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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 1.98 by root, Wed May 16 23:40:06 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/**
1878 */ 1881 */
1879static void 1882static void
1880apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
1881{ 1884{
1882 object *treas; 1885 object *treas;
1883
1884 1886
1885 /* Nice side effect of new treasure creation method is that the treasure 1887 /* 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 1888 * 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 1889 * 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 1890 * prevents people fromt moving chests to more difficult maps to get better
2292 } 2294 }
2293 2295
2294 return 0; 2296 return 0;
2295} 2297}
2296 2298
2297
2298/** 2299/**
2299 * Main apply handler. 2300 * Main apply handler.
2300 * 2301 *
2301 * Checks for unpaid items before applying. 2302 * Checks for unpaid items before applying.
2302 * 2303 *
2309 * being applied. 2310 * being applied.
2310 * 2311 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2312 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2313 * them in this function - they are passed to apply_special
2313 */ 2314 */
2314
2315int 2315int
2316manual_apply (object *op, object *tmp, int aflag) 2316manual_apply (object *op, object *tmp, int aflag)
2317{ 2317{
2318 if (tmp->head) 2318 if (tmp->head)
2319 tmp = tmp->head; 2319 tmp = tmp->head;
2357 case EXIT: 2357 case EXIT:
2358 if (op->type != PLAYER) 2358 if (op->type != PLAYER)
2359 return 0; 2359 return 0;
2360 2360
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2361 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)); 2362 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2363 else
2366 { 2364 {
2367 /* Don't display messages for random maps. */ 2365 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2366 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2367 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370 2368
2371 op->enter_exit (tmp); 2369 op->enter_exit (tmp);
2372 } 2370 }
2371
2373 return 1; 2372 return 1;
2374 2373
2375 case SIGN: 2374 case SIGN:
2376 apply_sign (op, tmp, 0); 2375 apply_sign (op, tmp, 0);
2377 return 1; 2376 return 1;
2381 { 2380 {
2382 apply_book (op, tmp); 2381 apply_book (op, tmp);
2383 return 1; 2382 return 1;
2384 } 2383 }
2385 else 2384 else
2386 {
2387 return 0; 2385 return 0;
2388 }
2389 2386
2390 case SKILLSCROLL: 2387 case SKILLSCROLL:
2391 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2392 { 2389 {
2393 apply_skillscroll (op, tmp); 2390 apply_skillscroll (op, tmp);
2394 return 1; 2391 return 1;
2395 } 2392 }
2393 else
2396 return 0; 2394 return 0;
2397 2395
2398 case SPELLBOOK: 2396 case SPELLBOOK:
2399 if (op->type == PLAYER) 2397 if (op->type == PLAYER)
2400 { 2398 {
2401 apply_spellbook (op, tmp); 2399 apply_spellbook (op, tmp);
2402 return 1; 2400 return 1;
2403 } 2401 }
2402 else
2404 return 0; 2403 return 0;
2405 2404
2406 case SCROLL: 2405 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2406 apply_scroll (op, tmp, 0);
2408 return 1; 2407 return 1;
2409 2408
2410 case POTION: 2409 case POTION:
2411 (void) apply_potion (op, tmp); 2410 apply_potion (op, tmp);
2412 return 1; 2411 return 1;
2413 2412
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2413 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2414 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2415 case CLOSE_CON:
2449 case LAMP: 2448 case LAMP:
2450 case BUILDER: 2449 case BUILDER:
2451 case SKILL_TOOL: 2450 case SKILL_TOOL:
2452 if (tmp->env != op) 2451 if (tmp->env != op)
2453 return 2; /* not in inventory */ 2452 return 2; /* not in inventory */
2453
2454 (void) apply_special (op, tmp, aflag); 2454 apply_special (op, tmp, aflag);
2455 return 1; 2455 return 1;
2456 2456
2457 case DRINK: 2457 case DRINK:
2458 case FOOD: 2458 case FOOD:
2459 case FLESH: 2459 case FLESH:
2475 } 2475 }
2476 else 2476 else
2477 return 0; 2477 return 0;
2478 2478
2479 case WEAPON_IMPROVER: 2479 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2480 check_improve_weapon (op, tmp);
2481 return 1; 2481 return 1;
2482 2482
2483 case CLOCK: 2483 case CLOCK:
2484 if (op->type == PLAYER) 2484 if (op->type == PLAYER)
2485 { 2485 {
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2494 new_draw_info (NDI_UNIQUE, 0, op, buf); 2494 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2495 return 1;
2496 } 2496 }
2497 else 2497 else
2498 {
2499 return 0; 2498 return 0;
2500 }
2501 2499
2502 case MENU: 2500 case MENU:
