPON: 3436 case WEAPON:
3453 //TODO: this obviously fails for players using a shorter prefix 3437 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3454 // i.e. "R" can use Ragnarok's sword.
3455 if (op->level && !op->name.starts_with (who->name))
3456 { 3438 {
3457 /* if the weapon does not have the name as the character, can't use it. */ 3439 /* if the weapon does not have the name as the character, can't use it. */
3458 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3459 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3441 who->failmsg ("The weapon does not recognize you as its owner. "
3460 3442 "H<Its name indicates that it belongs to somebody else.>");
3461 if (tmp) 3443 if (tmp) who->insert (tmp);
3462 insert_ob_in_ob (tmp, who);
3463
3464 return 1; 3444 return 1;
3465 } 3445 }
3466 3446
3467 if (!skop) 3447 op->flag [FLAG_APPLIED] = true;
3448
3449 if (player *pl = who->contr)
3468 { 3450 {
3469 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3451 who->current_weapon = pl->combat_ob = op;
3470 return 1; 3452 who->statusmsg (format ("You wield %s.", query_name (op)));
3453 change_abil (who, op);
3471 } 3454 }
3472 3455 else
3473 SET_FLAG (op, FLAG_APPLIED);
3474 who->change_skill (skop); 3456 who->change_skill (skop);
3475 3457
3476 if (who->contr) 3458 op->flag [FLAG_READY_WEAPON] = true;
3477 who->change_weapon (who->contr->combat_ob = op);
3478
3479 who->statusmsg (format ("You wield %s.", query_name (op)));
3480
3481 SET_FLAG (who, FLAG_READY_WEAPON);
3482 change_abil (who, op);
3483 break; 3459 break;
3484 3460
3485 case ARMOUR: 3461 case ARMOUR:
3486 case HELMET: 3462 case HELMET:
3487 case SHIELD: 3463 case SHIELD:
3496 who->statusmsg (format ("You wear %s.", query_name (op))); 3472 who->statusmsg (format ("You wear %s.", query_name (op)));
3497 change_abil (who, op); 3473 change_abil (who, op);
3498 break; 3474 break;
3499 3475
3500 case SKILL_TOOL: 3476 case SKILL_TOOL:
3501 // applying a skill tool also readies the skill 3477 // applying a skill tool does not ready the skill
3478 // if something needs the skill, it has to ready it itself
3479 //TODO: unapplying should unapply the skill, though
3502 SET_FLAG (op, FLAG_APPLIED); 3480 SET_FLAG (op, FLAG_APPLIED);
3481 break;
3503 3482
3504 if (!(aflags & AP_NO_READY)) 3483 case SKILL:
3484 if (skill_flags [op->subtype] & SF_NEED_ITEM && !(aflags & AP_HAVE_WEAPON))
3505 { 3485 {
3506 skop = find_skill_by_name (who, op->skill); 3486 who->failmsg (format (
3507 if (!skop->flag [FLAG_APPLIED]) 3487 "You feel as if you wanted to do something funny, but you can't remember what. "
3508 apply_special (who, skop, AP_APPLY); 3488 "H<The skill %s needs an item to function, it cannot be used on its own.>",
3489 &op->skill
3490 ));
3491 if (tmp) who->insert (tmp);
3492 return 1;
3509 } 3493 }
3510 break;
3511 3494
3512 case SKILL:
3513 if (player *pl = who->contr) 3495 if (player *pl = who->contr)
3514 { 3496 {
3515 if (IS_COMBAT_SKILL (op->subtype)) 3497 if (skill_flags [op->subtype] & SF_COMBAT)
3516 { 3498 who->current_weapon = pl->combat_ob = op;
3499
3517 if (skill_flags [op->subtype] & SF_NEED_ITEM) 3500 if (skill_flags [op->subtype] & SF_RANGED)
3518 {
3519 for (object *item = who->inv; item; item = item->below)
3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3521 {
3522 if (item->skill == op->skill)
3523 {
3524 who->change_weapon (pl->combat_ob = item);
3525 goto found_weapon;
3526 }
3527 }
3528
3529 who->failmsg (format (
3530 "You need to apply a '%s' melee weapon before readying this skill. "
3531 "H<Some skills need an item, in this case a melee weapon, to function.>",
3532 &op->skill
3533 ));
3534 return 1;
3535
3536 found_weapon:;
3537 }
3538 else
3539 who->change_weapon (pl->combat_ob = op);
3540 }
3541 else if (IS_RANGED_SKILL (op->subtype))
3542 {
3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3544 {
3545 for (object *item = who->inv; item; item = item->below)
3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3547 {
3548 //TODO: bows should/must all have skill missile weapon right now
3549 who->change_weapon (pl->ranged_ob = item);
3550 goto found_bow;
3551 }
3552
3553 who->failmsg (
3554 "You need to apply a missile weapon before readying this skill. "
3555 "H<Some skills need an item, in this case a missile weapon, to function.>"
3556 );
3557 return 1;
3558
3559 found_bow:;
3560 }
3561 else
3562 who->change_weapon (pl->ranged_ob = op); 3501 who->current_weapon = pl->ranged_ob = op;
3563 }
3564 3502
3565 if (!op->invisible) 3503 if (op->invisible)
3566 { 3504 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3567 who->statusmsg (format (
3568 "You ready %s."
3569 "You can now use the skill: %s.",
3570 query_name (op),
3571 &op->skill
3572 ));
3573 }
3574 else 3505 else
3575 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 3506 who->statusmsg (format (
3507 "You ready %s."
