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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.92 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.103 by root, Fri May 18 01:01:02 2007 UTC

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 */
1883static void 1882static void
1884apply_treasure (object *op, object *tmp) 1883apply_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 {
2630{ 2615{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2618 return RESULT_INT (0);
2634 2619
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2621
2622 if (player *pl = who->contr)
2623 {
2624 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2625 if (op == pl->combat_ob) pl->combat_ob = 0;
2626
2627 if (op == who->current_weapon)
2628 who->change_weapon (pl->combat_ob ? pl->combat_ob : pl->ranged_ob);
2629 }
2630 else if (op == who->current_weapon)
2631 who->change_weapon (0);
2632
2639 switch (op->type) 2633 switch (op->type)
2640 { 2634 {
2635 case SKILL_TOOL:
2636 // unapplying a skill tool should also unapply the skill it governs
2637 // but this is hard, as it shouldn't do so when the skill can
2638 // be used for other reasons
2639 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2640 if (tmp->skill == op->skill
2641 && tmp->type == SKILL
2642 && tmp->flag [FLAG_APPLIED]
2643 && !tmp->flag [FLAG_CAN_USE_SKILL])
2644 unapply_special (who, tmp, 0);
2645
2646 change_abil (who, op);
2647 break;
2648
2641 case WEAPON: 2649 case WEAPON:
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2650 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2643 2651
2644 change_abil (who, op); 2652 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2653 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);
2657 break; 2654 break;
2658 2655
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL: 2656 case SKILL:
2661 if (op != who->chosen_skill)
2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr) 2657 if (who->contr)
2665 { 2658 {
2666 if (!op->invisible) 2659 if (!op->invisible)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2660 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2668 else 2661 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2670 } 2663 }
2671 2664
2672 change_abil (who, op); 2665 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2666 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2667 break;
2676 2668
2677 case ARMOUR: 2669 case ARMOUR:
2678 case HELMET: 2670 case HELMET:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2679 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2688 change_abil (who, op); 2680 change_abil (who, op);
2689 break; 2681 break;
2690 2682
2691 case LAMP: 2683 case LAMP:
2684 {
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2686
2693 tmp2 = arch_to_object (op->other_arch); 2687 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2688 tmp2->x = op->x;
2695 tmp2->y = op->y; 2689 tmp2->y = op->y;
2696 tmp2->map = op->map; 2690 tmp2->map = op->map;
2697 tmp2->below = op->below; 2691 tmp2->below = op->below;
2698 tmp2->above = op->above; 2692 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2693 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2694 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2695
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2696 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2697 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2698
2705 if (who->contr) 2699 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2700 esrv_del_item (who->contr, op->count);
2707 2701
2708 op->destroy (); 2702 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2703 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2704 who->update_stats ();
2711 2705
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2706 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 { 2707 {
2714 if (who->contr) 2708 if (who->contr)
2715 { 2709 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2710 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2711 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 } 2712 }
2719 } 2713 }
2720 2714
2721 if (who->contr) 2715 if (who->contr)
2722 esrv_send_item (who, tmp2); 2716 esrv_send_item (who, tmp2);
2717 }
2723 2718
2724 return 1; /* otherwise, an attempt to drop causes problems */ 2719 return 1; /* otherwise, an attempt to drop causes problems */
2725 2720
2726 case BOW: 2721 case BOW:
2727 case WAND: 2722 case WAND:
2728 case ROD: 2723 case ROD:
2729 case HORN: 2724 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 2725 if (who->contr)
2733 {
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2726 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2735
2736 if (who->contr->ranged_ob == op)
2737 who->contr->ranged_ob = 0;
2738
2739 if (who->current_weapon == op)
2740 who->current_weapon = 0;
2741 }
2742 else 2727 else
2743 { 2728 {
2729 who->change_skill (0);
2730
2744 if (op->type == BOW) 2731 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 2732 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 2733 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 2734 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 2735 }
2749 2736
2750 break; 2737 break;
2751 2738
2752 case BUILDER: 2739 case BUILDER:
2753 if (who->contr) 2740 if (who->contr)
2754 {
2755 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));
2756
2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2760 break; 2742 break;
2761 2743
2762 default: 2744 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2764 break; 2746 break;
2788/** 2770/**
2789 * Returns the object that is using location 'loc'. 2771 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2772 * 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 2773 * then go through the below of this. In this way, you can do
2792 * something like: 2774 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2775 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2776 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 2777 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 2778 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 2779 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 2780 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 2781 * invisible other objects that use
2800 * up body locations can be used as restrictions. 2782 * up body locations can be used as restrictions.
