… | |
… | |
1338 | |
1338 | |
1339 | /* 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 |
1340 | * above with some objects have zero speed, and thus the player |
1340 | * above with some objects have zero speed, and thus the player |
1341 | * getting permanently paralyzed. |
1341 | * getting permanently paralyzed. |
1342 | */ |
1342 | */ |
1343 | if (victim->speed_left < -50.0) |
1343 | if (victim->speed_left < -50.f) |
1344 | victim->speed_left = -50.0; |
1344 | victim->speed_left = -50.f; |
1345 | /* 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); */ |
1346 | } |
1346 | } |
1347 | goto leave; |
1347 | goto leave; |
1348 | |
1348 | |
1349 | case SPINNER: |
1349 | case SPINNER: |
… | |
… | |
1868 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1868 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1869 | identify (tmp); |
1869 | identify (tmp); |
1870 | |
1870 | |
1871 | 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); |
1872 | |
1872 | |
1873 | |
|
|
1874 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
1873 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
1875 | decrease_ob (tmp); |
1874 | decrease_ob (tmp); |
1876 | } |
1875 | } |
1877 | |
1876 | |
1878 | /** |
1877 | /** |
… | |
… | |
1881 | * chest. |
1880 | * chest. |
1882 | */ |
1881 | */ |
1883 | static void |
1882 | static void |
1884 | apply_treasure (object *op, object *tmp) |
1883 | apply_treasure (object *op, object *tmp) |
1885 | { |
1884 | { |
1886 | object *treas; |
|
|
1887 | |
|
|
1888 | |
|
|
1889 | /* Nice side effect of new treasure creation method is that the treasure |
1885 | /* Nice side effect of new treasure creation method is that the treasure |
1890 | * for the chest is done when the chest is created, and put into the chest |
1886 | * for the chest is done when the chest is created, and put into the chest |
1891 | * inventory. So that when the chest burns up, the items still exist. Also |
1887 | * inventory. So that when the chest burns up, the items still exist. Also |
1892 | * prevents people fromt moving chests to more difficult maps to get better |
1888 | * prevents people fromt moving chests to more difficult maps to get better |
1893 | * treasure |
1889 | * treasure |
1894 | */ |
1890 | */ |
1895 | |
|
|
1896 | treas = tmp->inv; |
1891 | object *treas = tmp->inv; |
1897 | if (treas == NULL) |
1892 | |
|
|
1893 | if (!treas) |
1898 | { |
1894 | { |
1899 | new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
1895 | new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
1900 | decrease_ob (tmp); |
1896 | decrease_ob (tmp); |
1901 | return; |
1897 | return; |
1902 | } |
1898 | } |
|
|
1899 | |
1903 | while (tmp->inv) |
1900 | while (tmp->inv) |
1904 | { |
1901 | { |
1905 | treas = tmp->inv; |
1902 | treas = tmp->inv; |
1906 | |
1903 | |
1907 | treas->remove (); |
1904 | treas->remove (); |
… | |
… | |
2550 | new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); |
2547 | new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); |
2551 | return 0; |
2548 | return 0; |
2552 | } |
2549 | } |
2553 | } |
2550 | } |
2554 | |
2551 | |
2555 | /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
|
|
2556 | * applied. |
|
|
2557 | */ |
|
|
2558 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
|
|
2559 | { |
|
|
2560 | play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
|
|
2561 | new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!"); |
|
|
2562 | new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
|
|
2563 | op->destroy (); |
|
|
2564 | return 1; |
|
|
2565 | } |
|
|
2566 | |
|
|
2567 | pl->contr->last_used = op; |
2552 | pl->contr->last_used = op; |
2568 | |
2553 | |
2569 | tmp = manual_apply (pl, op, aflag); |
2554 | tmp = manual_apply (pl, op, aflag); |
2570 | if (!quiet) |
2555 | if (!quiet) |
2571 | { |
2556 | { |
… | |
… | |
2634 | |
2619 | |
2635 | object *tmp2; |
2620 | object *tmp2; |
2636 | |
2621 | |
2637 | CLEAR_FLAG (op, FLAG_APPLIED); |
2622 | CLEAR_FLAG (op, FLAG_APPLIED); |
2638 | |
2623 | |
|
|
2624 | if (player *pl = who->contr) |
|
|
2625 | { |
|
|
2626 | if (op == pl->ranged_ob) pl->ranged_ob = 0; |