2503 if (op->type == PLAYER) 2501 if (op->type == PLAYER)
2504 { 2502 {
2505 shop_listing (tmp, op); 2503 shop_listing (tmp, op);
2506 return 1; 2504 return 1;
2507 } 2505 }
2508 else 2506 else
2509 {
2510 return 0; 2507 return 0;
2511 }
2512 2508
2513 case POWER_CRYSTAL: 2509 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */ 2510 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1; 2511 return 1;
2516 2512
2519 { 2515 {
2520 apply_lighter (op, tmp); 2516 apply_lighter (op, tmp);
2521 return 1; 2517 return 1;
2522 } 2518 }
2523 else 2519 else
2524 {
2525 return 0; 2520 return 0;
2526 }
2527 2521
2528 case ITEM_TRANSFORMER: 2522 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2523 apply_item_transformer (op, tmp);
2530 return 1; 2524 return 1;
2531 2525
2584/** 2578/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2579 * 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 2580 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2581 * we use the ground.
2588 */ 2582 */
2589
2590void 2583void
2591player_apply_below (object *pl) 2584player_apply_below (object *pl)
2592{ 2585{
2593 int floors = 0; 2586 int floors = 0;
2594 2587
2631 * to keep the size of apply_special to a more managable size. 2624 * to keep the size of apply_special to a more managable size.
2632 */ 2625 */
2633static int 2626static int
2634unapply_special (object *who, object *op, int aflags) 2627unapply_special (object *who, object *op, int aflags)
2635{ 2628{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2629 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2630 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 2631 return RESULT_INT (0);
2638 2632
2639 object *tmp2; 2633 object *tmp2;
2640 2634
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2635 CLEAR_FLAG (op, FLAG_APPLIED);
2642 2636
2637 if (player *pl = who->contr)
2638 {
2639 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2640 if (op == pl->combat_ob) pl->combat_ob = 0;
2641 }
2642
2643 switch (op->type) 2643 switch (op->type)
2644 { 2644 {
2645 case SKILL_TOOL:
2646 // unapplying a skill tool should also unapply the skill it governs
2647 // but this is hard, as it shouldn't do so when the skill can
2648 // be used for other reasons
2649 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2650 if (tmp->skill == op->skill
2651 && tmp->type == SKILL
2652 && tmp->flag [FLAG_APPLIED]
2653 && !tmp->flag [FLAG_CAN_USE_SKILL])
2654 unapply_special (who, tmp, 0);
2655
2656 change_abil (who, op);
2657 break;
2658
2645 case WEAPON: 2659 case WEAPON:
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2660 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2647 2661
2648 (void) change_abil (who, op); 2662 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2663 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who); 2664 clear_skill (who);
2652 break; 2665 break;
2653 2666
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2667 case SKILL:
2656 if (op != who->chosen_skill) 2668 if (op != who->chosen_skill)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2669 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658 2670
2659 if (who->type == PLAYER) 2671 if (who->contr)
2660 {
2661 if (who->contr->ranged_ob == op)
2662 { 2672 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2667 if (!op->invisible) 2673 if (!op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2674 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2669 else 2675 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2671 } 2677 }
2684 case AMULET: 2690 case AMULET:
2685 case GIRDLE: 2691 case GIRDLE:
2686 case BRACERS: 2692 case BRACERS:
2687 case CLOAK: 2693 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2694 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2689 (void) change_abil (who, op); 2695 change_abil (who, op);
2690 break; 2696 break;
2697
2691 case LAMP: 2698 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2699 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch); 2700 tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2701 tmp2->x = op->x;
2695 tmp2->y = op->y; 2702 tmp2->y = op->y;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2707 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2708
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2709 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2710 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2711
2705 if (who->type == PLAYER) 2712 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2713 esrv_del_item (who->contr, op->count);
