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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.76 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.101 by root, Thu May 17 20:27:01 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <cmath>
26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
29#include <tod.h> 31#include <tod.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * Check if op should abort moving victim because of it's race or slaying. 39 * 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. 40 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 41 */
233 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
234 233
235 if (depl) 234 if (depl)
236 { 235 {
237 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 239
241 depl->destroy (); 240 depl->destroy ();
242 op->update_stats (); 241 op->update_stats ();
243 } 242 }
375 force->stats.food *= 10; 374 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 378 }
379
380 force->speed_left = -1; 380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 384 change_abil (op, force);
765{ 765{
766 object *otmp; 766 object *otmp;
767 767
768 if (op->type != PLAYER) 768 if (op->type != PLAYER)
769 return 0; 769 return 0;
770
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 772 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 return 0; 774 return 0;
774 } 775 }
776
775 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
776 if (!otmp) 778 if (!otmp)
777 { 779 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
779 return 0; 781 return 0;
780 } 782 }
783
781 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 785 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
784 return 0; 787 return 0;
785 } 788 }
789
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
789 return 1; 793 return 1;
790} 794}
1334 1338
1335 /* Just put in some sanity check. I think there is a bug in the 1339 /* Just put in some sanity check. I think there is a bug in the
1336 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1338 */ 1342 */
1339 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1346 }
1343 goto leave; 1347 goto leave;
1344 1348
1345 case SPINNER: 1349 case SPINNER:
1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865 identify (tmp); 1869 identify (tmp);
1866 1870
1867 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1868 1872
1869
1870 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 decrease_ob (tmp); 1874 decrease_ob (tmp);
1872} 1875}
1873 1876
1874/** 1877/**
1877 * chest. 1880 * chest.
1878 */ 1881 */
1879static void 1882static void
1880apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
1881{ 1884{
1882 object *treas;
1883
1884
1885 /* Nice side effect of new treasure creation method is that the treasure 1885 /* Nice side effect of new treasure creation method is that the treasure
1886 * for the chest is done when the chest is created, and put into the chest 1886 * for the chest is done when the chest is created, and put into the chest
1887 * inventory. So that when the chest burns up, the items still exist. Also 1887 * inventory. So that when the chest burns up, the items still exist. Also
1888 * prevents people fromt moving chests to more difficult maps to get better 1888 * prevents people fromt moving chests to more difficult maps to get better
1889 * treasure 1889 * treasure
1890 */ 1890 */
1891
1892 treas = tmp->inv; 1891 object *treas = tmp->inv;
1893 if (treas == NULL) 1892
1893 if (!treas)
1894 { 1894 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1896 decrease_ob (tmp); 1896 decrease_ob (tmp);
1897 return; 1897 return;
1898 } 1898 }
1899
1899 while (tmp->inv) 1900 while (tmp->inv)
1900 { 1901 {
1901 treas = tmp->inv; 1902 treas = tmp->inv;
1902 1903
1903 treas->remove (); 1904 treas->remove ();
2292 } 2293 }
2293 2294
2294 return 0; 2295 return 0;
2295} 2296}
2296 2297
2297
2298/** 2298/**
2299 * Main apply handler. 2299 * Main apply handler.
2300 * 2300 *
2301 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2302 * 2302 *
2309 * being applied. 2309 * being applied.
