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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 1.88 by root, Sat May 12 08:36:35 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 */
765{ 764{
766 object *otmp; 765 object *otmp;
767 766
768 if (op->type != PLAYER) 767 if (op->type != PLAYER)
769 return 0; 768 return 0;
769
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 771 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 return 0; 773 return 0;
774 } 774 }
775
775 otmp = find_marked_object (op); 776 otmp = find_marked_object (op);
776 if (!otmp) 777 if (!otmp)
777 { 778 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
779 return 0; 780 return 0;
780 } 781 }
782
781 if (otmp->type != WEAPON && otmp->type != BOW) 783 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 784 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
784 return 0; 786 return 0;
785 } 787 }
788
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
789 return 1; 792 return 1;
790} 793}
2292 } 2295 }
2293 2296
2294 return 0; 2297 return 0;
2295} 2298}
2296 2299
2297
2298/** 2300/**
2299 * Main apply handler. 2301 * Main apply handler.
2300 * 2302 *
2301 * Checks for unpaid items before applying. 2303 * Checks for unpaid items before applying.
2302 * 2304 *
2309 * being applied. 2311 * being applied.
2310 * 2312 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2313 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2314 * them in this function - they are passed to apply_special
2313 */ 2315 */
2314
2315int 2316int
2316manual_apply (object *op, object *tmp, int aflag) 2317manual_apply (object *op, object *tmp, int aflag)
2317{ 2318{
2318 if (tmp->head) 2319 if (tmp->head)
2319 tmp = tmp->head; 2320 tmp = tmp->head;
2357 case EXIT: 2358 case EXIT:
2358 if (op->type != PLAYER) 2359 if (op->type != PLAYER)
2359 return 0; 2360 return 0;
2360 2361
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2362 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)); 2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2364 else
2366 { 2365 {
2367 /* Don't display messages for random maps. */ 2366 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2367 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2368 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370 2369
2371 op->enter_exit (tmp); 2370 op->enter_exit (tmp);
2372 } 2371 }
2372
2373 return 1; 2373 return 1;
2374 2374
2375 case SIGN: 2375 case SIGN:
2376 apply_sign (op, tmp, 0); 2376 apply_sign (op, tmp, 0);
2377 return 1; 2377 return 1;
2381 { 2381 {
2382 apply_book (op, tmp); 2382 apply_book (op, tmp);
2383 return 1; 2383 return 1;
2384 } 2384 }
2385 else 2385 else
2386 {
2387 return 0; 2386 return 0;
2388 }
2389 2387
2390 case SKILLSCROLL: 2388 case SKILLSCROLL:
2391 if (op->type == PLAYER) 2389 if (op->type == PLAYER)
2392 { 2390 {
2393 apply_skillscroll (op, tmp); 2391 apply_skillscroll (op, tmp);
2394 return 1; 2392 return 1;
2395 } 2393 }
2394 else
2396 return 0; 2395 return 0;
2397 2396
2398 case SPELLBOOK: 2397 case SPELLBOOK:
2399 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2400 { 2399 {
2401 apply_spellbook (op, tmp); 2400 apply_spellbook (op, tmp);
2402 return 1; 2401 return 1;
2403 } 2402 }
2403 else
2404 return 0; 2404 return 0;
2405 2405
2406 case SCROLL: 2406 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2407 apply_scroll (op, tmp, 0);
2408 return 1; 2408 return 1;
2409 2409
2410 case POTION: 2410 case POTION:
2411 (void) apply_potion (op, tmp); 2411 apply_potion (op, tmp);
2412 return 1; 2412 return 1;
2413 2413
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2415 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2416 case CLOSE_CON:
2449 case LAMP: 2449 case LAMP:
2450 case BUILDER: 2450 case BUILDER:
2451 case SKILL_TOOL: 2451 case SKILL_TOOL:
2452 if (tmp->env != op) 2452 if (tmp->env != op)
2453 return 2; /* not in inventory */ 2453 return 2; /* not in inventory */
2454
2454 (void) apply_special (op, tmp, aflag); 2455 apply_special (op, tmp, aflag);
2455 return 1; 2456 return 1;
2456 2457
2457 case DRINK: 2458 case DRINK:
2458 case FOOD: 2459 case FOOD:
2459 case FLESH: 2460 case FLESH:
2475 } 2476 }
2476 else 2477 else
2477 return 0; 2478 return 0;
2478 2479
2479 case WEAPON_IMPROVER: 2480 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2481 check_improve_weapon (op, tmp);