2707 2714
2708 op->destroy (); 2715 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2716 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2717 who->update_stats ();
2718
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2719 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 { 2720 {
2713 if (who->type == PLAYER) 2721 if (who->contr)
2714 { 2722 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2723 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2724 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 } 2725 }
2718 } 2726 }
2719 if (who->type == PLAYER) 2727
2728 if (who->contr)
2720 esrv_send_item (who, tmp2); 2729 esrv_send_item (who, tmp2);
2730
2721 return 1; /* otherwise, an attempt to drop causes problems */ 2731 return 1; /* otherwise, an attempt to drop causes problems */
2722 break;
2723 2732
2724 case BOW: 2733 case BOW:
2725 case WAND: 2734 case WAND:
2726 case ROD: 2735 case ROD:
2727 case HORN: 2736 case HORN:
2728 clear_skill (who); 2737 clear_skill (who);
2729 if (who->type == PLAYER) 2738
2739 if (who->contr)
2730 { 2740 {
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2741 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2732 2742
2733 who->contr->ranged_skill = 0; 2743 if (who->contr->ranged_ob == op)
2734 who->contr->ranged_ob = 0; 2744 who->contr->ranged_ob = 0;
2745
2746 if (who->current_weapon == op)
2747 who->current_weapon = 0;
2735 } 2748 }
2736 else 2749 else
2737 { 2750 {
2738 if (op->type == BOW) 2751 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2752 CLEAR_FLAG (who, FLAG_READY_BOW);
2742 } 2755 }
2743 2756
2744 break; 2757 break;
2745 2758
2746 case BUILDER: 2759 case BUILDER:
2747 if (who->type == PLAYER) 2760 if (who->contr)
2748 { 2761 {
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2762 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750 2763
2751 who->contr->ranged_skill = 0; 2764 if (who->contr->ranged_ob == op)
2752 who->contr->ranged_ob = 0; 2765 who->contr->ranged_ob = 0;
2753 } 2766 }
2754 break; 2767 break;
2755 2768
2756 default: 2769 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2770 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2760 2773
2761 who->update_stats (); 2774 who->update_stats ();
2762 2775
2763 if (!(aflags & AP_NO_MERGE)) 2776 if (!(aflags & AP_NO_MERGE))
2764 { 2777 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL); 2778 object *tmp = merge_ob (op, 0);
2768 if (who->type == PLAYER) 2779
2780 if (who->contr)
2769 { 2781 {
2770 if (tmp) 2782 if (tmp)
2771 { /* it was merged */ 2783 { /* it was merged */
2772 esrv_del_item (who->contr, op->count); 2784 esrv_del_item (who->contr, op->count);
2773 op = tmp; 2785 op = tmp;
2774 } 2786 }
2775 2787
2776 esrv_send_item (who, op); 2788 esrv_send_item (who, op);
2777 } 2789 }
2778 } 2790 }
2791
2779 return 0; 2792 return 0;
2780} 2793}
2781 2794
2782/** 2795/**
2783 * Returns the object that is using location 'loc'. 2796 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 2797 * 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 2798 * then go through the below of this. In this way, you can do
2786 * something like: 2799 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 2800 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2801 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 2802 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 2803 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 2804 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 2805 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 2806 * invisible other objects that use
2794 * up body locations can be used as restrictions. 2807 * up body locations can be used as restrictions.
2795 */ 2808 */
2796object * 2809static object *
2797get_item_from_body_location (object *start, int loc) 2810get_next_item_from_body_location (int loc, object *start)
2798{ 2811{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 2812 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2813 if (tmp->flag [FLAG_APPLIED]
2814 && tmp->slot[loc].info
2815 && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 2816 return tmp;
2807 2817
2808 return NULL; 2818 return 0;
2809} 2819}
2810
2811
2812 2820
2813/** 2821/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 2822 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 2823 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 2824 * that there are objects to unapply. This makes pretty heavy
2822 * another function that does just that. 2830 * another function that does just that.