2310 * 2310 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2313 */ 2313 */
2314
2315int 2314int
2316manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2317{ 2316{
2318 if (tmp->head) 2317 if (tmp->head)
2319 tmp = tmp->head; 2318 tmp = tmp->head;
2357 case EXIT: 2356 case EXIT:
2358 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2359 return 0; 2358 return 0;
2360 2359
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2362 else
2366 { 2363 {
2367 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370 2367
2371 op->enter_exit (tmp); 2368 op->enter_exit (tmp);
2372 } 2369 }
2370
2373 return 1; 2371 return 1;
2374 2372
2375 case SIGN: 2373 case SIGN:
2376 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2377 return 1; 2375 return 1;
2381 { 2379 {
2382 apply_book (op, tmp); 2380 apply_book (op, tmp);
2383 return 1; 2381 return 1;
2384 } 2382 }
2385 else 2383 else
2386 {
2387 return 0; 2384 return 0;
2388 }
2389 2385
2390 case SKILLSCROLL: 2386 case SKILLSCROLL:
2391 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2392 { 2388 {
2393 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2394 return 1; 2390 return 1;
2395 } 2391 }
2392 else
2396 return 0; 2393 return 0;
2397 2394
2398 case SPELLBOOK: 2395 case SPELLBOOK:
2399 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2400 { 2397 {
2401 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2402 return 1; 2399 return 1;
2403 } 2400 }
2401 else
2404 return 0; 2402 return 0;
2405 2403
2406 case SCROLL: 2404 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2408 return 1; 2406 return 1;
2409 2407
2410 case POTION: 2408 case POTION:
2411 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2412 return 1; 2410 return 1;
2413 2411
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2413 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2414 case CLOSE_CON:
2449 case LAMP: 2447 case LAMP:
2450 case BUILDER: 2448 case BUILDER:
2451 case SKILL_TOOL: 2449 case SKILL_TOOL:
2452 if (tmp->env != op) 2450 if (tmp->env != op)
2453 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2454 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2455 return 1; 2454 return 1;
2456 2455
2457 case DRINK: 2456 case DRINK:
2458 case FOOD: 2457 case FOOD:
2459 case FLESH: 2458 case FLESH:
2475 } 2474 }
2476 else 2475 else
2477 return 0; 2476 return 0;
2478 2477
2479 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2481 return 1; 2480 return 1;
2482 2481
2483 case CLOCK: 2482 case CLOCK:
2484 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2485 { 2484 {
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2494 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2494 return 1;
2496 } 2495 }
2497 else 2496 else
2498 {
2499 return 0; 2497 return 0;
2500 }
2501 2498
2502 case MENU: 2499 case MENU:
2503 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2504 { 2501 {
2505 shop_listing (tmp, op); 2502 shop_listing (tmp, op);
2506 return 1; 2503 return 1;
2507 } 2504 }
2508 else 2505 else
2509 {
2510 return 0; 2506 return 0;
2511 }
2512 2507
2513 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1; 2510 return 1;
2516 2511
2519 { 2514 {
2520 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2521 return 1; 2516 return 1;
2522 } 2517 }
2523 else 2518 else
2524 {
2525 return 0; 2519 return 0;
2526 }
2527 2520
2528 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2530 return 1; 2523 return 1;
2531 2524
2554 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2555 return 0; 2548 return 0;
2556 } 2549 }
2557 } 2550 }
2558 2551
2559 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2560 * applied.
2561 */
2562 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2563 {
2564 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2565 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2566 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2567 op->destroy ();
2568 return 1;
2569 }
2570
2571 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2572 2553
2573 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2574 if (!quiet) 2555 if (!quiet)
2575 { 2556 {
2584/** 2565/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2586 * If the player has an open container, we use that for below, otherwise 2567 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2568 * we use the ground.
2588 */ 2569 */
2589
2590void 2570void
2591player_apply_below (object *pl) 2571player_apply_below (object *pl)
2592{ 2572{
2593 int floors = 0; 2573 int floors = 0;
2594 2574
2631 * to keep the size of apply_special to a more managable size. 2611 * to keep the size of apply_special to a more managable size.
2632 */ 2612 */
2633static int 2613static int
2634unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2635{ 2615{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 2618 return RESULT_INT (0);
2638 2619
2639 object *tmp2; 2620 object *tmp2;
2640 2621
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2622 CLEAR_FLAG (op, FLAG_APPLIED);
2642 2623
2624 if (player *pl = who->contr)
2625 {
2626 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2627 if (op == pl->combat_ob) pl->combat_ob = 0;
2628 }
2629
2643 switch (op->type) 2630 switch (op->type)
2644 { 2631 {
2632 case SKILL_TOOL:
2633 // unapplying a skill tool should also unapply the skill it governs
2634 // but this is hard, as it shouldn't do so when the skill can
2635 // be used for other reasons
2636 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2637 if (tmp->skill == op->skill
2638 && tmp->type == SKILL
2639 && tmp->flag [FLAG_APPLIED]
2640 && !tmp->flag [FLAG_CAN_USE_SKILL])
2641 unapply_special (who, tmp, 0);
2642
2643 change_abil (who, op);
2644 break;
2645
2645 case WEAPON: 2646 case WEAPON:
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2647 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2647 2648
2648 (void) change_abil (who, op); 2649 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2650 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who); 2651 clear_skill (who);
2652 break; 2652 break;
2653 2653
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2654 case SKILL:
2656 if (op != who->chosen_skill) 2655 if (op != who->chosen_skill)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2656 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658 2657