2481 return 1; 2482 return 1;
2482 2483
2483 case CLOCK: 2484 case CLOCK:
2484 if (op->type == PLAYER) 2485 if (op->type == PLAYER)
2485 { 2486 {
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2494 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2494 new_draw_info (NDI_UNIQUE, 0, op, buf); 2495 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2496 return 1;
2496 } 2497 }
2497 else 2498 else
2498 {
2499 return 0; 2499 return 0;
2500 }
2501 2500
2502 case MENU: 2501 case MENU:
2503 if (op->type == PLAYER) 2502 if (op->type == PLAYER)
2504 { 2503 {
2505 shop_listing (tmp, op); 2504 shop_listing (tmp, op);
2506 return 1; 2505 return 1;
2507 } 2506 }
2508 else 2507 else
2509 {
2510 return 0; 2508 return 0;
2511 }
2512 2509
2513 case POWER_CRYSTAL: 2510 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */ 2511 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1; 2512 return 1;
2516 2513
2519 { 2516 {
2520 apply_lighter (op, tmp); 2517 apply_lighter (op, tmp);
2521 return 1; 2518 return 1;
2522 } 2519 }
2523 else 2520 else
2524 {
2525 return 0; 2521 return 0;
2526 }
2527 2522
2528 case ITEM_TRANSFORMER: 2523 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2524 apply_item_transformer (op, tmp);
2530 return 1; 2525 return 1;
2531 2526
2584/** 2579/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2580 * 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 2581 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2582 * we use the ground.
2588 */ 2583 */
2589
2590void 2584void
2591player_apply_below (object *pl) 2585player_apply_below (object *pl)
2592{ 2586{
2593 int floors = 0; 2587 int floors = 0;
2594 2588
2631 * to keep the size of apply_special to a more managable size. 2625 * to keep the size of apply_special to a more managable size.
2632 */ 2626 */
2633static int 2627static int
2634unapply_special (object *who, object *op, int aflags) 2628unapply_special (object *who, object *op, int aflags)
2635{ 2629{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2630 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2631 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 2632 return RESULT_INT (0);
2638 2633
2639 object *tmp2; 2634 object *tmp2;
2640 2635
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2636 CLEAR_FLAG (op, FLAG_APPLIED);
2643 switch (op->type) 2638 switch (op->type)
2644 { 2639 {
2645 case WEAPON: 2640 case WEAPON:
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2641 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2647 2642
2648 (void) change_abil (who, op); 2643 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2644 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2645
2646 if (who->contr)
2647 {
2648 if (who->contr->combat_ob == op)
2649 who->contr->combat_ob = 0;
2650
2651 if (who->current_weapon == op)
2652 who->current_weapon = 0;
2653 }
2654
2651 clear_skill (who); 2655 clear_skill (who);
2652 break; 2656 break;
2653 2657
2654 case SKILL: /* allows objects to impart skills */ 2658 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2659 case SKILL_TOOL:
2656 if (op != who->chosen_skill) 2660 if (op != who->chosen_skill)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2661 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658 2662
2659 if (who->type == PLAYER) 2663 if (who->contr)
2660 {
2661 if (who->contr->ranged_ob == op)
2662 { 2664 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2667 if (!op->invisible) 2665 if (!op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2666 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2669 else 2667 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2671 } 2669 }
2684 case AMULET: 2682 case AMULET:
2685 case GIRDLE: 2683 case GIRDLE:
2686 case BRACERS: 2684 case BRACERS:
2687 case CLOAK: 2685 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2689 (void) change_abil (who, op); 2687 change_abil (who, op);
2690 break; 2688 break;
2689
2691 case LAMP: 2690 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2691 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch); 2692 tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2693 tmp2->x = op->x;
2695 tmp2->y = op->y; 2694 tmp2->y = op->y;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2699 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2700