2823 */ 2831 */
2824int 2832int
2825unapply_for_ob (object *who, object *op, int aflags) 2833unapply_for_ob (object *who, object *op, int aflags)
2826{ 2834{
2827 int i; 2835 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) 2836 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2837 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))) 2838 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2839 {
2841 if (aflags & AP_PRINT) 2840 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2841 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2843 else 2842 else
2844 unapply_special (who, tmp, aflags); 2843 unapply_special (who, tmp, aflags);
2845 } 2844 }
2846 else 2845 else
2847 { 2846 {
2848 /* In this case, we want to try and remove a cursed item. 2847 /* 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 2848 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2849 * at least generate the message.
2851 */ 2850 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2851 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; 2852 return 1;
2854 }
2855
2856 } 2853 }
2857 }
2858 }
2859 2854
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2855 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 2856 {
2862 /* this used up a slot that we need to free */ 2857 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 2858 if (op->slot[i].info)
2864 { 2859 {
2865 last = who->inv; 2860 object *last = who->inv;
2866 2861
2867 /* We do a while loop - may need to remove several items in order 2862 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 2863 * to free up enough slots.
2869 */ 2864 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 2865 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 2866 {
2872 tmp = get_item_from_body_location (last, i); 2867 object *tmp = get_next_item_from_body_location (i, last);
2868
2873 if (!tmp) 2869 if (!tmp)
2874 { 2870 {
2875#if 0 2871#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 2872 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 2873 * equipped.
2878 */ 2874 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2875 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 2876#endif
2881 return 1; 2877 return 1;
2882 } 2878 }
2879
2883 /* If we are just printing, we don't care about cursed status */ 2880 /* 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)))) 2881 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 2882 {
2886 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2884 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 2892 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 2893 * one cursed ring.)
2897 */ 2894 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2895 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2899 } 2896 }
2897
2900 last = tmp->below; 2898 last = tmp->below;
2901 } 2899 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2900 /* 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. 2901 * return in the !tmp would have kicked in.
2904 */ 2902 */
2905 } /* if op is using this body location */ 2903 } /* if op is using this body location */
2906 } /* for body lcoations */ 2904 } /* for body lcoations */
2905
2907 return 0; 2906 return 0;
2908} 2907}
2909 2908
2910/** 2909/**
2911 * Checks to see if 'who' can apply object 'op'. 2910 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 2911 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 2912 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 2913 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2914 * 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?) 2915 * is set, do we really care what the other flags may be?)
2917 * 2916 *
2918 * See include/define.h for detailed description of the meaning of 2917 * See include/define.h for detailed description of the meaning of
2919 * these return values. 2918 * these return values.
2920 */ 2919 */
2921int 2920int
2922can_apply_object (object *who, object *op) 2921can_apply_object (object *who, object *op)
2923{ 2922{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2923 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 2924 return RESULT_INT (0);
2926 2925
2927 int i, retval = 0; 2926 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 2927 object *tmp = 0, *ws = 0;
2929 2928
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2929 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 { 2930 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2931 if (op->slot[i].info)
2938 { 2932 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2933 /* Item uses more slots than we have */
2934 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 2935 {
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' 2936 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 2937 * really needed.
2956 */ 2938 */
2957 retval |= CAN_APPLY_NEVER; 2939 retval |= CAN_APPLY_NEVER;
2958 } 2940 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 2941 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 2942 {
2961 /* in this case, equipping this would use more free spots than 2943 /* in this case, equipping this would use more free spots than
2962 * we have. 2944 * we have.
2963 */ 2945 */
2964 object *tmp1;
2965
2966 2946
2967 /* if we have an applied weapon/shield, and unapply it would free 2947 /* 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 2948 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 2949 * 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 2950 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 2951 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 2952 * does take into the account cases where what is being applied
2973 * may be two handed for example. 2953 * may be two handed for example.
2974 */ 2954 */
2975 if (ws) 2955 if (ws)
2976 { 2956 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 { 2957 {
2979 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 2959 continue;
2981 } 2960 }
2982 }
2983 2961
2984 tmp1 = get_item_from_body_location (who->inv, i); 2962 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 2963 if (!tmp1)
2986 { 2964 {
2987#if 0 2965#if 0
2988 /* This is sort of an error, but happens a lot when old players 2966 /* 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. 2967 * join in with more stuff equipped than they are now allowed.
