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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 1.112 by root, Tue Jul 3 11:43:38 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
69 68
70 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 76 return 1;
78 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 84 return 1;
86 85
87 return 0; 86 return 0;
425 return 0; 424 return 0;
426 425
427 op = op->below; 426 op = op->below;
428 while (op != NULL) 427 while (op != NULL)
429 { 428 {
430 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
431 { 430 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 433 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
459 prev = op; 458 prev = op;
460 op = op->below; 459 op = op->below;
461 460
462 while (op != NULL) 461 while (op != NULL)
463 { 462 {
464 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
465 { 464 {
466 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
467 { 466 {
468 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
469 return; 468 return;
855 { 854 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 856 pow++;
858 } 857 }
859 858
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 860 }
862 else 861 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 863
865 if (!settings.armor_weight_linear) 864 if (!settings.armor_weight_linear)
866 { 865 {
867 int base = 100; 866 int base = 100;
868 int pow = 0; 867 int pow = 0;
871 { 870 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 872 pow++;
874 } 873 }
875 874
876 armour->weight = (armour->arch->clone.weight * base) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
877 } 876 }
878 else 877 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 878 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 879
881 if (armour->weight <= 0) 880 if (armour->weight <= 0)
882 { 881 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 883 armour->weight = 1;
885 } 884 }
886 885
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 887
889 if (op->type == PLAYER) 888 if (op->type == PLAYER)
890 { 889 {
891 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
944 943
945 price_in = cost * item->value; 944 price_in = cost * item->value;
946 } 945 }
947 else 946 else
948 { 947 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0; 950 return 0;
952 951
953 if (CONV_NEED (converter)) 952 if (CONV_NEED (converter))
954 { 953 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008 1007
1009 /** 1008 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1009 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
1012 */ 1011 */
1013 } 1012 }
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1014 return 1;
1016} 1015}
1245 */ 1244 */
1246static void 1245static void
1247apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1248{ 1247{
1249 readable_message_type *msgType; 1248 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1249
1252 if (sign->msg == NULL) 1250 if (sign->msg == NULL)
1253 { 1251 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return; 1253 return;
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1275 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1279 return; 1277 return;
1280 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1281 msgType = get_readable_message_type (sign); 1283 msgType = get_readable_message_type (sign);
1284
1285 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 }
1284} 1294}
1285 1295
1286/** 1296/**
1287 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1312 */ 1322 */
1313 if (recursion_depth >= 500) 1323 if (recursion_depth >= 500)
1314 { 1324 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1326 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1327 return;
1318 } 1328 }
1329
1319 recursion_depth++; 1330 recursion_depth++;
1320 if (trap->head) 1331 if (trap->head)
1321 trap = trap->head; 1332 trap = trap->head;
1322 1333
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1338 1349
1339 /* Just put in some sanity check. I think there is a bug in the 1350 /* 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 1351 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed. 1352 * getting permanently paralyzed.
1342 */ 1353 */
1343 if (victim->speed_left < -50.0) 1354 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.0; 1355 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1356 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 } 1357 }
1347 goto leave; 1358 goto leave;
1348 1359
1349 case SPINNER: 1360 case SPINNER:
1518 } 1529 }
1519 goto leave; 1530 goto leave;
1520 1531
1521 default: 1532 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1535 goto leave;
1525 } 1536 }
1526 1537
1527leave: 1538leave:
1528 recursion_depth--; 1539 recursion_depth--;
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1552 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1543 return; 1554 return;
1544 } 1555 }
1556
1545 if (tmp->msg == NULL) 1557 if (!tmp->msg)
1546 { 1558 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1548 return; 1560 return;
1549 } 1561 }
1550 1562
1553 if (!skill_ob) 1565 if (!skill_ob)
1554 { 1566 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1556 return; 1568 return;
1557 } 1569 }
1570
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1571 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1573 {
1561 if (lev_diff < 2) 1574 if (lev_diff < 2)
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1573 return; 1586 return;
1574 } 1587 }
1575 1588
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1589 readable_message_type *msgType = get_readable_message_type (tmp);
1577 1590
1591 if (player *pl = op->contr)
1592 if (client *ns = pl->ns)
1593 if (ns->can_msg)
1594 {
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1604 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg); 1606 long_desc (tmp, op), &tmp->msg);
1582 1607
1583 /* gain xp from reading */ 1608 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1610 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1894 identify (tmp);
1870 1895
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872 1897
1873
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1899 decrease_ob (tmp);
1876} 1900}
1877 1901
1878/** 1902/**
1881 * chest. 1905 * chest.