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2701 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2702 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2703
2705 if (who->type == PLAYER) 2704 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2705 esrv_del_item (who->contr, op->count);
2707 2706
2708 op->destroy (); 2707 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2708 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2709 who->update_stats ();
2710
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 { 2712 {
2713 if (who->type == PLAYER) 2713 if (who->contr)
2714 { 2714 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 } 2717 }
2718 } 2718 }
2719 if (who->type == PLAYER) 2719
2720 if (who->contr)
2720 esrv_send_item (who, tmp2); 2721 esrv_send_item (who, tmp2);
2722
2721 return 1; /* otherwise, an attempt to drop causes problems */ 2723 return 1; /* otherwise, an attempt to drop causes problems */
2722 break;
2723 2724
2724 case BOW: 2725 case BOW:
2725 case WAND: 2726 case WAND:
2726 case ROD: 2727 case ROD:
2727 case HORN: 2728 case HORN:
2728 clear_skill (who); 2729 clear_skill (who);
2729 if (who->type == PLAYER) 2730
2731 if (who->contr)
2730 { 2732 {
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2733 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2732 2734
2733 who->contr->ranged_skill = 0; 2735 if (who->contr->ranged_ob == op)
2734 who->contr->ranged_ob = 0; 2736 who->contr->ranged_ob = 0;
2737
2738 if (who->current_weapon == op)
2739 who->current_weapon = 0;
2735 } 2740 }
2736 else 2741 else
2737 { 2742 {
2738 if (op->type == BOW) 2743 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2744 CLEAR_FLAG (who, FLAG_READY_BOW);
2742 } 2747 }
2743 2748
2744 break; 2749 break;
2745 2750
2746 case BUILDER: 2751 case BUILDER:
2747 if (who->type == PLAYER) 2752 if (who->contr)
2748 { 2753 {
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2754 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750 2755
2751 who->contr->ranged_skill = 0; 2756 if (who->contr->ranged_ob == op)
2752 who->contr->ranged_ob = 0; 2757 who->contr->ranged_ob = 0;
2753 } 2758 }
2754 break; 2759 break;
2755 2760
2756 default: 2761 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2762 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2760 2765
2761 who->update_stats (); 2766 who->update_stats ();
2762 2767
2763 if (!(aflags & AP_NO_MERGE)) 2768 if (!(aflags & AP_NO_MERGE))
2764 { 2769 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL); 2770 object *tmp = merge_ob (op, 0);
2768 if (who->type == PLAYER) 2771
2772 if (who->contr)
2769 { 2773 {
2770 if (tmp) 2774 if (tmp)
2771 { /* it was merged */ 2775 { /* it was merged */
2772 esrv_del_item (who->contr, op->count); 2776 esrv_del_item (who->contr, op->count);
2773 op = tmp; 2777 op = tmp;
2774 } 2778 }
2775 2779
2776 esrv_send_item (who, op); 2780 esrv_send_item (who, op);
2777 } 2781 }
2778 } 2782 }
2783
2779 return 0; 2784 return 0;
2780} 2785}
2781 2786
2782/** 2787/**
2783 * Returns the object that is using location 'loc'. 2788 * Returns the object that is using location 'loc'.
2791 * loc is the index into the array we are looking for a match. 2796 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 2797 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 2798 * invisible other objects that use
2794 * up body locations can be used as restrictions. 2799 * up body locations can be used as restrictions.
2795 */ 2800 */
2796object * 2801static object *
2797get_item_from_body_location (object *start, int loc) 2802get_item_from_body_location (int loc, object *start)
2798{ 2803{
2799 object *tmp;
2800
2801 if (!start) 2804 if (start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 2805 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2806 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 2807 return tmp;
2807 2808
2808 return NULL; 2809 return 0;
2809} 2810}
2810
2811
2812 2811
2813/** 2812/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 2813 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 2814 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 2815 * that there are objects to unapply. This makes pretty heavy
2822 * another function that does just that. 2821 * another function that does just that.