2990 */ 2968 */
2991 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 2969 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2992#endif 2970#endif
2971 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2972 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2993 retval |= CAN_APPLY_NEVER; 2973 retval |= CAN_APPLY_NEVER;
2994 } 2974 }
2995 else 2975 else
2996 { 2976 {
2997 /* need to unapply something. However, if this something 2977 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 2978 * is different than we had found before, it means they need
2999 * to apply multiple objects 2979 * to apply multiple objects
3000 */ 2980 */
3001 retval |= CAN_APPLY_UNAPPLY; 2981 retval |= CAN_APPLY_UNAPPLY;
2982
3002 if (!tmp) 2983 if (!tmp)
3003 tmp = tmp1; 2984 tmp = tmp1;
3004 else if (tmp != tmp1) 2985 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 2986 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 2987
3008 /* This object isn't using up all the slots, so there must 2988 /* 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 2989 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 2990 * the slots, the player then has a choice.
3011 */ 2991 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2992 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2993 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2994 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 2995
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 2996 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 2997 * equipped? If not, there must be something else to unapply.
3017 */ 2998 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2999 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 3000 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 3001 }
3022 } /* if not enough free slots */ 3002 } /* if not enough free slots */
3023 } /* if this object uses location i */ 3003 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 3004 } /* for i -> num_body_locations loop */
3025 3005
3038 3018
3039 if (who->type != PLAYER) 3019 if (who->type != PLAYER)
3040 { 3020 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3021 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3022 retval |= CAN_APPLY_RESTRICTION;
3023
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3024 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3025 retval |= CAN_APPLY_RESTRICTION;
3026
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3027 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3028 retval |= CAN_APPLY_RESTRICTION;
3029
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3030 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3031 retval |= CAN_APPLY_RESTRICTION;
3049 } 3032 }
3050 3033
3051 return retval; 3034 return retval;
3076int 3059int
3077apply_special (object *who, object *op, int aflags) 3060apply_special (object *who, object *op, int aflags)
3078{ 3061{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3062 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3063 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3064
3083 if (who == NULL) 3065 if (who == NULL)
3084 { 3066 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3067 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3068 return 1;
3096 if (basic_flag == AP_APPLY) 3078 if (basic_flag == AP_APPLY)
3097 return 0; 3079 return 0;
3098 3080
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3082 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3102 return 1; 3084 return 1;
3103 } 3085 }
3086
3104 return unapply_special (who, op, aflags); 3087 return unapply_special (who, op, aflags);
3105 } 3088 }
3106 3089
3107 if (basic_flag == AP_UNAPPLY) 3090 if (basic_flag == AP_UNAPPLY)
3108 return 0; 3091 return 0;
3109 3092
3110 i = can_apply_object (who, op); 3093 // if the item is combat/ranged, wield the relevant slot first
3094 // to resolve conflicts.
3095 if (player *pl = who->contr)
3096 switch (op->slottype ())
3097 {
3098 case slot_combat: who->change_weapon (pl->combat_ob); break;
3099 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3100 }
3111 3101
3112 /* Can't just apply this object. Lets see what not and what to do */ 3102 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3103 if (int i = can_apply_object (who, op))
3114 { 3104 {
3115 if (i & CAN_APPLY_NEVER) 3105 if (i & CAN_APPLY_NEVER)
3116 { 3106 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3107 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; 3108 return 1;
3120 else if (i & CAN_APPLY_RESTRICTION) 3110 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3111 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3123 return 1; 3113 return 1;
3124 } 3114 }
3115
3125 if (who->type != PLAYER) 3116 if (who->type != PLAYER)
3126 { 3117 {
3127 /* Some error, so don't try to equip something more */ 3118 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3119 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3120 return 1;
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3126 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); 3127 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3128 return 1;
3138 } 3129 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3130 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3131 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3132 return 1;
3144 }
3145 } 3133 }
3146 } 3134 }
3147 3135
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3136 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3137 {
3150 skop = find_skill_by_name (who, op->skill); 3138 skop = find_skill_by_name (who, op->skill);
3139
3151 if (!skop) 3140 if (!skop)
3152 { 3141 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3142 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3154 return 1; 3143 return 1;
3155 } 3144 }
3158 * skill so that the dam and wc get updated 3147 * skill so that the dam and wc get updated
3159 */ 3148 */
3160 change_skill (who, skop, 0); 3149 change_skill (who, skop, 0);
3161 } 3150 }
3162 3151
3152 if (who->type == PLAYER
3153 && op->item_power
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3154 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3164 { 3155 {
3165 new_draw_info (NDI_UNIQUE, 0, who, 3156 new_draw_info (NDI_UNIQUE, 0, who,
3166 "Equipping that combined with other items would consume your soul! " 3157 "Equipping that combined with other items would consume your soul! "
3167 "[use the skills command to check your available item power]"); 3158 "[use the skills command to check your available item power]");
3168 return 1; 3159 return 1;
3169 } 3160 }
3170 3161
3171
3172 /* Ok. We are now at the state where we can apply the new object. 3162 /* 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_... 3163 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3164 * below - that is already taken care of by can_apply_object.