1882 */ 1906 */
1883static void 1907static void
1884apply_treasure (object *op, object *tmp) 1908apply_treasure (object *op, object *tmp)
1885{ 1909{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1910 /* 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 1911 * 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 1912 * 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 1913 * prevents people fromt moving chests to more difficult maps to get better
1893 * treasure 1914 * treasure
1894 */ 1915 */
1895
1896 treas = tmp->inv; 1916 object *treas = tmp->inv;
1897 if (treas == NULL) 1917
1918 if (!treas)
1898 { 1919 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp); 1921 decrease_ob (tmp);
1901 return; 1922 return;
1902 } 1923 }
1924
1903 while (tmp->inv) 1925 while (tmp->inv)
1904 { 1926 {
1905 treas = tmp->inv; 1927 treas = tmp->inv;
1906 1928
1907 treas->remove (); 1929 treas->remove ();
2030 shstr_cmp dragon_ability_force ("dragon_ability_force"); 2052 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force"); 2053 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032 2054
2033 for (tmp = op->inv; tmp; tmp = tmp->below) 2055 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2056 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2057 if (tmp->arch->archname == dragon_skin_force)
2036 skin = tmp; 2058 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2059 else if (tmp->arch->archname == dragon_ability_force)
2038 abil = tmp; 2060 abil = tmp;
2039 2061
2040 /* if either skin or ability are missing, this is an old player 2062 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2063 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2064 if (skin == NULL || abil == NULL)
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2572 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2551 return 0; 2573 return 0;
2552 } 2574 }
2553 } 2575 }
2554 2576
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; 2577 pl->contr->last_used = op;
2568 2578
2569 tmp = manual_apply (pl, op, aflag); 2579 tmp = manual_apply (pl, op, aflag);
2570 if (!quiet) 2580 if (!quiet)
2571 { 2581 {
2630{ 2640{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2641 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2642 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2643 return RESULT_INT (0);
2634 2644
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2645 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2646
2639 switch (op->type) 2647 switch (op->type)
2640 { 2648 {
2649 case SKILL_TOOL:
2650 // unapplying a skill tool should also unapply the skill it governs
2651 // but this is hard, as it shouldn't do so when the skill can
2652 // be used for other reasons
2653 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2654 if (tmp->skill == op->skill
2655 && tmp->type == SKILL
2656 && tmp->flag [FLAG_APPLIED]
2657 && !tmp->flag [FLAG_CAN_USE_SKILL])
2658 unapply_special (who, tmp, 0);
2659
2660 change_abil (who, op);
2661 break;
2662
2641 case WEAPON: 2663 case WEAPON:
2664 if (player *pl = who->contr)
2665 if (op == pl->combat_ob)
2666 {
2667 pl->combat_ob = 0;
2668 who->change_weapon (pl->ranged_ob);
2669 }
2670
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2671 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2643 2672
2644 change_abil (who, op); 2673 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2674 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; 2675 break;
2658 2676
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL: 2677 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) 2678 if (who->contr)
2665 { 2679 {
2666 if (!op->invisible) 2680 if (!op->invisible)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2668 else 2682 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2683 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2670 } 2684 }
2671 2685
2672 change_abil (who, op); 2686 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2687 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2688 break;
2676 2689
2677 case ARMOUR: 2690 case ARMOUR:
2678 case HELMET: 2691 case HELMET:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2700 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2688 change_abil (who, op); 2701 change_abil (who, op);
2689 break; 2702 break;
2690 2703
2691 case LAMP: 2704 case LAMP:
2705 {
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2706 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2707
2693 tmp2 = arch_to_object (op->other_arch); 2708 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2709 tmp2->x = op->x;
2695 tmp2->y = op->y; 2710 tmp2->y = op->y;
2696 tmp2->map = op->map; 2711 tmp2->map = op->map;
2697 tmp2->below = op->below; 2712 tmp2->below = op->below;
2698 tmp2->above = op->above; 2713 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2714 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2715 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2716
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2717 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2718 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2719
2705 if (who->contr) 2720 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2721 esrv_del_item (who->contr, op->count);
2707 2722
2708 op->destroy (); 2723 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2724 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2725 who->update_stats ();
2711 2726
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2727 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 { 2728 {
2714 if (who->contr) 2729 if (who->contr)
2715 { 2730 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2731 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2732 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 } 2733 }
2719 } 2734 }
2720 2735
2721 if (who->contr) 2736 if (who->contr)
2722 esrv_send_item (who, tmp2); 2737 esrv_send_item (who, tmp2);