2659 if (who->type == PLAYER) 2658 if (who->contr)
2660 {
2661 if (who->contr->ranged_ob == op)
2662 { 2659 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2667 if (!op->invisible) 2660 if (!op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2661 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2669 else 2662 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2663 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2671 } 2664 }
2684 case AMULET: 2677 case AMULET:
2685 case GIRDLE: 2678 case GIRDLE:
2686 case BRACERS: 2679 case BRACERS:
2687 case CLOAK: 2680 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2689 (void) change_abil (who, op); 2682 change_abil (who, op);
2690 break; 2683 break;
2684
2691 case LAMP: 2685 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch); 2687 tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2688 tmp2->x = op->x;
2695 tmp2->y = op->y; 2689 tmp2->y = op->y;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2694 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2695
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2696 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2697 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2698
2705 if (who->type == PLAYER) 2699 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2700 esrv_del_item (who->contr, op->count);
2707 2701
2708 op->destroy (); 2702 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2703 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2704 who->update_stats ();
2705
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2706 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 { 2707 {
2713 if (who->type == PLAYER) 2708 if (who->contr)
2714 { 2709 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2710 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2711 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 } 2712 }
2718 } 2713 }
2719 if (who->type == PLAYER) 2714
2715 if (who->contr)
2720 esrv_send_item (who, tmp2); 2716 esrv_send_item (who, tmp2);
2717
2721 return 1; /* otherwise, an attempt to drop causes problems */ 2718 return 1; /* otherwise, an attempt to drop causes problems */
2722 break;
2723 2719
2724 case BOW: 2720 case BOW:
2725 case WAND: 2721 case WAND:
2726 case ROD: 2722 case ROD:
2727 case HORN: 2723 case HORN:
2728 clear_skill (who); 2724 clear_skill (who);
2729 if (who->type == PLAYER) 2725
2726 if (who->contr)
2730 { 2727 {
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2728 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2732 2729
2733 who->contr->ranged_skill = 0; 2730 if (who->contr->ranged_ob == op)
2734 who->contr->ranged_ob = 0; 2731 who->contr->ranged_ob = 0;
2732
2733 if (who->current_weapon == op)
2734 who->current_weapon = 0;
2735 } 2735 }
2736 else 2736 else
2737 { 2737 {
2738 if (op->type == BOW) 2738 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2739 CLEAR_FLAG (who, FLAG_READY_BOW);
2742 } 2742 }
2743 2743
2744 break; 2744 break;
2745 2745
2746 case BUILDER: 2746 case BUILDER:
2747 if (who->type == PLAYER) 2747 if (who->contr)
2748 { 2748 {
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750 2750
2751 who->contr->ranged_skill = 0; 2751 if (who->contr->ranged_ob == op)
2752 who->contr->ranged_ob = 0; 2752 who->contr->ranged_ob = 0;
2753 } 2753 }
2754 break; 2754 break;
2755 2755
2756 default: 2756 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2760 2760
2761 who->update_stats (); 2761 who->update_stats ();
2762 2762
2763 if (!(aflags & AP_NO_MERGE)) 2763 if (!(aflags & AP_NO_MERGE))
2764 { 2764 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL); 2765 object *tmp = merge_ob (op, 0);
2768 if (who->type == PLAYER) 2766
2767 if (who->contr)
2769 { 2768 {
2770 if (tmp) 2769 if (tmp)
2771 { /* it was merged */ 2770 { /* it was merged */
2772 esrv_del_item (who->contr, op->count); 2771 esrv_del_item (who->contr, op->count);
2773 op = tmp; 2772 op = tmp;
2774 } 2773 }
2775 2774
2776 esrv_send_item (who, op); 2775 esrv_send_item (who, op);
2777 } 2776 }
2778 } 2777 }
2778
2779 return 0; 2779 return 0;
2780} 2780}
2781 2781
2782/** 2782/**
2783 * Returns the object that is using location 'loc'. 2783 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 2784 * Note that 'start' is the first object to start examing - we
2785 * then go through the below of this. In this way, you can do 2785 * then go through the below of this. In this way, you can do
2786 * something like: 2786 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 2787 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2788 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 2789 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 2790 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 2791 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 2792 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 2793 * invisible other objects that use
2794 * up body locations can be used as restrictions. 2794 * up body locations can be used as restrictions.
2795 */ 2795 */
2796object * 2796static object *
2797get_item_from_body_location (object *start, int loc) 2797get_next_item_from_body_location (int loc, object *start)
2798{ 2798{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 2799 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2800 if (tmp->flag [FLAG_APPLIED]
2801 && tmp->slot[loc].info
2802 && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 2803 return tmp;
2807 2804
2808 return NULL; 2805 return 0;
2809} 2806}
2810
2811
2812 2807
2813/** 2808/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 2809 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 2810 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 2811 * that there are objects to unapply. This makes pretty heavy
2822 * another function that does just that. 2817 * another function that does just that.
2823 */ 2818 */
2824int 2819int
2825unapply_for_ob (object *who, object *op, int aflags) 2820unapply_for_ob (object *who, object *op, int aflags)
2826{ 2821{
2827 int i; 2822 if (op->is_range ())
2828 object *tmp = NULL, *last;
2829
2830 /* If we are applying a shield or weapon, unapply any equipped shield
2831 * or weapons first - only allowed to use one weapon/shield at a time.