3175 */ 3165 */
3176
3177 if (op->nrof > 1) 3166 if (op->nrof > 1)
3178 tmp = get_split_ob (op, op->nrof - 1); 3167 tmp = get_split_ob (op, op->nrof - 1);
3179 else 3168 else
3180 tmp = NULL; 3169 tmp = 0;
3181 3170
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3171 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3172 return RESULT_INT (0);
3184 3173
3185 switch (op->type) 3174 switch (op->type)
3186 { 3175 {
3187 case WEAPON: 3176 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 3177 if (!check_weapon_power (who, op->last_eat))
3189 { 3178 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3179 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!."); 3180 "It would consume your soul!.");
3181
3192 if (tmp != NULL) 3182 if (tmp)
3193 (void) insert_ob_in_ob (tmp, who); 3183 insert_ob_in_ob (tmp, who);
3184
3194 return 1; 3185 return 1;
3195 } 3186 }
3196 3187
3197 //TODO: this obviously fails for players using a shiorter prefix 3188 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3189 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3190 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3200 { 3191 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3192 /* 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) */ 3193 /* (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."); 3194 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3206 insert_ob_in_ob (tmp, who); 3197 insert_ob_in_ob (tmp, who);
3207 3198
3208 return 1; 3199 return 1;
3209 } 3200 }
3210 3201
3202 if (!skop)
3203 {
3204 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3205 return 1;
3206 }
3207
3211 SET_FLAG (op, FLAG_APPLIED); 3208 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3209 change_skill (who, skop, 1);
3210
3211 if (who->contr)
3212 who->change_weapon (who->contr->combat_ob = op);
3215 3213
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3214 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3215 SET_FLAG (who, FLAG_READY_WEAPON);
3218 3216
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3217 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3237 break; 3235 break;
3238 3236
3239 case LAMP: 3237 case LAMP:
3240 if (op->stats.food < 1) 3238 if (op->stats.food < 1)
3241 { 3239 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3243 return 1; 3241 return 1;
3244 } 3242 }
3245 3243
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch); 3245 tmp2 = arch_to_object (op->other_arch);
3268 } 3266 }
3269 3267
3270 who->update_stats (); 3268 who->update_stats ();
3271 3269
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER) 3271 if (who->type == PLAYER)
3275 { 3272 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 } 3275 }
3279 }
3280 3276
3281 if (who->type == PLAYER) 3277 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2); 3278 esrv_send_item (who, tmp2);
3283 3279
3284 return 0; 3280 return 0;
3285 3281
3286 /* this part is needed for skill-tools */ 3282 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED);
3285 skop = find_skill_by_name (who, op->skill);
3286 if (!skop->flag [FLAG_APPLIED])
3287 apply_special (who, skop, AP_APPLY);
3288 break;
3289
3287 case SKILL: 3290 case SKILL:
3288 case SKILL_TOOL:
3289 if (who->chosen_skill) 3291 if (who->chosen_skill)
3290 { 3292 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3293 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3292 return 1; 3294 return 1;
3293 } 3295 }
3294 3296
3295 if (who->type == PLAYER) 3297 if (player *pl = who->contr)
3298 {
3299 if (IS_COMBAT_SKILL (op->subtype))
3296 { 3300 {
3297 who->contr->ranged_skill = who; 3301 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3298 who->contr->ranged_ob = op; 3302 {
3303 for (object *item = who->inv; item; item = item->below)
3304 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3305 {
3306 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon;
3308 }
3309
3310 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3311 return 1;
3312
3313 found_weapon:;
3314 }
3315 else
3316 who->change_weapon (pl->combat_ob = op);
3317 }
3318 else if (IS_RANGED_SKILL (op->subtype))
3319 {
3320 if (skill_flags [op->subtype] & SF_NEED_BOW)
3321 {
3322 for (object *item = who->inv; item; item = item->below)
3323 if (item->type == BOW && item->flag [FLAG_APPLIED])
3324 {
3325 who->change_weapon (pl->ranged_ob = item);
3326 goto found_bow;
3327 }
3328
3329 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3330 return 1;
3331
3332 found_bow:;
3333 }
3334 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3335 {
3336 for (object *item = who->inv; item; item = item->below)