2738 }
2723 2739
2724 return 1; /* otherwise, an attempt to drop causes problems */ 2740 return 1; /* otherwise, an attempt to drop causes problems */
2725 2741
2726 case BOW: 2742 case BOW:
2727 case WAND: 2743 case WAND:
2728 case ROD: 2744 case ROD:
2729 case HORN: 2745 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 2746 if (player *pl = who->contr)
2747 {
2748 if (op == pl->ranged_ob)
2733 { 2749 {
2750 pl->ranged_ob = 0;
2751 who->change_weapon (pl->combat_ob);
2752 }
2753
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2754 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
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 } 2755 }
2742 else 2756 else
2743 { 2757 {
2758 who->change_skill (0);
2759
2744 if (op->type == BOW) 2760 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 2761 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 2762 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 2763 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 2764 }
2749 2765
2750 break; 2766 break;
2751 2767
2752 case BUILDER: 2768 case BUILDER:
2753 if (who->contr) 2769 if (who->contr)
2754 {
2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2770 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; 2771 break;
2761 2772
2762 default: 2773 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2774 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2764 break; 2775 break;
2788/** 2799/**
2789 * Returns the object that is using location 'loc'. 2800 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2801 * 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 2802 * then go through the below of this. In this way, you can do
2792 * something like: 2803 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2804 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2805 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 2806 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 2807 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 2808 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 2809 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 2810 * invisible other objects that use
2800 * up body locations can be used as restrictions. 2811 * up body locations can be used as restrictions.
2801 */ 2812 */
2802static object * 2813static object *
2803get_item_from_body_location (int loc, object *start) 2814get_next_item_from_body_location (int loc, object *start)
2804{ 2815{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 2816 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2817 if (tmp->flag [FLAG_APPLIED]
2818 && tmp->slot[loc].info
2819 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 2820 return tmp;
2809 2821
2810 return 0; 2822 return 0;
2811} 2823}
2812 2824
2813/** 2825/**
2854 /* We do a while loop - may need to remove several items in order 2866 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 2867 * to free up enough slots.
2856 */ 2868 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 2869 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 2870 {
2859 object *tmp = get_item_from_body_location (i, last); 2871 object *tmp = get_next_item_from_body_location (i, last);
2860 2872
2861 if (!tmp) 2873 if (!tmp)
2862 { 2874 {
2863#if 0 2875#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 2876 /* Not a bug - we'll get this if the player has cursed items
2902 * Checks to see if 'who' can apply object 'op'. 2914 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2915 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2916 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2917 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2918 * 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?) 2919 * is set, do we really care what the other flags may be?)
2908 * 2920 *
2909 * See include/define.h for detailed description of the meaning of 2921 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2922 * these return values.
2911 */ 2923 */
2912int 2924int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 2934 {
2923 if (op->slot[i].info) 2935 if (op->slot[i].info)
2924 { 2936 {
2925 /* Item uses more slots than we have */ 2937 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 2938 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 2939 {
2928 /* Could return now for efficiency - rest of info below isn't 2940 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 2941 * really needed.
2930 */ 2942 */
2931 retval |= CAN_APPLY_NEVER; 2943 retval |= CAN_APPLY_NEVER;
2932 } 2944 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 2945 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 2946 {
2935 /* in this case, equipping this would use more free spots than 2947 /* in this case, equipping this would use more free spots than
2936 * we have. 2948 * we have.
2937 */ 2949 */
2938 2950
2949 { 2961 {
2950 retval |= CAN_APPLY_UNAPPLY; 2962 retval |= CAN_APPLY_UNAPPLY;
2951 continue; 2963 continue;
2952 } 2964 }
2953 2965
2954 object *tmp1 = get_item_from_body_location (i, who->inv); 2966 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2955 if (!tmp1) 2967 if (!tmp1)
2956 { 2968 {
2957#if 0 2969#if 0
2958 /* This is sort of an error, but happens a lot when old players 2970 /* 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. 2971 * join in with more stuff equipped than they are now allowed.
2967 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
2968 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
2969 * to apply multiple objects 2981 * to apply multiple objects
2970 */ 2982 */
2971 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
2984
2972 if (!tmp) 2985 if (!tmp)
2973 tmp = tmp1; 2986 tmp = tmp1;
2974 else if (tmp != tmp1) 2987 else if (tmp != tmp1)
2975 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
2976 2989
3038 * AP_UNAPPLY=always unapply). 3051 * AP_UNAPPLY=always unapply).