|
|
2627 | if (op == pl->combat_ob) pl->combat_ob = 0; |
|
|
2628 | } |
|
|
2629 | |
2639 | switch (op->type) |
2630 | switch (op->type) |
2640 | { |
2631 | { |
|
|
2632 | case SKILL_TOOL: |
|
|
2633 | // unapplying a skill tool should also unapply the skill it governs |
|
|
2634 | // but this is hard, as it shouldn't do so when the skill can |
|
|
2635 | // be used for other reasons |
|
|
2636 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2637 | if (tmp->skill == op->skill |
|
|
2638 | && tmp->type == SKILL |
|
|
2639 | && tmp->flag [FLAG_APPLIED] |
|
|
2640 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
2641 | unapply_special (who, tmp, 0); |
|
|
2642 | |
|
|
2643 | change_abil (who, op); |
|
|
2644 | break; |
|
|
2645 | |
2641 | case WEAPON: |
2646 | case WEAPON: |
2642 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); |
2647 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); |
2643 | |
2648 | |
2644 | change_abil (who, op); |
2649 | change_abil (who, op); |
2645 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
2650 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
2646 | |
|
|
2647 | if (who->contr) |
|
|
2648 | { |
|
|
2649 | if (who->contr->combat_ob == op) |
|
|
2650 | who->contr->combat_ob = 0; |
|
|
2651 | |
|
|
2652 | if (who->current_weapon == op) |
|
|
2653 | who->current_weapon = 0; |
|
|
2654 | } |
|
|
2655 | |
|
|
2656 | clear_skill (who); |
2651 | clear_skill (who); |
2657 | break; |
2652 | break; |
2658 | |
2653 | |
2659 | case SKILL: /* allows objects to impart skills */ |
|
|
2660 | case SKILL_TOOL: |
2654 | case SKILL: |
2661 | if (op != who->chosen_skill) |
2655 | if (op != who->chosen_skill) |
2662 | LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
2656 | LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
2663 | |
2657 | |
2664 | if (who->contr) |
2658 | if (who->contr) |
2665 | { |
2659 | { |
… | |
… | |
2788 | /** |
2782 | /** |
2789 | * Returns the object that is using location 'loc'. |
2783 | * Returns the object that is using location 'loc'. |
2790 | * Note that 'start' is the first object to start examing - we |
2784 | * Note that 'start' is the first object to start examing - we |
2791 | * then go through the below of this. In this way, you can do |
2785 | * then go through the below of this. In this way, you can do |
2792 | * something like: |
2786 | * something like: |
2793 | * tmp = get_item_from_body_location(who->inv, 1); |
2787 | * tmp = get_next_item_from_body_location(who->inv, 1); |
2794 | * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
2788 | * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
2795 | * to find the second object that may use this location, etc. |
2789 | * to find the second object that may use this location, etc. |
2796 | * Returns NULL if no match is found. |
2790 | * Returns NULL if no match is found. |
2797 | * loc is the index into the array we are looking for a match. |
2791 | * loc is the index into the array we are looking for a match. |
2798 | * don't return invisible objects unless they are skill objects |
2792 | * don't return invisible objects unless they are skill objects |
2799 | * invisible other objects that use |
2793 | * invisible other objects that use |
2800 | * up body locations can be used as restrictions. |
2794 | * up body locations can be used as restrictions. |
2801 | */ |
2795 | */ |
2802 | static object * |
2796 | static object * |
2803 | get_item_from_body_location (int loc, object *start) |
2797 | get_next_item_from_body_location (int loc, object *start) |
2804 | { |
2798 | { |
2805 | if (start) |
|
|
2806 | for (object *tmp = start; tmp; tmp = tmp->below) |
2799 | for (object *tmp = start; tmp; tmp = tmp->below) |
2807 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) |
2800 | if (tmp->flag [FLAG_APPLIED] |
|
|
2801 | && tmp->slot[loc].info |
|
|
2802 | && (!tmp->invisible || tmp->type == SKILL)) |
2808 | return tmp; |
2803 | return tmp; |
2809 | |
2804 | |
2810 | return 0; |
2805 | return 0; |
2811 | } |
2806 | } |
2812 | |
2807 | |
2813 | /** |
2808 | /** |
… | |
… | |