2823 */ 2822 */
2824int 2823int
2825unapply_for_ob (object *who, object *op, int aflags) 2824unapply_for_ob (object *who, object *op, int aflags)
2826{ 2825{
2827 int i; 2826 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) 2827 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2828 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))) 2829 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2830 {
2841 if (aflags & AP_PRINT) 2831 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2832 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2843 else 2833 else
2844 unapply_special (who, tmp, aflags); 2834 unapply_special (who, tmp, aflags);
2845 } 2835 }
2846 else 2836 else
2847 { 2837 {
2848 /* In this case, we want to try and remove a cursed item. 2838 /* 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 2839 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2840 * at least generate the message.
2851 */ 2841 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2842 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; 2843 return 1;
2854 }
2855
2856 } 2844 }
2857 }
2858 }
2859 2845
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2846 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 2847 {
2862 /* this used up a slot that we need to free */ 2848 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 2849 if (op->slot[i].info)
2864 { 2850 {
2865 last = who->inv; 2851 object *last = who->inv;
2866 2852
2867 /* We do a while loop - may need to remove several items in order 2853 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 2854 * to free up enough slots.
2869 */ 2855 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 2856 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 2857 {
2872 tmp = get_item_from_body_location (last, i); 2858 object *tmp = get_item_from_body_location (i, last);
2859
2873 if (!tmp) 2860 if (!tmp)
2874 { 2861 {
2875#if 0 2862#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 2863 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 2864 * equipped.
2878 */ 2865 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2866 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 2867#endif
2881 return 1; 2868 return 1;
2882 } 2869 }
2870
2883 /* If we are just printing, we don't care about cursed status */ 2871 /* 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)))) 2872 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 2873 {
2886 if (aflags & AP_PRINT) 2874 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2875 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 2883 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 2884 * one cursed ring.)
2897 */ 2885 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2886 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2899 } 2887 }
2888
2900 last = tmp->below; 2889 last = tmp->below;
2901 } 2890 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2891 /* 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. 2892 * return in the !tmp would have kicked in.
2904 */ 2893 */
2905 } /* if op is using this body location */ 2894 } /* if op is using this body location */
2906 } /* for body lcoations */ 2895 } /* for body lcoations */
2896
2907 return 0; 2897 return 0;
2908} 2898}
2909 2899
2910/** 2900/**
2911 * Checks to see if 'who' can apply object 'op'. 2901 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 2902 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 2903 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 2904 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2905 * 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?) 2906 * is set, do we really are what the other flags may be?)
2917 * 2907 *
2918 * See include/define.h for detailed description of the meaning of 2908 * See include/define.h for detailed description of the meaning of
2919 * these return values. 2909 * these return values.
2920 */ 2910 */
2922can_apply_object (object *who, object *op) 2912can_apply_object (object *who, object *op)
2923{ 2913{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2914 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 2915 return RESULT_INT (0);
2926 2916
2927 int i, retval = 0; 2917 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 2918 object *tmp = 0, *ws = 0;
2929 2919
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2920 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 { 2921 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2922 if (op->slot[i].info)
2938 { 2923 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2924 /* Item uses more slots than we have */
2925 if (abs (op->slot[i].info) > who->slot[i].info)
2940 { 2926 {
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' 2927 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 2928 * really needed.
2956 */ 2929 */
2957 retval |= CAN_APPLY_NEVER; 2930 retval |= CAN_APPLY_NEVER;
2958 } 2931 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 2932 else if ((who->slot[i].used + op->slot[i].info) < 0)
2960 { 2933 {
2961 /* in this case, equipping this would use more free spots than 2934 /* in this case, equipping this would use more free spots than
2962 * we have. 2935 * we have.
2963 */ 2936 */
2964 object *tmp1;
2965
2966 2937
2967 /* if we have an applied weapon/shield, and unapply it would free 2938 /* 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 2939 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 2940 * 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 2941 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 2942 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 2943 * does take into the account cases where what is being applied
2973 * may be two handed for example. 2944 * may be two handed for example.
2974 */ 2945 */
2975 if (ws) 2946 if (ws)
2976 { 2947 {
2977 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0) 2948 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2978 { 2949 {
2979 retval |= CAN_APPLY_UNAPPLY; 2950 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 2951 continue;
2981 } 2952 }
2982 } 2953 }
2983 2954
2984 tmp1 = get_item_from_body_location (who->inv, i); 2955 object *tmp1 = get_item_from_body_location (i, who->inv);
2985 if (!tmp1) 2956 if (!tmp1)
2986 { 2957 {
2987#if 0 2958#if 0
2988 /* This is sort of an error, but happens a lot when old players 2959 /* 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. 2960 * join in with more stuff equipped than they are now allowed.