2832 */
2833 if (op->type == WEAPON || op->type == SHIELD)
2834 {
2835 for (tmp = who->inv; tmp; tmp = tmp->below) 2823 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2824 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2838 {
2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2825 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2826 {
2841 if (aflags & AP_PRINT) 2827 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2828 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2843 else 2829 else
2844 unapply_special (who, tmp, aflags); 2830 unapply_special (who, tmp, aflags);
2845 } 2831 }
2846 else 2832 else
2847 { 2833 {
2848 /* In this case, we want to try and remove a cursed item. 2834 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 2835 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2836 * at least generate the message.
2851 */ 2837 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2838 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2853 return 1; 2839 return 1;
2854 }
2855
2856 } 2840 }
2857 }
2858 }
2859 2841
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2842 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 2843 {
2862 /* this used up a slot that we need to free */ 2844 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 2845 if (op->slot[i].info)
2864 { 2846 {
2865 last = who->inv; 2847 object *last = who->inv;
2866 2848
2867 /* We do a while loop - may need to remove several items in order 2849 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 2850 * to free up enough slots.
2869 */ 2851 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 2852 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 2853 {
2872 tmp = get_item_from_body_location (last, i); 2854 object *tmp = get_next_item_from_body_location (i, last);
2855
2873 if (!tmp) 2856 if (!tmp)
2874 { 2857 {
2875#if 0 2858#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 2859 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 2860 * equipped.
2878 */ 2861 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2862 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 2863#endif
2881 return 1; 2864 return 1;
2882 } 2865 }
2866
2883 /* If we are just printing, we don't care about cursed status */ 2867 /* If we are just printing, we don't care about cursed status */
2884 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2868 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 2869 {
2886 if (aflags & AP_PRINT) 2870 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2871 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2895 * so it may not be critical (eg, putting on a ring and you have 2879 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 2880 * one cursed ring.)
2897 */ 2881 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2882 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2899 } 2883 }
2884
2900 last = tmp->below; 2885 last = tmp->below;
2901 } 2886 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2887 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2903 * return in the !tmp would have kicked in. 2888 * return in the !tmp would have kicked in.
2904 */ 2889 */
2905 } /* if op is using this body location */ 2890 } /* if op is using this body location */
2906 } /* for body lcoations */ 2891 } /* for body lcoations */
2892
2907 return 0; 2893 return 0;
2908} 2894}
2909 2895
2910/** 2896/**
2911 * Checks to see if 'who' can apply object 'op'. 2897 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 2898 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 2899 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 2900 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2901 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2916 * is set, do we really are what the other flags may be?) 2902 * is set, do we really care what the other flags may be?)
2917 * 2903 *
2918 * See include/define.h for detailed description of the meaning of 2904 * See include/define.h for detailed description of the meaning of
2919 * these return values. 2905 * these return values.
2920 */ 2906 */
2921int 2907int
2922can_apply_object (object *who, object *op) 2908can_apply_object (object *who, object *op)
2923{ 2909{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2910 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 2911 return RESULT_INT (0);
2926 2912
2927 int i, retval = 0; 2913 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 2914 object *tmp = 0, *ws = 0;
2929 2915
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2916 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2931 * 2 weapons, but we don't want to let them do that. So if they are
2932 * trying to equip a weapon or shield, see if they already have one
2933 * in place and store that way.
2934 */
2935 if (op->type == WEAPON || op->type == SHIELD)
2936 { 2917 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2918 if (op->slot[i].info)
2938 { 2919 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2920 /* Item uses more slots than we have */
2921 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 2922 {
2941 retval = CAN_APPLY_UNAPPLY;
2942 ws = tmp;
2943 }
2944 }
2945 }
2946
2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2948 {
2949 if (op->body_info[i])
2950 {
2951 /* Item uses more slots than we have */
2952 if (FABS (op->body_info[i]) > who->body_info[i])
2953 {
2954 /* Could return now for efficiently - rest of info below isn' 2923 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 2924 * really needed.
2956 */ 2925 */
2957 retval |= CAN_APPLY_NEVER; 2926 retval |= CAN_APPLY_NEVER;
2958 } 2927 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 2928 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 2929 {
2961 /* in this case, equipping this would use more free spots than 2930 /* in this case, equipping this would use more free spots than
2962 * we have. 2931 * we have.
