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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 1.105 by root, Fri May 18 12:50:42 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
2639 switch (op->type) 2622 switch (op->type)
2640 { 2623 {
2624 case SKILL_TOOL:
2625 // unapplying a skill tool should also unapply the skill it governs
2626 // but this is hard, as it shouldn't do so when the skill can
2627 // be used for other reasons
2628 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2629 if (tmp->skill == op->skill
2630 && tmp->type == SKILL
2631 && tmp->flag [FLAG_APPLIED]
2632 && !tmp->flag [FLAG_CAN_USE_SKILL])
2633 unapply_special (who, tmp, 0);
2634
2635 change_abil (who, op);
2636 break;
2637
2641 case WEAPON: 2638 case WEAPON:
2639 if (player *pl = who->contr)
2640 if (op == pl->combat_ob)
2641 {
2642 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob);
2644 }
2645
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2643 2647
2644 change_abil (who, op); 2648 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2649 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; 2650 break;
2658 2651
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL: 2652 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) 2653 if (who->contr)
2665 { 2654 {
2666 if (!op->invisible) 2655 if (!op->invisible)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2668 else 2657 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2670 } 2659 }
2671 2660
2672 change_abil (who, op); 2661 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2663 break;
2676 2664
2677 case ARMOUR: 2665 case ARMOUR:
2678 case HELMET: 2666 case HELMET:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2688 change_abil (who, op); 2676 change_abil (who, op);
2689 break; 2677 break;
2690 2678
2691 case LAMP: 2679 case LAMP:
2680 {
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2682
2693 tmp2 = arch_to_object (op->other_arch); 2683 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2684 tmp2->x = op->x;
2695 tmp2->y = op->y; 2685 tmp2->y = op->y;
2696 tmp2->map = op->map; 2686 tmp2->map = op->map;
2697 tmp2->below = op->below; 2687 tmp2->below = op->below;
2698 tmp2->above = op->above; 2688 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2689 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2691
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2694
2705 if (who->contr) 2695 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2696 esrv_del_item (who->contr, op->count);
2707 2697
2708 op->destroy (); 2698 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2699 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2700 who->update_stats ();
2711 2701
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 { 2703 {
2714 if (who->contr) 2704 if (who->contr)
2715 { 2705 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2706 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 } 2708 }
2719 } 2709 }
2720 2710
2721 if (who->contr) 2711 if (who->contr)
2722 esrv_send_item (who, tmp2); 2712 esrv_send_item (who, tmp2);
2713 }
2723 2714
2724 return 1; /* otherwise, an attempt to drop causes problems */ 2715 return 1; /* otherwise, an attempt to drop causes problems */
2725 2716
2726 case BOW: 2717 case BOW:
2727 case WAND: 2718 case WAND:
2728 case ROD: 2719 case ROD:
2729 case HORN: 2720 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 2721 if (player *pl = who->contr)
2733 { 2722 {
2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2729 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 } 2730 }
2742 else 2731 else
2743 { 2732 {
2733 who->change_skill (0);
2734
2744 if (op->type == BOW) 2735 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 2737 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 2739 }
2749 2740
2750 break; 2741 break;
2751 2742
2752 case BUILDER: 2743 case BUILDER:
2753 if (who->contr) 2744 if (who->contr)
2754 {
2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2745 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; 2746 break;
2761 2747
2762 default: 2748 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2764 break; 2750 break;
2788/** 2774/**
2789 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2776 * 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 2777 * then go through the below of this. In this way, you can do
2792 * something like: 2778 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 2783 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 2785 * invisible other objects that use
2800 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
2801 */ 2787 */
2802static object * 2788static object *
2803get_item_from_body_location (int loc, object *start) 2789get_next_item_from_body_location (int loc, object *start)
2804{ 2790{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2792 if (tmp->flag [FLAG_APPLIED]
2793 && tmp->slot[loc].info
2794 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 2795 return tmp;
2809 2796
2810 return 0; 2797 return 0;
2811} 2798}
2812 2799
2813/** 2800/**
2854 /* We do a while loop - may need to remove several items in order 2841 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 2842 * to free up enough slots.