3039 * 3052 *
3040 * Optional flags: 3053 * Optional flags:
3041 * AP_NO_MERGE: don't merge an unapplied object with other objects 3054 * AP_NO_MERGE: don't merge an unapplied object with other objects
3042 * AP_IGNORE_CURSE: unapply cursed items 3055 * AP_IGNORE_CURSE: unapply cursed items
3056 * AP_NO_READY: do not ready skills when applying skill tools
3043 * 3057 *
3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3058 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3045 * 3059 *
3046 * apply_special() doesn't check for unpaid items. 3060 * apply_special() doesn't check for unpaid items.
3047 */ 3061 */
3080 return 0; 3094 return 0;
3081 3095
3082 // if the item is combat/ranged, wield the relevant slot first 3096 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts. 3097 // to resolve conflicts.
3084 if (player *pl = who->contr) 3098 if (player *pl = who->contr)
3085 switch (op->type) 3099 switch (op->slottype ())
3086 { 3100 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob); 3101 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); 3102 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 } 3103 }
3104
3105 splay (op);
3106 3106
3107 /* Can't just apply this object. Lets see what not and what to do */ 3107 /* Can't just apply this object. Lets see what not and what to do */
3108 if (int i = can_apply_object (who, op)) 3108 if (int i = can_apply_object (who, op))
3109 { 3109 {
3110 if (i & CAN_APPLY_NEVER) 3110 if (i & CAN_APPLY_NEVER)
3149 } 3149 }
3150 else 3150 else
3151 /* While experience will be credited properly, we want to change the 3151 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated 3152 * skill so that the dam and wc get updated
3153 */ 3153 */
3154 change_skill (who, skop, 0); 3154 who->change_skill (skop);
3155 } 3155 }
3156 3156
3157 if (who->type == PLAYER 3157 if (who->type == PLAYER
3158 && op->item_power 3158 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3179 switch (op->type) 3179 switch (op->type)
3180 { 3180 {
3181 case WEAPON: 3181 case WEAPON:
3182 if (!check_weapon_power (who, op->last_eat)) 3182 if (!check_weapon_power (who, op->last_eat))
3183 { 3183 {
3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3185 "It would consume your soul!."); 3185 "It would consume your soul!.");
3186 3186
3187 if (tmp) 3187 if (tmp)
3188 insert_ob_in_ob (tmp, who); 3188 insert_ob_in_ob (tmp, who);
3189 3189
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3209 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; 3210 return 1;
3211 } 3211 }
3212 3212
3213 SET_FLAG (op, FLAG_APPLIED); 3213 SET_FLAG (op, FLAG_APPLIED);
3214 change_skill (who, skop, 1); 3214 who->change_skill (skop);
3215 3215
3216 if (who->contr) 3216 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op); 3217 who->change_weapon (who->contr->combat_ob = op);
3218 3218
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)); 3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3223 3220
3221 SET_FLAG (who, FLAG_READY_WEAPON);
3224 change_abil (who, op); 3222 change_abil (who, op);
3225 break; 3223 break;
3226 3224
3227 case ARMOUR: 3225 case ARMOUR:
3228 case HELMET: 3226 case HELMET:
3282 if (who->type == PLAYER) 3280 if (who->type == PLAYER)
3283 esrv_send_item (who, tmp2); 3281 esrv_send_item (who, tmp2);
3284 3282
3285 return 0; 3283 return 0;
3286 3284
3287 /* this part is needed for skill-tools */ 3285 case SKILL_TOOL:
3286 // applying a skill tool also readies the skill
3287 SET_FLAG (op, FLAG_APPLIED);
3288
3289 if (!(aflags & AP_NO_READY))
3290 {
3291 skop = find_skill_by_name (who, op->skill);
3292 if (!skop->flag [FLAG_APPLIED])
3293 apply_special (who, skop, AP_APPLY);
3294 }
3295 break;
3296
3288 case SKILL: 3297 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) 3298 if (player *pl = who->contr)
3297 { 3299 {
3298 if (IS_COMBAT_SKILL (op->subtype)) 3300 if (IS_COMBAT_SKILL (op->subtype))
3299 { 3301 {
3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3302 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3301 { 3303 {
3302 for (object *item = who->inv; item; item = item->below) 3304 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3305 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 { 3306 {
3307 if (item->skill == op->skill)
3308 {
3305 who->change_weapon (pl->combat_ob = item); 3309 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon; 3310 goto found_weapon;
3311 }
3307 } 3312 }
3308 3313
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3314 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; 3315 return 1;
3311 3316
3312 found_weapon:; 3317 found_weapon:;
3313 } 3318 }
3314 else 3319 else