2963 */ 2932 */
2964 object *tmp1;
2965
2966 2933
2967 /* if we have an applied weapon/shield, and unapply it would free 2934 /* if we have an applied weapon/shield, and unapply it would free
2968 * enough slots to equip the new item, then just set this can 2935 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 2936 * apply unapply". We don't care about the logic below - if you have a
2970 * shield equipped and try to equip another shield, there is only 2937 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 2938 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 2939 * does take into the account cases where what is being applied
2973 * may be two handed for example. 2940 * may be two handed for example.
2974 */ 2941 */
2975 if (ws) 2942 if (ws)
2976 { 2943 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2977 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2978 { 2944 {
2979 retval |= CAN_APPLY_UNAPPLY; 2945 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 2946 continue;
2981 } 2947 }
2982 }
2983 2948
2984 tmp1 = get_item_from_body_location (who->inv, i); 2949 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 2950 if (!tmp1)
2986 { 2951 {
2987#if 0 2952#if 0
2988 /* This is sort of an error, but happens a lot when old players 2953 /* This is sort of an error, but happens a lot when old players
2989 * join in with more stuff equipped than they are now allowed. 2954 * join in with more stuff equipped than they are now allowed.
2990 */ 2955 */
2991 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 2956 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2992#endif 2957#endif
2958 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2959 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2993 retval |= CAN_APPLY_NEVER; 2960 retval |= CAN_APPLY_NEVER;
2994 } 2961 }
2995 else 2962 else
2996 { 2963 {
2997 /* need to unapply something. However, if this something 2964 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 2965 * is different than we had found before, it means they need
2999 * to apply multiple objects 2966 * to apply multiple objects
3000 */ 2967 */
3001 retval |= CAN_APPLY_UNAPPLY; 2968 retval |= CAN_APPLY_UNAPPLY;
2969
3002 if (!tmp) 2970 if (!tmp)
3003 tmp = tmp1; 2971 tmp = tmp1;
3004 else if (tmp != tmp1) 2972 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 2973 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 2974
3008 /* This object isn't using up all the slots, so there must 2975 /* This object isn't using up all the slots, so there must
3009 * be another. If so, and it the new item doesn't need all 2976 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 2977 * the slots, the player then has a choice.
3011 */ 2978 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2979 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2980 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2981 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 2982
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 2983 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 2984 * equipped? If not, there must be something else to unapply.
3017 */ 2985 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2986 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 2987 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 2988 }
3022 } /* if not enough free slots */ 2989 } /* if not enough free slots */
3023 } /* if this object uses location i */ 2990 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 2991 } /* for i -> num_body_locations loop */
3025 2992
3038 3005
3039 if (who->type != PLAYER) 3006 if (who->type != PLAYER)
3040 { 3007 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3008 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3009 retval |= CAN_APPLY_RESTRICTION;
3010
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3011 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3012 retval |= CAN_APPLY_RESTRICTION;
3013
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3014 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3015 retval |= CAN_APPLY_RESTRICTION;
3016
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3017 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3018 retval |= CAN_APPLY_RESTRICTION;
3049 } 3019 }
3050 3020
3051 return retval; 3021 return retval;
3076int 3046int
3077apply_special (object *who, object *op, int aflags) 3047apply_special (object *who, object *op, int aflags)
3078{ 3048{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3049 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3050 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3051
3083 if (who == NULL) 3052 if (who == NULL)
3084 { 3053 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3054 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3055 return 1;
3096 if (basic_flag == AP_APPLY) 3065 if (basic_flag == AP_APPLY)
3097 return 0; 3066 return 0;
3098 3067
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3068 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3069 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3070 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3102 return 1; 3071 return 1;
3103 } 3072 }
3073
3104 return unapply_special (who, op, aflags); 3074 return unapply_special (who, op, aflags);
3105 } 3075 }
3106 3076
3107 if (basic_flag == AP_UNAPPLY) 3077 if (basic_flag == AP_UNAPPLY)
3108 return 0; 3078 return 0;
3109 3079
3110 i = can_apply_object (who, op); 3080 // if the item is combat/ranged, wield the relevant slot first
3081 // to resolve conflicts.