3508 "You can now use the skill: %s.",
3509 query_name (op),
3510 &op->skill
3511 ));
3576 } 3512 }
3577 else 3513
3578 {
3579 SET_FLAG (op, FLAG_APPLIED);
3580 change_abil (who, op);
3581 who->chosen_skill = op;
3582 SET_FLAG (who, FLAG_READY_SKILL); 3514 SET_FLAG (who, FLAG_READY_SKILL);
3583 } 3515 SET_FLAG (op, FLAG_APPLIED);
3584 3516 change_abil (who, op);
3585 break; 3517 break;
3586 3518
3587 case BOW: 3519 case BOW:
3588 if (op->level && !op->name.starts_with (who->name)) 3520 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3589 { 3521 {
3590 who->failmsg ("The weapon does not recognize you as its owner. " 3522 who->failmsg ("The weapon does not recognize you as its owner. "
3591 "H<Its name indicates that it belongs to somebody else.>"); 3523 "H<Its name indicates that it belongs to somebody else.>");
3592 if (tmp) 3524 if (tmp) who->insert (tmp);
3593 insert_ob_in_ob (tmp, who);
3594
3595 return 1; 3525 return 1;
3596 } 3526 }
3527
3528 if (player *pl = who->contr)
3529 {
3530 op->flag [FLAG_APPLIED] = true;
3531 who->current_weapon = pl->ranged_ob = op;
3532 who->statusmsg (format ("You wield the %s.", query_name (op)));
3533 change_abil (who, op);
3534 }
3535 break;
3536
3537 case RANGED:
3538 if (player *pl = who->contr)
3539 {
3540 op->flag [FLAG_APPLIED] = true;
3541 who->current_weapon = pl->ranged_ob = op;
3542 who->statusmsg (format ("You applied the %s.", query_name (op)));
3543 }
3544 break;
3545
3546 case SPELL:
3547 if (player *pl = who->contr)
3548 {
3549 op->flag [FLAG_APPLIED] = true;
3550 who->current_weapon = pl->ranged_ob = op;
3551 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3552 }
3553 break;
3597 3554
3598 /*FALLTHROUGH*/ 3555 /*FALLTHROUGH*/
3599 case WAND: 3556 case WAND:
3600 case ROD: 3557 case ROD:
3601 case HORN: 3558 case HORN:
3602 /* check for skill, alter player status */ 3559 /* check for skill, alter player status */
3603 3560
3604 if (!skop) 3561 if (!skop)
3605 { 3562 {
3606 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3563 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3564 if (tmp) who->insert (tmp);
3607 return 1; 3565 return 1;
3608 } 3566 }
3609 3567
3610 SET_FLAG (op, FLAG_APPLIED); 3568 op->flag [FLAG_APPLIED] = true;
3611 who->change_skill (skop);
3612 3569
3613 if (who->contr) 3570 if (player *pl = who->contr)
3614 { 3571 {
3615 who->contr->ranged_ob = op;
3616
3617 who->statusmsg (format ("You ready %s.", query_name (op))); 3572 who->statusmsg (format ("You ready %s.", query_name (op)));
3573 who->current_weapon = pl->ranged_ob = op;
3618 3574
3619 if (op->type == BOW) 3575 if (op->type == BOW)
3620 {
3621 who->current_weapon = op;
3622 change_abil (who, op);
3623 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 3576 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3624 } 3577
3578 change_abil (who, op);
3625 } 3579 }
3626 else 3580 else
3627 { 3581 {
3582 who->change_skill (skop);
3583
3628 if (op->type == BOW) 3584 if (op->type == BOW)
3629 SET_FLAG (who, FLAG_READY_BOW); 3585 op->flag [FLAG_READY_BOW ] = true;
3630 else 3586 else
3631 SET_FLAG (who, FLAG_READY_RANGE); 3587 op->flag [FLAG_READY_RANGE] = true;
3632 } 3588 }
3633 3589
3634 break; 3590 break;
3635 3591
3636 case BUILDER: 3592 case BUILDER:
3637 if (who->type == PLAYER) 3593 if (player *pl = who->contr)
3638 { 3594 {
3639 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3595 who->current_weapon = pl->ranged_ob = op;
3640 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3641 unapply_special (who, who->contr->ranged_ob, 0);
3642
3643 who->statusmsg (format ("You ready your %s.", query_name (op))); 3596 who->statusmsg (format ("You ready your %s.", query_name (op)));
3644 3597 //TODO: change_abil?
3645 who->contr->ranged_ob = op;
3646 } 3598 }
3647 break; 3599 break;
3648 3600
3649 default: 3601 default:
3650 who->statusmsg (format ("You apply %s.", query_name (op))); 3602 who->statusmsg (format ("You apply %s.", query_name (op)));
3651 } 3603 }
3652 3604
3653 SET_FLAG (op, FLAG_APPLIED); 3605 SET_FLAG (op, FLAG_APPLIED);
3654 3606
3655 if (tmp)
3656 who->insert (tmp); 3607 if (tmp) who->insert (tmp);
3657 3608
3658 who->update_stats (); 3609 who->update_stats ();
3659 3610
3660 /* We exclude spell casting objects. The fire code will set the 3611 /* We exclude spell casting objects. The fire code will set the
3661 * been applied flag when they are used - until that point, 3612 * been applied flag when they are used - until that point,

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