2854 | /* We do a while loop - may need to remove several items in order |
2849 | /* We do a while loop - may need to remove several items in order |
2855 | * to free up enough slots. |
2850 | * to free up enough slots. |
2856 | */ |
2851 | */ |
2857 | while ((who->slot[i].used + op->slot[i].info) < 0) |
2852 | while ((who->slot[i].used + op->slot[i].info) < 0) |
2858 | { |
2853 | { |
2859 | object *tmp = get_item_from_body_location (i, last); |
2854 | object *tmp = get_next_item_from_body_location (i, last); |
2860 | |
2855 | |
2861 | if (!tmp) |
2856 | if (!tmp) |
2862 | { |
2857 | { |
2863 | #if 0 |
2858 | #if 0 |
2864 | /* Not a bug - we'll get this if the player has cursed items |
2859 | /* Not a bug - we'll get this if the player has cursed items |
… | |
… | |
2902 | * Checks to see if 'who' can apply object 'op'. |
2897 | * Checks to see if 'who' can apply object 'op'. |
2903 | * Returns 0 if apply can be done without anything special. |
2898 | * Returns 0 if apply can be done without anything special. |
2904 | * Otherwise returns a bitmask - potentially several of these may be |
2899 | * Otherwise returns a bitmask - potentially several of these may be |
2905 | * set, but largely depends on circumstance - in the future, processing |
2900 | * set, but largely depends on circumstance - in the future, processing |
2906 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
2901 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
2907 | * is set, do we really are what the other flags may be?) |
2902 | * is set, do we really care what the other flags may be?) |
2908 | * |
2903 | * |
2909 | * See include/define.h for detailed description of the meaning of |
2904 | * See include/define.h for detailed description of the meaning of |
2910 | * these return values. |
2905 | * these return values. |
2911 | */ |
2906 | */ |
2912 | int |
2907 | int |
… | |
… | |
2921 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2916 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2922 | { |
2917 | { |
2923 | if (op->slot[i].info) |
2918 | if (op->slot[i].info) |
2924 | { |
2919 | { |
2925 | /* Item uses more slots than we have */ |
2920 | /* Item uses more slots than we have */ |
2926 | if (abs (op->slot[i].info) > who->slot[i].info) |
2921 | if (who->slot[i].info + op->slot [i].info < 0) |
2927 | { |
2922 | { |
2928 | /* Could return now for efficiency - rest of info below isn't |
2923 | /* Could return now for efficiency - rest of info below isn't |
2929 | * really needed. |
2924 | * really needed. |
2930 | */ |
2925 | */ |
2931 | retval |= CAN_APPLY_NEVER; |
2926 | retval |= CAN_APPLY_NEVER; |
2932 | } |
2927 | } |
2933 | else if ((who->slot[i].used + op->slot[i].info) < 0) |
2928 | else if (who->slot[i].used + op->slot[i].info < 0) |
2934 | { |
2929 | { |
2935 | /* in this case, equipping this would use more free spots than |
2930 | /* in this case, equipping this would use more free spots than |
2936 | * we have. |
2931 | * we have. |
2937 | */ |
2932 | */ |
2938 | |
2933 | |
… | |
… | |
2949 | { |
2944 | { |
2950 | retval |= CAN_APPLY_UNAPPLY; |
2945 | retval |= CAN_APPLY_UNAPPLY; |
2951 | continue; |
2946 | continue; |
2952 | } |
2947 | } |
2953 | |
2948 | |
2954 | object *tmp1 = get_item_from_body_location (i, who->inv); |
2949 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
2955 | if (!tmp1) |
2950 | if (!tmp1) |
2956 | { |
2951 | { |
2957 | #if 0 |
2952 | #if 0 |
2958 | /* This is sort of an error, but happens a lot when old players |
2953 | /* This is sort of an error, but happens a lot when old players |
2959 | * join in with more stuff equipped than they are now allowed. |
2954 | * join in with more stuff equipped than they are now allowed. |
2960 | */ |
2955 | */ |
2961 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
2956 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
2962 | #endif |
2957 | #endif |
|
|
2958 | fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D |
|
|
2959 | i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D |
2963 | retval |= CAN_APPLY_NEVER; |
2960 | retval |= CAN_APPLY_NEVER; |
2964 | } |
2961 | } |
2965 | else |
2962 | else |