2856 */ 2843 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 2845 {
2859 object *tmp = get_item_from_body_location (i, last); 2846 object *tmp = get_next_item_from_body_location (i, last);
2860 2847
2861 if (!tmp) 2848 if (!tmp)
2862 { 2849 {
2863#if 0 2850#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 2851 /* Not a bug - we'll get this if the player has cursed items
2902 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2893 * 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?) 2894 * is set, do we really care what the other flags may be?)
2908 * 2895 *
2909 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2897 * these return values.
2911 */ 2898 */
2912int 2899int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 2909 {
2923 if (op->slot[i].info) 2910 if (op->slot[i].info)
2924 { 2911 {
2925 /* Item uses more slots than we have */ 2912 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 2913 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 2914 {
2928 /* Could return now for efficiency - rest of info below isn't 2915 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 2916 * really needed.
2930 */ 2917 */
2931 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
2932 } 2919 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 2920 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 2921 {
2935 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
2936 * we have. 2923 * we have.
2937 */ 2924 */
2938 2925
2949 { 2936 {
2950 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
2951 continue; 2938 continue;
2952 } 2939 }
2953 2940
2954 object *tmp1 = get_item_from_body_location (i, who->inv); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2955 if (!tmp1) 2942 if (!tmp1)
2956 { 2943 {
2957#if 0 2944#if 0
2958 /* This is sort of an error, but happens a lot when old players 2945 /* 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. 2946 * join in with more stuff equipped than they are now allowed.
2967 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
2968 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
2969 * to apply multiple objects 2956 * to apply multiple objects
2970 */ 2957 */
2971 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
2972 if (!tmp) 2960 if (!tmp)
2973 tmp = tmp1; 2961 tmp = tmp1;
2974 else if (tmp != tmp1) 2962 else if (tmp != tmp1)
2975 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
2976 2964
3038 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3039 * 3027 *
3040 * Optional flags: 3028 * Optional flags:
3041 * AP_NO_MERGE: don't merge an unapplied object with other objects 3029 * AP_NO_MERGE: don't merge an unapplied object with other objects
3042 * AP_IGNORE_CURSE: unapply cursed items 3030 * AP_IGNORE_CURSE: unapply cursed items
3031 * AP_NO_READY: do not ready skills when applying skill tools
3043 * 3032 *
3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3045 * 3034 *
3046 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3047 */ 3036 */
3080 return 0; 3069 return 0;
3081 3070
3082 // if the item is combat/ranged, wield the relevant slot first 3071 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts. 3072 // to resolve conflicts.
3084 if (player *pl = who->contr) 3073 if (player *pl = who->contr)
3085 switch (op->type) 3074 switch (op->slottype ())
3086 { 3075 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob); 3076 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); 3077 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 } 3078 }
3079
3080 splay (op);
3106 3081
3107 /* Can't just apply this object. Lets see what not and what to do */ 3082 /* Can't just apply this object. Lets see what not and what to do */
3108 if (int i = can_apply_object (who, op)) 3083 if (int i = can_apply_object (who, op))
3109 { 3084 {
3110 if (i & CAN_APPLY_NEVER) 3085 if (i & CAN_APPLY_NEVER)
3149 } 3124 }
3150 else 3125 else
3151 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3153 */ 3128 */
3154 change_skill (who, skop, 0); 3129 who->change_skill (skop);
3155 } 3130 }
3156 3131
3157 if (who->type == PLAYER 3132 if (who->type == PLAYER
3158 && op->item_power 3133 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3179 switch (op->type) 3154 switch (op->type)
3180 { 3155 {
3181 case WEAPON: 3156 case WEAPON:
3182 if (!check_weapon_power (who, op->last_eat)) 3157 if (!check_weapon_power (who, op->last_eat))
3183 { 3158 {
3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3185 "It would consume your soul!."); 3160 "It would consume your soul!.");
3186 3161
3187 if (tmp) 3162 if (tmp)