3319 if (skill_flags [op->subtype] & SF_NEED_BOW) 3324 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 { 3325 {
3321 for (object *item = who->inv; item; item = item->below) 3326 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3327 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 { 3328 {
3329 //TODO: bows should/must all have skill missile weapon right now
3324 who->change_weapon (pl->ranged_ob = item); 3330 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow; 3331 goto found_bow;
3326 } 3332 }
3327 3333
3328 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3334 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3329 return 1; 3335 return 1;
3330 3336
3331 found_bow:; 3337 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 } 3338 }
3348 else 3339 else
3349 who->change_weapon (pl->ranged_ob = op); 3340 who->change_weapon (pl->ranged_ob = op);
3350 } 3341 }
3351 3342
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3346 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3356 } 3347 }
3357 else 3348 else
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3349 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3359 } 3350 }
3360 3351 else
3352 {
3361 SET_FLAG (op, FLAG_APPLIED); 3353 SET_FLAG (op, FLAG_APPLIED);
3362 change_abil (who, op); 3354 change_abil (who, op);
3363 who->chosen_skill = op; 3355 who->chosen_skill = op;
3364 SET_FLAG (who, FLAG_READY_SKILL); 3356 SET_FLAG (who, FLAG_READY_SKILL);
3357 }
3358
3365 break; 3359 break;
3366 3360
3367 case BOW: 3361 case BOW:
3368 if (!check_weapon_power (who, op->last_eat)) 3362 if (!check_weapon_power (who, op->last_eat))
3369 { 3363 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3390 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; 3391 return 1;
3398 } 3392 }
3399 3393
3400 SET_FLAG (op, FLAG_APPLIED); 3394 SET_FLAG (op, FLAG_APPLIED);
3401 change_skill (who, skop, 0); 3395 who->change_skill (skop);
3402 3396
3403 if (who->contr) 3397 if (who->contr)
3404 { 3398 {
3405 who->contr->ranged_ob = op; 3399 who->contr->ranged_ob = op;
3406 3400
3425 break; 3419 break;
3426 3420
3427 case BUILDER: 3421 case BUILDER:
3428 if (who->type == PLAYER) 3422 if (who->type == PLAYER)
3429 { 3423 {
3424 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3425 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3431 unapply_special (who, who->contr->ranged_ob, 0); 3426 unapply_special (who, who->contr->ranged_ob, 0);
3432 3427
3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3428 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3434 3429
3876 */ 3871 */
3877 int i, j; 3872 int i, j;
3878 3873
3879 for (i = 0; i < NUM_STATS; i++) 3874 for (i = 0; i < NUM_STATS; i++)
3880 { 3875 {
3881 int race_bonus = pl->arch->clone.stats.stat (i); 3876 int race_bonus = pl->arch->stats.stat (i);
3882 sint8 stat = stats->stat (i) + ns->stat (i); 3877 sint8 stat = stats->stat (i) + ns->stat (i);
3883 3878
3884 if (stat > 20 + race_bonus) 3879 if (stat > 20 + race_bonus)
3885 { 3880 {
3886 excess_stat++; 3881 excess_stat++;
3896 3891
3897 if (i == CHA) 3892 if (i == CHA)
3898 continue; /* exclude cha from this */ 3893 continue; /* exclude cha from this */
3899 3894
3900 int stat = stats->stat (i); 3895 int stat = stats->stat (i);
3901 int race_bonus = pl->arch->clone.stats.stat (i); 3896 int race_bonus = pl->arch->stats.stat (i);
3902 if (stat < 20 + race_bonus) 3897 if (stat < 20 + race_bonus)
3903 { 3898 {
3904 change_attr_value (stats, i, 1); 3899 change_attr_value (stats, i, 1);
3905 excess_stat--; 3900 excess_stat--;
3906 } 3901 }
3975 { 3970 {
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3977 return; 3972 return;
3978 } 3973 }
3979 /* check whether they are compatible or not */ 3974 /* check whether they are compatible or not */
3980 find = strstr (marked->slaying, transformer->arch->name); 3975 find = strstr (marked->slaying, transformer->arch->archname);
3981 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3976 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3982 { 3977 {
3983 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3978 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3984 return; 3979 return;
3985 } 3980 }
3986 find += strlen (transformer->arch->name) + 1; 3981 find += strlen (transformer->arch->archname) + 1;
3987 /* Item can be used, now find how many and what it yields */ 3982 /* Item can be used, now find how many and what it yields */
3988 if (isdigit (*(find))) 3983 if (isdigit (*(find)))
3989 { 3984 {
3990 yield = atoi (find); 3985 yield = atoi (find);
3991 if (yield < 1) 3986 if (yield < 1)

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