2966 | { |
2963 | { |
2967 | /* need to unapply something. However, if this something |
2964 | /* need to unapply something. However, if this something |
2968 | * is different than we had found before, it means they need |
2965 | * is different than we had found before, it means they need |
2969 | * to apply multiple objects |
2966 | * to apply multiple objects |
2970 | */ |
2967 | */ |
2971 | retval |= CAN_APPLY_UNAPPLY; |
2968 | retval |= CAN_APPLY_UNAPPLY; |
|
|
2969 | |
2972 | if (!tmp) |
2970 | if (!tmp) |
2973 | tmp = tmp1; |
2971 | tmp = tmp1; |
2974 | else if (tmp != tmp1) |
2972 | else if (tmp != tmp1) |
2975 | retval |= CAN_APPLY_UNAPPLY_MULT; |
2973 | retval |= CAN_APPLY_UNAPPLY_MULT; |
2976 | |
2974 | |
… | |
… | |
3080 | return 0; |
3078 | return 0; |
3081 | |
3079 | |
3082 | // if the item is combat/ranged, wield the relevant slot first |
3080 | // if the item is combat/ranged, wield the relevant slot first |
3083 | // to resolve conflicts. |
3081 | // to resolve conflicts. |
3084 | if (player *pl = who->contr) |
3082 | if (player *pl = who->contr) |
3085 | switch (op->type) |
3083 | switch (op->slottype ()) |
3086 | { |
3084 | { |
3087 | case WEAPON: |
|
|
3088 | who->change_weapon (pl->combat_ob); |
3085 | case slot_combat: who->change_weapon (pl->combat_ob); break; |
3089 | break; |
|
|
3090 | |
|
|
3091 | case BOW: |
|
|
3092 | case ROD: |
|
|
3093 | case WAND: |
|
|
3094 | case HORN: |
|
|
3095 | case SKILL_TOOL: |
|
|
3096 | who->change_weapon (pl->ranged_ob); |
3086 | case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
3097 | break; |
|
|
3098 | |
|
|
3099 | case SKILL: |
|
|
3100 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
3101 | who->change_weapon (pl->combat_ob); |
|
|
3102 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3103 | who->change_weapon (pl->ranged_ob); |
|
|
3104 | break; |
|
|
3105 | } |
3087 | } |
3106 | |
3088 | |
3107 | /* Can't just apply this object. Lets see what not and what to do */ |
3089 | /* Can't just apply this object. Lets see what not and what to do */ |
3108 | if (int i = can_apply_object (who, op)) |
3090 | if (int i = can_apply_object (who, op)) |
3109 | { |
3091 | { |
… | |
… | |
3282 | if (who->type == PLAYER) |
3264 | if (who->type == PLAYER) |
3283 | esrv_send_item (who, tmp2); |
3265 | esrv_send_item (who, tmp2); |
3284 | |
3266 | |
3285 | return 0; |
3267 | return 0; |
3286 | |
3268 | |
3287 | /* this part is needed for skill-tools */ |
3269 | case SKILL_TOOL: |
|
|
3270 | // applying a skill tool also readies the skill |
|
|
3271 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3272 | skop = find_skill_by_name (who, op->skill); |
|
|
3273 | if (!skop->flag [FLAG_APPLIED]) |
|
|
3274 | apply_special (who, skop, AP_APPLY); |
|
|
3275 | break; |
|
|
3276 | |
3288 | case SKILL: |
3277 | case SKILL: |
3289 | case SKILL_TOOL: |
|
|
3290 | if (who->chosen_skill) |
3278 | if (who->chosen_skill) |
3291 | { |
3279 | { |
3292 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
3280 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
3293 | return 1; |
3281 | return 1; |
3294 | } |
3282 | } |
… | |
… | |
3327 | |
3315 | |
3328 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); |
3316 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); |
3329 | return 1; |
3317 | return 1; |
3330 | |
3318 | |
3331 | found_bow:; |
3319 | found_bow:; |
3332 | } |
|
|
3333 | else if (skill_flags [op->subtype] & SF_NEED_ITEM) |
|
|
3334 | { |
|
|
3335 | for (object *item = who->inv; item; item = item->below) |
|
|
3336 | if (item->flag [FLAG_APPLIED] |
|
|
3337 | && (item->type == WAND || item->type == ROD || item->type == HORN)) |
|
|
3338 | { |
|
|
3339 | who->change_weapon (pl->ranged_ob = item); |
|
|
3340 | goto found_item; |
|
|
3341 | } |
|
|
3342 | |
|
|
3343 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill"); |
|
|
3344 | return 1; |
|
|
3345 | |
|
|
3346 | found_item:; |
|
|
3347 | } |
3320 | } |
3348 | else |
3321 | else |
3349 | who->change_weapon (pl->ranged_ob = op); |
3322 | who->change_weapon (pl->ranged_ob = op); |
3350 | } |
3323 | } |
3351 | |
3324 | |