2801 */ 2783 */
2802static object * 2784static object *
2803get_item_from_body_location (int loc, object *start) 2785get_next_item_from_body_location (int loc, object *start)
2804{ 2786{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 2787 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2788 if (tmp->flag [FLAG_APPLIED]
2789 && tmp->slot[loc].info
2790 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 2791 return tmp;
2809 2792
2810 return 0; 2793 return 0;
2811} 2794}
2812 2795
2813/** 2796/**
2854 /* We do a while loop - may need to remove several items in order 2837 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 2838 * to free up enough slots.
2856 */ 2839 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 2840 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 2841 {
2859 object *tmp = get_item_from_body_location (i, last); 2842 object *tmp = get_next_item_from_body_location (i, last);
2860 2843
2861 if (!tmp) 2844 if (!tmp)
2862 { 2845 {
2863#if 0 2846#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 2847 /* Not a bug - we'll get this if the player has cursed items
2902 * Checks to see if 'who' can apply object 'op'. 2885 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2886 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2887 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2888 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2889 * 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?) 2890 * is set, do we really care what the other flags may be?)
2908 * 2891 *
2909 * See include/define.h for detailed description of the meaning of 2892 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2893 * these return values.
2911 */ 2894 */
2912int 2895int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 2905 {
2923 if (op->slot[i].info) 2906 if (op->slot[i].info)
2924 { 2907 {
2925 /* Item uses more slots than we have */ 2908 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 2909 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 2910 {
2928 /* Could return now for efficiency - rest of info below isn't 2911 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 2912 * really needed.
2930 */ 2913 */
2931 retval |= CAN_APPLY_NEVER; 2914 retval |= CAN_APPLY_NEVER;
2932 } 2915 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 2916 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 2917 {
2935 /* in this case, equipping this would use more free spots than 2918 /* in this case, equipping this would use more free spots than
2936 * we have. 2919 * we have.
2937 */ 2920 */
2938 2921
2949 { 2932 {
2950 retval |= CAN_APPLY_UNAPPLY; 2933 retval |= CAN_APPLY_UNAPPLY;
2951 continue; 2934 continue;
2952 } 2935 }
2953 2936
2954 object *tmp1 = get_item_from_body_location (i, who->inv); 2937 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2955 if (!tmp1) 2938 if (!tmp1)
2956 { 2939 {
2957#if 0 2940#if 0
2958 /* This is sort of an error, but happens a lot when old players 2941 /* 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. 2942 * join in with more stuff equipped than they are now allowed.
2967 /* need to unapply something. However, if this something 2950 /* need to unapply something. However, if this something
2968 * is different than we had found before, it means they need 2951 * is different than we had found before, it means they need
2969 * to apply multiple objects 2952 * to apply multiple objects
2970 */ 2953 */
2971 retval |= CAN_APPLY_UNAPPLY; 2954 retval |= CAN_APPLY_UNAPPLY;
2955
2972 if (!tmp) 2956 if (!tmp)
2973 tmp = tmp1; 2957 tmp = tmp1;
2974 else if (tmp != tmp1) 2958 else if (tmp != tmp1)
2975 retval |= CAN_APPLY_UNAPPLY_MULT; 2959 retval |= CAN_APPLY_UNAPPLY_MULT;
2976 2960
3038 * AP_UNAPPLY=always unapply). 3022 * AP_UNAPPLY=always unapply).
3039 * 3023 *
3040 * Optional flags: 3024 * Optional flags:
3041 * AP_NO_MERGE: don't merge an unapplied object with other objects 3025 * AP_NO_MERGE: don't merge an unapplied object with other objects
3042 * AP_IGNORE_CURSE: unapply cursed items 3026 * AP_IGNORE_CURSE: unapply cursed items
3027 * AP_NO_READY: do not ready skills when applying skill tools
3043 * 3028 *
3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3029 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3045 * 3030 *
3046 * apply_special() doesn't check for unpaid items. 3031 * apply_special() doesn't check for unpaid items.
3047 */ 3032 */
3080 return 0; 3065 return 0;
3081 3066
3082 // if the item is combat/ranged, wield the relevant slot first 3067 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts. 3068 // to resolve conflicts.