3337 if (item->flag [FLAG_APPLIED]
3338 && (item->type == WAND || item->type == ROD || item->type == HORN))
3339 {
3340 who->change_weapon (pl->ranged_ob = item);
3341 goto found_item;
3342 }
3343
3344 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3345 return 1;
3346
3347 found_item:;
3348 }
3349 else
3350 who->change_weapon (pl->ranged_ob = op);
3351 }
3299 3352
3300 if (!op->invisible) 3353 if (!op->invisible)
3301 { 3354 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3355 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); 3356 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3313 break; 3366 break;
3314 3367
3315 case BOW: 3368 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3369 if (!check_weapon_power (who, op->last_eat))
3317 { 3370 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3371 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!."); 3372 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3320 3373
3321 if (tmp) 3374 if (tmp)
3322 insert_ob_in_ob (tmp, who); 3375 insert_ob_in_ob (tmp, who);
3323 3376
3325 } 3378 }
3326 3379
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3380 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 { 3381 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3382 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3330 if (tmp != NULL) 3383 if (tmp)
3331 insert_ob_in_ob (tmp, who); 3384 insert_ob_in_ob (tmp, who);
3332 3385
3333 return 1; 3386 return 1;
3334 } 3387 }
3335 3388
3336 /*FALLTHROUGH*/ 3389 /*FALLTHROUGH*/
3337 case WAND: 3390 case WAND:
3338 case ROD: 3391 case ROD:
3339 case HORN: 3392 case HORN:
3340 /* check for skill, alter player status */ 3393 /* check for skill, alter player status */
3394
3395 if (!skop)
3396 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3398 return 1;
3399 }
3400
3341 SET_FLAG (op, FLAG_APPLIED); 3401 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3402 change_skill (who, skop, 0);
3344 3403
3345 if (who->type == PLAYER) 3404 if (who->contr)
3346 { 3405 {
3406 who->contr->ranged_ob = op;
3407
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3408 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348 3409
3349 if (op->type == BOW) 3410 if (op->type == BOW)
3350 { 3411 {
3412 who->current_weapon = op;
3351 change_abil (who, op); 3413 change_abil (who, op);
3352 new_draw_info_format (NDI_UNIQUE, 0, who, 3414 new_draw_info_format (NDI_UNIQUE, 0, who,
3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3415 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3354 } 3416 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3417 }
3359 else 3418 else
3360 { 3419 {
3361 if (op->type == BOW) 3420 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3421 SET_FLAG (who, FLAG_READY_BOW);
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3431 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3432 unapply_special (who, who->contr->ranged_ob, 0);
3374 3433
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3376 3435
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3436 who->contr->ranged_ob = op;
3379 } 3437 }
3380 break; 3438 break;
3381 3439
3382 default: 3440 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3441 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3384 } /* end of switch op->type */ 3442 } /* end of switch op->type */
3385 3443
3386 SET_FLAG (op, FLAG_APPLIED); 3444 SET_FLAG (op, FLAG_APPLIED);
3387 3445
3388 if (tmp != NULL) 3446 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3447 tmp = insert_ob_in_ob (tmp, who);
3390 3448
3391 who->update_stats (); 3449 who->update_stats ();
3392 3450
3393 /* We exclude spell casting objects. The fire code will set the 3451 /* We exclude spell casting objects. The fire code will set the
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3641 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3642 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3643 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3644 tmp->randomitems = NULL;
3587 } 3645 }
3646
3588 // close all containers 3647 // close all containers
3589 else if (tmp->type == CONTAINER) 3648 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3649 tmp->flag [FLAG_APPLIED] = 0;
3591 3650
3592 tmp = above; 3651 tmp = above;
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3661 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3662 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3663 * 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. 3664 * the food changes, just grab a force and use that instead.