3000 */ 2971 */
3001 retval |= CAN_APPLY_UNAPPLY; 2972 retval |= CAN_APPLY_UNAPPLY;
3002 if (!tmp) 2973 if (!tmp)
3003 tmp = tmp1; 2974 tmp = tmp1;
3004 else if (tmp != tmp1) 2975 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 2976 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 2977
3008 /* This object isn't using up all the slots, so there must 2978 /* 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 2979 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 2980 * the slots, the player then has a choice.
3011 */ 2981 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2982 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2983 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2984 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 2985
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 2986 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 2987 * equipped? If not, there must be something else to unapply.
3017 */ 2988 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2989 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 2990 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 2991 }
3022 } /* if not enough free slots */ 2992 } /* if not enough free slots */
3023 } /* if this object uses location i */ 2993 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 2994 } /* for i -> num_body_locations loop */
3025 2995
3038 3008
3039 if (who->type != PLAYER) 3009 if (who->type != PLAYER)
3040 { 3010 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3011 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3012 retval |= CAN_APPLY_RESTRICTION;
3013
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3014 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3015 retval |= CAN_APPLY_RESTRICTION;
3016
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3017 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3018 retval |= CAN_APPLY_RESTRICTION;
3019
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3020 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3021 retval |= CAN_APPLY_RESTRICTION;
3049 } 3022 }
3050 3023
3051 return retval; 3024 return retval;
3076int 3049int
3077apply_special (object *who, object *op, int aflags) 3050apply_special (object *who, object *op, int aflags)
3078{ 3051{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3052 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3053 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3054
3083 if (who == NULL) 3055 if (who == NULL)
3084 { 3056 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3057 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3058 return 1;
3096 if (basic_flag == AP_APPLY) 3068 if (basic_flag == AP_APPLY)
3097 return 0; 3069 return 0;
3098 3070
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3071 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3072 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3073 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; 3074 return 1;
3103 } 3075 }
3076
3104 return unapply_special (who, op, aflags); 3077 return unapply_special (who, op, aflags);
3105 } 3078 }
3106 3079
3107 if (basic_flag == AP_UNAPPLY) 3080 if (basic_flag == AP_UNAPPLY)
3108 return 0; 3081 return 0;
3109 3082
3110 i = can_apply_object (who, op);
3111
3112 /* Can't just apply this object. Lets see what not and what to do */ 3083 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3084 if (int i = can_apply_object (who, op))
3114 { 3085 {
3115 if (i & CAN_APPLY_NEVER) 3086 if (i & CAN_APPLY_NEVER)
3116 { 3087 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3088 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; 3089 return 1;
3120 else if (i & CAN_APPLY_RESTRICTION) 3091 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3092 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3093 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3123 return 1; 3094 return 1;
3124 } 3095 }
3096
3125 if (who->type != PLAYER) 3097 if (who->type != PLAYER)
3126 { 3098 {
3127 /* Some error, so don't try to equip something more */ 3099 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3100 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3101 return 1;
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3107 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); 3108 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3109 return 1;
3138 } 3110 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3111 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3112 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3113 return 1;
3144 }
3145 } 3114 }
3146 } 3115 }
3147 3116
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3117 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3118 {
3150 skop = find_skill_by_name (who, op->skill); 3119 skop = find_skill_by_name (who, op->skill);
3120
3151 if (!skop) 3121 if (!skop)
3152 { 3122 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3123 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3154 return 1; 3124 return 1;
3155 } 3125 }
3158 * skill so that the dam and wc get updated 3128 * skill so that the dam and wc get updated
3159 */ 3129 */
3160 change_skill (who, skop, 0); 3130 change_skill (who, skop, 0);
3161 } 3131 }
3162 3132
3133 if (who->type == PLAYER
3134 && op->item_power
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3135 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3164 { 3136 {
3165 new_draw_info (NDI_UNIQUE, 0, who, 3137 new_draw_info (NDI_UNIQUE, 0, who,
3166 "Equipping that combined with other items would consume your soul! " 3138 "Equipping that combined with other items would consume your soul! "
3167 "[use the skills command to check your available item power]"); 3139 "[use the skills command to check your available item power]");
3168 return 1; 3140 return 1;
3169 } 3141 }
3170 3142
3171
3172 /* Ok. We are now at the state where we can apply the new object. 3143 /* 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_... 3144 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3145 * below - that is already taken care of by can_apply_object.