3188 insert_ob_in_ob (tmp, who); 3163 insert_ob_in_ob (tmp, who);
3189 3164
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3184 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; 3185 return 1;
3211 } 3186 }
3212 3187
3213 SET_FLAG (op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3214 change_skill (who, skop, 1); 3189 who->change_skill (skop);
3215 3190
3216 if (who->contr) 3191 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op); 3192 who->change_weapon (who->contr->combat_ob = op);
3218 3193
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)); 3194 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3223 3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3224 change_abil (who, op); 3197 change_abil (who, op);
3225 break; 3198 break;
3226 3199
3227 case ARMOUR: 3200 case ARMOUR:
3228 case HELMET: 3201 case HELMET:
3282 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3283 esrv_send_item (who, tmp2); 3256 esrv_send_item (who, tmp2);
3284 3257
3285 return 0; 3258 return 0;
3286 3259
3287 /* this part is needed for skill-tools */ 3260 case SKILL_TOOL:
3261 // applying a skill tool also readies the skill
3262 SET_FLAG (op, FLAG_APPLIED);
3263
3264 if (!(aflags & AP_NO_READY))
3265 {
3266 skop = find_skill_by_name (who, op->skill);
3267 if (!skop->flag [FLAG_APPLIED])
3268 apply_special (who, skop, AP_APPLY);
3269 }
3270 break;
3271
3288 case SKILL: 3272 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) 3273 if (player *pl = who->contr)
3297 { 3274 {
3298 if (IS_COMBAT_SKILL (op->subtype)) 3275 if (IS_COMBAT_SKILL (op->subtype))
3299 { 3276 {
3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3301 { 3278 {
3302 for (object *item = who->inv; item; item = item->below) 3279 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 { 3281 {
3282 if (item->skill == op->skill)
3283 {
3305 who->change_weapon (pl->combat_ob = item); 3284 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon; 3285 goto found_weapon;
3286 }
3307 } 3287 }
3308 3288
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3289 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; 3290 return 1;
3311 3291
3312 found_weapon:; 3292 found_weapon:;
3313 } 3293 }
3314 else 3294 else
3319 if (skill_flags [op->subtype] & SF_NEED_BOW) 3299 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 { 3300 {
3321 for (object *item = who->inv; item; item = item->below) 3301 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3302 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 { 3303 {
3304 //TODO: bows should/must all have skill missile weapon right now
3324 who->change_weapon (pl->ranged_ob = item); 3305 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow; 3306 goto found_bow;
3326 } 3307 }
3327 3308
3328 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3329 return 1; 3310 return 1;
3330 3311
3331 found_bow:; 3312 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 } 3313 }
3348 else 3314 else
3349 who->change_weapon (pl->ranged_ob = op); 3315 who->change_weapon (pl->ranged_ob = op);
3350 } 3316 }
3351 3317
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3356 } 3322 }
3357 else 3323 else
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3324 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3359 } 3325 }
3360 3326 else
3327 {
3361 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3362 change_abil (who, op); 3329 change_abil (who, op);
3363 who->chosen_skill = op; 3330 who->chosen_skill = op;
3364 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3365 break; 3334 break;
3366 3335
3367 case BOW: 3336 case BOW:
3368 if (!check_weapon_power (who, op->last_eat)) 3337 if (!check_weapon_power (who, op->last_eat))
3369 { 3338 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3365 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; 3366 return 1;
3398 } 3367 }
3399 3368
3400 SET_FLAG (op, FLAG_APPLIED); 3369 SET_FLAG (op, FLAG_APPLIED);
3401 change_skill (who, skop, 0); 3370 who->change_skill (skop);
3402 3371
3403 if (who->contr) 3372 if (who->contr)
3404 { 3373 {
3405 who->contr->ranged_ob = op; 3374 who->contr->ranged_ob = op;
3406 3375
3425 break; 3394 break;
3426 3395
3427 case BUILDER: 3396 case BUILDER:
3428 if (who->type == PLAYER) 3397 if (who->type == PLAYER)
3429 { 3398 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3431 unapply_special (who, who->contr->ranged_ob, 0); 3401 unapply_special (who, who->contr->ranged_ob, 0);
3432 3402
3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3434 3404

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