3084 if (player *pl = who->contr) 3069 if (player *pl = who->contr)
3085 switch (op->type) 3070 switch (op->slottype ())
3086 { 3071 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob); 3072 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); 3073 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 } 3074 }
3106 3075
3107 /* Can't just apply this object. Lets see what not and what to do */ 3076 /* Can't just apply this object. Lets see what not and what to do */
3108 if (int i = can_apply_object (who, op)) 3077 if (int i = can_apply_object (who, op))
3109 { 3078 {
3149 } 3118 }
3150 else 3119 else
3151 /* While experience will be credited properly, we want to change the 3120 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated 3121 * skill so that the dam and wc get updated
3153 */ 3122 */
3154 change_skill (who, skop, 0); 3123 who->change_skill (skop);
3155 } 3124 }
3156 3125
3157 if (who->type == PLAYER 3126 if (who->type == PLAYER
3158 && op->item_power 3127 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3128 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3178 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3210 return 1; 3179 return 1;
3211 } 3180 }
3212 3181
3213 SET_FLAG (op, FLAG_APPLIED); 3182 SET_FLAG (op, FLAG_APPLIED);
3214 change_skill (who, skop, 1); 3183 who->change_skill (skop);
3215 3184
3216 if (who->contr) 3185 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op); 3186 who->change_weapon (who->contr->combat_ob = op);
3218 3187
3219 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3220 SET_FLAG (who, FLAG_READY_WEAPON);
3221
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3188 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3223 3189
3190 SET_FLAG (who, FLAG_READY_WEAPON);
3224 change_abil (who, op); 3191 change_abil (who, op);
3225 break; 3192 break;
3226 3193
3227 case ARMOUR: 3194 case ARMOUR:
3228 case HELMET: 3195 case HELMET:
3282 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3283 esrv_send_item (who, tmp2); 3250 esrv_send_item (who, tmp2);
3284 3251
3285 return 0; 3252 return 0;
3286 3253
3287 /* this part is needed for skill-tools */ 3254 case SKILL_TOOL:
3255 // applying a skill tool also readies the skill
3256 SET_FLAG (op, FLAG_APPLIED);
3257
3258 if (!(aflags & AP_NO_READY))
3259 {
3260 skop = find_skill_by_name (who, op->skill);
3261 if (!skop->flag [FLAG_APPLIED])
3262 apply_special (who, skop, AP_APPLY);
3263 }
3264 break;
3265
3288 case SKILL: 3266 case SKILL:
3289 case SKILL_TOOL:
3290 if (who->chosen_skill)
3291 {
3292 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3293 return 1;
3294 }
3295
3296 if (player *pl = who->contr) 3267 if (player *pl = who->contr)
3297 { 3268 {
3298 if (IS_COMBAT_SKILL (op->subtype)) 3269 if (IS_COMBAT_SKILL (op->subtype))
3299 { 3270 {
3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3271 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3301 { 3272 {
3302 for (object *item = who->inv; item; item = item->below) 3273 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3274 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 { 3275 {
3276 if (item->skill == op->skill)
3277 {
3305 who->change_weapon (pl->combat_ob = item); 3278 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon; 3279 goto found_weapon;
3280 }
3307 } 3281 }
3308 3282
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3283 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3310 return 1; 3284 return 1;
3311 3285
3312 found_weapon:; 3286 found_weapon:;
3313 } 3287 }
3314 else 3288 else
3319 if (skill_flags [op->subtype] & SF_NEED_BOW) 3293 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 { 3294 {
3321 for (object *item = who->inv; item; item = item->below) 3295 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3296 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 { 3297 {
3298 //TODO: bows should/must all have skill missile weapon right now
3324 who->change_weapon (pl->ranged_ob = item); 3299 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow; 3300 goto found_bow;
3326 } 3301 }
3327 3302
3328 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3303 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3329 return 1; 3304 return 1;
3330 3305
3331 found_bow:; 3306 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 } 3307 }
3348 else 3308 else
3349 who->change_weapon (pl->ranged_ob = op); 3309 who->change_weapon (pl->ranged_ob = op);
3350 } 3310 }
3351 3311
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3315 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3356 } 3316 }
3357 else 3317 else
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3318 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3359 } 3319 }
3360 3320 else
3321 {
3361 SET_FLAG (op, FLAG_APPLIED); 3322 SET_FLAG (op, FLAG_APPLIED);
3362 change_abil (who, op); 3323 change_abil (who, op);
3363 who->chosen_skill = op; 3324 who->chosen_skill = op;
3364 SET_FLAG (who, FLAG_READY_SKILL); 3325 SET_FLAG (who, FLAG_READY_SKILL);
3326 }
3327
3365 break; 3328 break;
3366 3329
3367 case BOW: 3330 case BOW:
3368 if (!check_weapon_power (who, op->last_eat)) 3331 if (!check_weapon_power (who, op->last_eat))
3369 { 3332 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3359 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3397 return 1; 3360 return 1;
3398 } 3361 }
3399 3362
3400 SET_FLAG (op, FLAG_APPLIED); 3363 SET_FLAG (op, FLAG_APPLIED);
3401 change_skill (who, skop, 0); 3364 who->change_skill (skop);
3402 3365
3403 if (who->contr) 3366 if (who->contr)
3404 { 3367 {
3405 who->contr->ranged_ob = op; 3368 who->contr->ranged_ob = op;
3406 3369
3425 break; 3388 break;
3426 3389
3427 case BUILDER: 3390 case BUILDER:
3428 if (who->type == PLAYER) 3391 if (who->type == PLAYER)
3429 { 3392 {
3393 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3394 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3431 unapply_special (who, who->contr->ranged_ob, 0); 3395 unapply_special (who, who->contr->ranged_ob, 0);
3432 3396
3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3434 3398

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