3175 */ 3146 */
3176
3177 if (op->nrof > 1) 3147 if (op->nrof > 1)
3178 tmp = get_split_ob (op, op->nrof - 1); 3148 tmp = get_split_ob (op, op->nrof - 1);
3179 else 3149 else
3180 tmp = NULL; 3150 tmp = 0;
3181 3151
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3152 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3153 return RESULT_INT (0);
3184 3154
3185 switch (op->type) 3155 switch (op->type)
3186 { 3156 {
3187 case WEAPON: 3157 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 3158 if (!check_weapon_power (who, op->last_eat))
3189 { 3159 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3160 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!."); 3161 "It would consume your soul!.");
3162
3192 if (tmp != NULL) 3163 if (tmp)
3193 (void) insert_ob_in_ob (tmp, who); 3164 insert_ob_in_ob (tmp, who);
3165
3194 return 1; 3166 return 1;
3195 } 3167 }
3196 3168
3197 //TODO: this obviously fails for players using a shiorter prefix 3169 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3170 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3171 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3200 { 3172 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3173 /* 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) */ 3174 /* (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."); 3175 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3206 insert_ob_in_ob (tmp, who); 3178 insert_ob_in_ob (tmp, who);
3207 3179
3208 return 1; 3180 return 1;
3209 } 3181 }
3210 3182
3183 if (!skop)
3184 {
3185 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3186 return 1;
3187 }
3188
3211 SET_FLAG (op, FLAG_APPLIED); 3189 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3190 change_skill (who, skop, 1);
3191
3192 if (who->contr)
3193 who->set_weapon (who->contr->combat_ob = op);
3215 3194
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3195 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3196 SET_FLAG (who, FLAG_READY_WEAPON);
3218 3197
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3198 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3237 break; 3216 break;
3238 3217
3239 case LAMP: 3218 case LAMP:
3240 if (op->stats.food < 1) 3219 if (op->stats.food < 1)
3241 { 3220 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3221 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3243 return 1; 3222 return 1;
3244 } 3223 }
3245 3224
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3225 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch); 3226 tmp2 = arch_to_object (op->other_arch);
3268 } 3247 }
3269 3248
3270 who->update_stats (); 3249 who->update_stats ();
3271 3250
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3251 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER) 3252 if (who->type == PLAYER)
3275 { 3253 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3254 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3255 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 } 3256 }
3279 }
3280 3257
3281 if (who->type == PLAYER) 3258 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2); 3259 esrv_send_item (who, tmp2);
3283 3260
3284 return 0; 3261 return 0;
3290 { 3267 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3268 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3292 return 1; 3269 return 1;
3293 } 3270 }
3294 3271
3295 if (who->type == PLAYER) 3272 if (player *pl = who->contr)
3273 {
3274 if (IS_COMBAT_SKILL (op->subtype))
3296 { 3275 {
3297 who->contr->ranged_skill = who; 3276 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3298 who->contr->ranged_ob = op; 3277 {
3278 for (object *item = who->inv; item; item = item->below)
3279 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3280 {
3281 who->set_weapon (pl->combat_ob = item);
3282 goto found_weapon;
3283 }
3284
3285 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3286 return 1;
3287
3288 found_weapon:;
3289 }
3290 else
3291 who->set_weapon (pl->combat_ob = op);
3292 }
3293 else if (IS_RANGED_SKILL (op->subtype))
3294 {
3295 if (skill_flags [op->subtype] & SF_NEED_BOW)
3296 {
3297 for (object *item = who->inv; item; item = item->below)
3298 if (item->type == BOW && item->flag [FLAG_APPLIED])
3299 {
3300 who->set_weapon (pl->ranged_ob = item);
3301 goto found_bow;
3302 }
3303
3304 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3305 return 1;
3306
3307 found_bow:;
3308 }
3309 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3310 {
3311 for (object *item = who->inv; item; item = item->below)
3312 if (item->flag [FLAG_APPLIED]
3313 && (item->type == WAND || item->type == ROD || item->type == HORN))
3314 {
3315 who->set_weapon (pl->ranged_ob = item);
3316 goto found_item;