3606 */ 3665 */
3607
3608void 3666void
3609eat_special_food (object *who, object *food) 3667eat_special_food (object *who, object *food)
3610{ 3668{
3611 object *force; 3669 object *force;
3612 int i, did_one = 0; 3670 int i, did_one = 0;
3613 sint8 k;
3614 3671
3615 force = get_archetype (FORCE_NAME); 3672 force = get_archetype (FORCE_NAME);
3616 3673
3617 for (i = 0; i < NUM_STATS; i++) 3674 for (i = 0; i < NUM_STATS; i++)
3618 { 3675 if (sint8 k = food->stats.stat (i))
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 { 3676 {
3622 set_attr_value (&force->stats, i, k); 3677 force->stats.stat (i) = k;
3623 did_one = 1; 3678 did_one = 1;
3624 } 3679 }
3625 }
3626 3680
3627 /* check if we can protect the eater */ 3681 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++) 3682 for (i = 0; i < NROFATTACKS; i++)
3629 { 3683 {
3630 if (food->resist[i] > 0) 3684 if (food->resist[i] > 0)
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3845 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3792 blind_player (op, op, power); 3846 blind_player (op, op, power);
3793 } 3847 }
3794 else if (failure <= -80) 3848 else if (failure <= -80)
3795 { /* blast the immediate area */ 3849 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3850 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3851 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3852 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3801 tmp->destroy (); 3853 tmp->destroy ();
3802 } 3854 }
3803 } 3855 }
3804} 3856}
3805 3857
3825 */ 3877 */
3826 int i, j; 3878 int i, j;
3827 3879
3828 for (i = 0; i < NUM_STATS; i++) 3880 for (i = 0; i < NUM_STATS; i++)
3829 { 3881 {
3830 sint8 stat = get_attr_value (stats, i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3882 int race_bonus = pl->arch->clone.stats.stat (i);
3883 sint8 stat = stats->stat (i) + ns->stat (i);
3832 3884
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 3885 if (stat > 20 + race_bonus)
3835 { 3886 {
3836 excess_stat++; 3887 excess_stat++;
3837 stat = 20 + race_bonus; 3888 stat = 20 + race_bonus;
3838 } 3889 }
3839 set_attr_value (stats, i, stat); 3890
3891 stats->stat (i) = stat;
3840 } 3892 }
3841 3893
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 3894 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 3895 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 3896 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 3897
3848 if (i == CHA) 3898 if (i == CHA)
3849 continue; /* exclude cha from this */ 3899 continue; /* exclude cha from this */
3900
3901 int stat = stats->stat (i);
3902 int race_bonus = pl->arch->clone.stats.stat (i);
3850 if (stat < 20 + race_bonus) 3903 if (stat < 20 + race_bonus)
3851 { 3904 {
3852 change_attr_value (stats, i, 1); 3905 change_attr_value (stats, i, 1);
3853 excess_stat--; 3906 excess_stat--;
3854 } 3907 }
3857 /* insert the randomitems from the change's treasurelist into 3910 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 3911 * the player ref: player.c
3859 */ 3912 */
3860 if (change->randomitems != NULL) 3913 if (change->randomitems != NULL)
3861 give_initial_items (pl, change->randomitems); 3914 give_initial_items (pl, change->randomitems);
3862
3863 3915
3864 /* set up the face, for some races. */ 3916 /* set up the face, for some races. */
3865 3917
3866 /* first, look for the force object banning 3918 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 3919 * changing the face. Certain races never change face with class.

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