3082 if (player *pl = who->contr)
3083 switch (op->slottype ())
3084 {
3085 case slot_combat: who->change_weapon (pl->combat_ob); break;
3086 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3087 }
3111 3088
3112 /* Can't just apply this object. Lets see what not and what to do */ 3089 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3090 if (int i = can_apply_object (who, op))
3114 { 3091 {
3115 if (i & CAN_APPLY_NEVER) 3092 if (i & CAN_APPLY_NEVER)
3116 { 3093 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3094 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3118 return 1; 3095 return 1;
3120 else if (i & CAN_APPLY_RESTRICTION) 3097 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3098 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3099 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3123 return 1; 3100 return 1;
3124 } 3101 }
3102
3125 if (who->type != PLAYER) 3103 if (who->type != PLAYER)
3126 { 3104 {
3127 /* Some error, so don't try to equip something more */ 3105 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3106 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3107 return 1;
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3113 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 3114 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3115 return 1;
3138 } 3116 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3117 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3118 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3119 return 1;
3144 }
3145 } 3120 }
3146 } 3121 }
3147 3122
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3123 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3124 {
3150 skop = find_skill_by_name (who, op->skill); 3125 skop = find_skill_by_name (who, op->skill);
3126
3151 if (!skop) 3127 if (!skop)
3152 { 3128 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3129 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3154 return 1; 3130 return 1;
3155 } 3131 }
3156 else 3132 else
3157 /* While experience will be credited properly, we want to change the 3133 /* While experience will be credited properly, we want to change the
3158 * skill so that the dam and wc get updated 3134 * skill so that the dam and wc get updated
3159 */ 3135 */
3160 change_skill (who, skop, 0); 3136 who->change_skill (skop);
3161 } 3137 }
3162 3138
3139 if (who->type == PLAYER
3140 && op->item_power
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3141 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3164 { 3142 {
3165 new_draw_info (NDI_UNIQUE, 0, who, 3143 new_draw_info (NDI_UNIQUE, 0, who,
3166 "Equipping that combined with other items would consume your soul! " 3144 "Equipping that combined with other items would consume your soul! "
3167 "[use the skills command to check your available item power]"); 3145 "[use the skills command to check your available item power]");
3168 return 1; 3146 return 1;
3169 } 3147 }
3170 3148
3171
3172 /* Ok. We are now at the state where we can apply the new object. 3149 /* Ok. We are now at the state where we can apply the new object.
3173 * Note that we don't have the checks for can_use_... 3150 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3151 * below - that is already taken care of by can_apply_object.
3175 */ 3152 */
3176
3177 if (op->nrof > 1) 3153 if (op->nrof > 1)
3178 tmp = get_split_ob (op, op->nrof - 1); 3154 tmp = get_split_ob (op, op->nrof - 1);
3179 else 3155 else
3180 tmp = NULL; 3156 tmp = 0;
3181 3157
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3158 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3159 return RESULT_INT (0);
3184 3160
3185 switch (op->type) 3161 switch (op->type)
3186 { 3162 {
3187 case WEAPON: 3163 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 3164 if (!check_weapon_power (who, op->last_eat))
3189 { 3165 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3166 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3191 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3167 "It would consume your soul!.");
3168
3192 if (tmp != NULL) 3169 if (tmp)
3193 (void) insert_ob_in_ob (tmp, who); 3170 insert_ob_in_ob (tmp, who);
3171
3194 return 1; 3172 return 1;
3195 } 3173 }
3196 3174
3197 //TODO: this obviously fails for players using a shiorter prefix 3175 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3176 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3177 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3200 { 3178 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3179 /* if the weapon does not have the name as the character, can't use it. */
3202 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3180 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3203 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3181 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3206 insert_ob_in_ob (tmp, who); 3184 insert_ob_in_ob (tmp, who);
3207 3185
3208 return 1; 3186 return 1;
3209 } 3187 }
3210 3188
3189 if (!skop)
3190 {
3191 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3192 return 1;
3193 }
3194
3211 SET_FLAG (op, FLAG_APPLIED); 3195 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3196 who->change_skill (skop);
3197
3198 if (who->contr)
3199 who->change_weapon (who->contr->combat_ob = op);
3215 3200
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3201 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3202 SET_FLAG (who, FLAG_READY_WEAPON);
3218 3203
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3204 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3237 break; 3222 break;
3238 3223
3239 case LAMP: 3224 case LAMP:
3240 if (op->stats.food < 1) 3225 if (op->stats.food < 1)
3241 { 3226 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3227 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3243 return 1; 3228 return 1;
3244 } 3229 }
3245 3230
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3231 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch); 3232 tmp2 = arch_to_object (op->other_arch);
3268 } 3253 }
3269 3254
3270 who->update_stats (); 3255 who->update_stats ();
3271 3256
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3257 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER) 3258 if (who->type == PLAYER)
3275 { 3259 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3260 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3261 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 } 3262 }
3279 }
3280 3263
3281 if (who->type == PLAYER) 3264 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2); 3265 esrv_send_item (who, tmp2);
3283 3266
3284 return 0; 3267 return 0;
3285 3268