3317 }
3318
3319 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3320 return 1;
3321
3322 found_item:;
3323 }
3324 else
3325 who->set_weapon (pl->ranged_ob = op);
3326 }
3299 3327
3300 if (!op->invisible) 3328 if (!op->invisible)
3301 { 3329 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3330 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); 3331 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3313 break; 3341 break;
3314 3342
3315 case BOW: 3343 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3344 if (!check_weapon_power (who, op->last_eat))
3317 { 3345 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3346 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!."); 3347 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3320 3348
3321 if (tmp) 3349 if (tmp)
3322 insert_ob_in_ob (tmp, who); 3350 insert_ob_in_ob (tmp, who);
3323 3351
3325 } 3353 }
3326 3354
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3355 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 { 3356 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3357 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3330 if (tmp != NULL) 3358 if (tmp)
3331 insert_ob_in_ob (tmp, who); 3359 insert_ob_in_ob (tmp, who);
3332 3360
3333 return 1; 3361 return 1;
3334 } 3362 }
3335 3363
3336 /*FALLTHROUGH*/ 3364 /*FALLTHROUGH*/
3337 case WAND: 3365 case WAND:
3338 case ROD: 3366 case ROD:
3339 case HORN: 3367 case HORN:
3340 /* check for skill, alter player status */ 3368 /* check for skill, alter player status */
3369
3370 if (!skop)
3371 {
3372 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3373 return 1;
3374 }
3375
3341 SET_FLAG (op, FLAG_APPLIED); 3376 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3377 change_skill (who, skop, 0);
3344 3378
3345 if (who->type == PLAYER) 3379 if (who->contr)
3346 { 3380 {
3381 who->contr->ranged_ob = op;
3382
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348 3384
3349 if (op->type == BOW) 3385 if (op->type == BOW)
3350 { 3386 {
3387 who->current_weapon = op;
3351 change_abil (who, op); 3388 change_abil (who, op);
3352 new_draw_info_format (NDI_UNIQUE, 0, who, 3389 new_draw_info_format (NDI_UNIQUE, 0, who,
3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3390 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3354 } 3391 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3392 }
3359 else 3393 else
3360 { 3394 {
3361 if (op->type == BOW) 3395 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3396 SET_FLAG (who, FLAG_READY_BOW);
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3406 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3407 unapply_special (who, who->contr->ranged_ob, 0);
3374 3408
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3376 3410
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3411 who->contr->ranged_ob = op;
3379 } 3412 }
3380 break; 3413 break;
3381 3414
3382 default: 3415 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3416 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3384 } /* end of switch op->type */ 3417 } /* end of switch op->type */
3385 3418
3386 SET_FLAG (op, FLAG_APPLIED); 3419 SET_FLAG (op, FLAG_APPLIED);
3387 3420
3388 if (tmp != NULL) 3421 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3422 tmp = insert_ob_in_ob (tmp, who);
3390 3423
3391 who->update_stats (); 3424 who->update_stats ();
3392 3425
3393 /* We exclude spell casting objects. The fire code will set the 3426 /* We exclude spell casting objects. The fire code will set the
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3616 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3617 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3618 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3619 tmp->randomitems = NULL;
3587 } 3620 }
3621
3588 // close all containers 3622 // close all containers
3589 else if (tmp->type == CONTAINER) 3623 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3624 tmp->flag [FLAG_APPLIED] = 0;
3591 3625
3592 tmp = above; 3626 tmp = above;
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3825 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3792 blind_player (op, op, power); 3826 blind_player (op, op, power);
3793 } 3827 }
3794 else if (failure <= -80) 3828 else if (failure <= -80)
3795 { /* blast the immediate area */ 3829 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3830 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3831 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3832 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3801 tmp->destroy (); 3833 tmp->destroy ();
3802 } 3834 }
3803 } 3835 }
3804} 3836}
3805 3837

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