3286 /* this part is needed for skill-tools */ 3269 case SKILL_TOOL:
3270 // applying a skill tool also readies the skill
3271 SET_FLAG (op, FLAG_APPLIED);
3272
3273 if (!(aflags & AP_NO_READY))
3274 {
3275 skop = find_skill_by_name (who, op->skill);
3276 if (!skop->flag [FLAG_APPLIED])
3277 apply_special (who, skop, AP_APPLY);
3278 }
3279 break;
3280
3287 case SKILL: 3281 case SKILL:
3288 case SKILL_TOOL: 3282 if (player *pl = who->contr)
3289 if (who->chosen_skill)
3290 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3292 return 1;
3293 } 3283 {
3294 3284 if (IS_COMBAT_SKILL (op->subtype))
3295 if (who->type == PLAYER)
3296 { 3285 {
3297 who->contr->ranged_skill = who; 3286 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3298 who->contr->ranged_ob = op; 3287 {
3288 for (object *item = who->inv; item; item = item->below)
3289 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3290 {
3291 if (item->skill == op->skill)
3292 {
3293 who->change_weapon (pl->combat_ob = item);
3294 goto found_weapon;
3295 }
3296 }
3297
3298 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3299 return 1;
3300
3301 found_weapon:;
3302 }
3303 else
3304 who->change_weapon (pl->combat_ob = op);
3305 }
3306 else if (IS_RANGED_SKILL (op->subtype))
3307 {
3308 if (skill_flags [op->subtype] & SF_NEED_BOW)
3309 {
3310 for (object *item = who->inv; item; item = item->below)
3311 if (item->type == BOW && item->flag [FLAG_APPLIED])
3312 {
3313 //TODO: bows should/must all have skill missile weapon right now
3314 who->change_weapon (pl->ranged_ob = item);
3315 goto found_bow;
3316 }
3317
3318 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3319 return 1;
3320
3321 found_bow:;
3322 }
3323 else
3324 who->change_weapon (pl->ranged_ob = op);
3325 }
3299 3326
3300 if (!op->invisible) 3327 if (!op->invisible)
3301 { 3328 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3329 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3330 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3304 } 3331 }
3305 else 3332 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3333 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3307 } 3334 }
3308 3335 else
3336 {
3309 SET_FLAG (op, FLAG_APPLIED); 3337 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op); 3338 change_abil (who, op);
3311 who->chosen_skill = op; 3339 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL); 3340 SET_FLAG (who, FLAG_READY_SKILL);
3341 }
3342
3313 break; 3343 break;
3314 3344
3315 case BOW: 3345 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3346 if (!check_weapon_power (who, op->last_eat))
3317 { 3347 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3348 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3349 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3320 3350
3321 if (tmp) 3351 if (tmp)
3322 insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3323 3353
3325 } 3355 }
3326 3356
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3357 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 { 3358 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3359 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3330 if (tmp != NULL) 3360 if (tmp)
3331 insert_ob_in_ob (tmp, who); 3361 insert_ob_in_ob (tmp, who);
3332 3362
3333 return 1; 3363 return 1;
3334 } 3364 }
3335 3365
3336 /*FALLTHROUGH*/ 3366 /*FALLTHROUGH*/
3337 case WAND: 3367 case WAND:
3338 case ROD: 3368 case ROD:
3339 case HORN: 3369 case HORN:
3340 /* check for skill, alter player status */ 3370 /* check for skill, alter player status */
3371
3372 if (!skop)
3373 {
3374 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3375 return 1;
3376 }
3377
3341 SET_FLAG (op, FLAG_APPLIED); 3378 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3379 who->change_skill (skop);
3344 3380
3345 if (who->type == PLAYER) 3381 if (who->contr)
3346 { 3382 {
3383 who->contr->ranged_ob = op;
3384
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3385 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348 3386
3349 if (op->type == BOW) 3387 if (op->type == BOW)
3350 { 3388 {
3389 who->current_weapon = op;
3351 change_abil (who, op); 3390 change_abil (who, op);
3352 new_draw_info_format (NDI_UNIQUE, 0, who, 3391 new_draw_info_format (NDI_UNIQUE, 0, who,
3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3392 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3354 } 3393 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3394 }
3359 else 3395 else
3360 { 3396 {
3361 if (op->type == BOW) 3397 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3398 SET_FLAG (who, FLAG_READY_BOW);
3367 break; 3403 break;
3368 3404
3369 case BUILDER: 3405 case BUILDER:
3370 if (who->type == PLAYER) 3406 if (who->type == PLAYER)
3371 { 3407 {
3408 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3409 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3410 unapply_special (who, who->contr->ranged_ob, 0);
3374 3411
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3412 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3376 3413
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3414 who->contr->ranged_ob = op;
3379 } 3415 }
3380 break; 3416 break;
3381 3417
3382 default: 3418 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3419 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3384 } /* end of switch op->type */ 3420 } /* end of switch op->type */
3385 3421
3386 SET_FLAG (op, FLAG_APPLIED); 3422 SET_FLAG (op, FLAG_APPLIED);
3387 3423
3388 if (tmp != NULL) 3424 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3425 tmp = insert_ob_in_ob (tmp, who);
3390 3426
3391 who->update_stats (); 3427 who->update_stats ();
3392 3428
3393 /* We exclude spell casting objects. The fire code will set the 3429 /* We exclude spell casting objects. The fire code will set the
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3619 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3620 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3621 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3622 tmp->randomitems = NULL;
3587 } 3623 }
3624
3588 // close all containers 3625 // close all containers
3589 else if (tmp->type == CONTAINER) 3626 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3627 tmp->flag [FLAG_APPLIED] = 0;
3591 3628
3592 tmp = above; 3629 tmp = above;
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3639 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3640 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3641 * that doesn't work with the new spell code. Since we know what
3605 * the food changes, just grab a force and use that instead. 3642 * the food changes, just grab a force and use that instead.
3606 */ 3643 */
3607
3608void 3644void
3609eat_special_food (object *who, object *food) 3645eat_special_food (object *who, object *food)
3610{ 3646{
3611 object *force; 3647 object *force;
3612 int i, did_one = 0; 3648 int i, did_one = 0;
3613 sint8 k;
3614 3649
3615 force = get_archetype (FORCE_NAME); 3650 force = get_archetype (FORCE_NAME);
3616 3651
3617 for (i = 0; i < NUM_STATS; i++) 3652 for (i = 0; i < NUM_STATS; i++)
3618 { 3653 if (sint8 k = food->stats.stat (i))
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 { 3654 {
3622 set_attr_value (&force->stats, i, k); 3655 force->stats.stat (i) = k;
3623 did_one = 1; 3656 did_one = 1;
3624 } 3657 }
3625 }
3626 3658
3627 /* check if we can protect the eater */ 3659 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++) 3660 for (i = 0; i < NROFATTACKS; i++)
3629 { 3661 {
3630 if (food->resist[i] > 0) 3662 if (food->resist[i] > 0)
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3823 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3792 blind_player (op, op, power); 3824 blind_player (op, op, power);
3793 } 3825 }
3794 else if (failure <= -80) 3826 else if (failure <= -80)
3795 { /* blast the immediate area */ 3827 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3828 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3829 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3830 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3801 tmp->destroy (); 3831 tmp->destroy ();
3802 } 3832 }
3803 } 3833 }
3804} 3834}
3805 3835
3825 */ 3855 */
3826 int i, j; 3856 int i, j;
3827 3857
3828 for (i = 0; i < NUM_STATS; i++) 3858 for (i = 0; i < NUM_STATS; i++)
3829 { 3859 {
3830 sint8 stat = get_attr_value (stats, i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3860 int race_bonus = pl->arch->clone.stats.stat (i);
3861 sint8 stat = stats->stat (i) + ns->stat (i);
3832 3862
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 3863 if (stat > 20 + race_bonus)
3835 { 3864 {
3836 excess_stat++; 3865 excess_stat++;
3837 stat = 20 + race_bonus; 3866 stat = 20 + race_bonus;
3838 } 3867 }
3839 set_attr_value (stats, i, stat); 3868
3869 stats->stat (i) = stat;
3840 } 3870 }
3841 3871
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 3872 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 3873 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 3874 int i = rndm (0, 6);
3845 int stat = get_attr_value (stats, i);
3846 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3847 3875
3848 if (i == CHA) 3876 if (i == CHA)
3849 continue; /* exclude cha from this */ 3877 continue; /* exclude cha from this */
3878
3879 int stat = stats->stat (i);
3880 int race_bonus = pl->arch->clone.stats.stat (i);
3850 if (stat < 20 + race_bonus) 3881 if (stat < 20 + race_bonus)
3851 { 3882 {
3852 change_attr_value (stats, i, 1); 3883 change_attr_value (stats, i, 1);
3853 excess_stat--; 3884 excess_stat--;
3854 } 3885 }
3857 /* insert the randomitems from the change's treasurelist into 3888 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 3889 * the player ref: player.c
3859 */ 3890 */
3860 if (change->randomitems != NULL) 3891 if (change->randomitems != NULL)
3861 give_initial_items (pl, change->randomitems); 3892 give_initial_items (pl, change->randomitems);
3862
3863 3893
3864 /* set up the face, for some races. */ 3894 /* set up the face, for some races. */
3865 3895
3866 /* first, look for the force object banning 3896 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 3897 * changing the face. Certain races never change face with class.

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