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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.69 by root, Sat Feb 10 15:20:23 2007 UTC vs.
Revision 1.92 by root, Sat May 12 18:23:51 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <cmath>
26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
29#include <tod.h> 31#include <tod.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 41 */
233 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
234 233
235 if (depl) 234 if (depl)
236 { 235 {
237 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 239
241 depl->destroy (); 240 depl->destroy ();
242 op->update_stats (); 241 op->update_stats ();
243 } 242 }
375 force->stats.food *= 10; 374 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 378 }
379
380 force->speed_left = -1; 380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 384 change_abil (op, force);
765{ 765{
766 object *otmp; 766 object *otmp;
767 767
768 if (op->type != PLAYER) 768 if (op->type != PLAYER)
769 return 0; 769 return 0;
770
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 772 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 return 0; 774 return 0;
774 } 775 }
776
775 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
776 if (!otmp) 778 if (!otmp)
777 { 779 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
779 return 0; 781 return 0;
780 } 782 }
783
781 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 785 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
784 return 0; 787 return 0;
785 } 788 }
789
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
789 return 1; 793 return 1;
790} 794}
1059 { 1063 {
1060 // it is in our env, so activate it, do not open yet 1064 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 1065 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 1066 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack); 1067 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, this, "You ready %s.", query_name (sack)); 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1065 return 1; 1069 return 1;
1066 } 1070 }
1067 1071
1068 // it's locked? 1072 // it's locked?
1069 if (sack->slaying) 1073 if (sack->slaying)
1571 1575
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1573 1577
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1575 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1576 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1577 1582
1578 /* gain xp from reading */ 1583 /* gain xp from reading */
1579 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1580 { /* only if not read before */ 1585 { /* only if not read before */
1581 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1737 return; 1742 return;
1738 } 1743 }
1739 1744
1740 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1741 { 1746 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1743 return; 1748 return;
1744 } 1749 }
1745 1750
1746 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1747 1752
1770 { 1775 {
1771 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1772 1777
1773 if (!spell_skill) 1778 if (!spell_skill)
1774 { 1779 {
1775 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1776 return; 1781 return;
1777 } 1782 }
1778 1783
1779 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1780 { 1785 {
1814 else 1819 else
1815 { 1820 {
1816 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1817 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1818 } 1823 }
1824
1819 decrease_ob (tmp); 1825 decrease_ob (tmp);
1820} 1826}
1821 1827
1822/** 1828/**
1823 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2078 /* doubled chance for resistance of ability-focus */ 2084 /* doubled chance for resistance of ability-focus */
2079 if (i == abil->stats.exp) 2085 if (i == abil->stats.exp)
2080 chance = MIN (100., chance * 2.); 2086 chance = MIN (100., chance * 2.);
2081 2087
2082 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2088 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2083 if (rndm (10000) < (int) (chance * 100)) 2089 if (rndm (10000) < (unsigned int) (chance * 100))
2084 { 2090 {
2085 atnr_winner[winners] = i; 2091 atnr_winner[winners] = i;
2086 winners++; 2092 winners++;
2087 } 2093 }
2088 2094
2290 } 2296 }
2291 2297
2292 return 0; 2298 return 0;
2293} 2299}
2294 2300
2295
2296/** 2301/**
2297 * Main apply handler. 2302 * Main apply handler.
2298 * 2303 *
2299 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2300 * 2305 *
2307 * being applied. 2312 * being applied.
2308 * 2313 *
2309 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2310 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2311 */ 2316 */
2312
2313int 2317int
2314manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2315{ 2319{
2316 if (tmp->head) 2320 if (tmp->head)
2317 tmp = tmp->head; 2321 tmp = tmp->head;
2355 case EXIT: 2359 case EXIT:
2356 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2357 return 0; 2361 return 0;
2358 2362
2359 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2360 {
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2362 }
2363 else 2365 else
2364 { 2366 {
2365 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2366 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2367 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2368 2370
2369 op->enter_exit (tmp); 2371 op->enter_exit (tmp);
2370 } 2372 }
2373
2371 return 1; 2374 return 1;
2372 2375
2373 case SIGN: 2376 case SIGN:
2374 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2375 return 1; 2378 return 1;
2379 { 2382 {
2380 apply_book (op, tmp); 2383 apply_book (op, tmp);
2381 return 1; 2384 return 1;
2382 } 2385 }
2383 else 2386 else
2384 {
2385 return 0; 2387 return 0;
2386 }
2387 2388
2388 case SKILLSCROLL: 2389 case SKILLSCROLL:
2389 if (op->type == PLAYER) 2390 if (op->type == PLAYER)
2390 { 2391 {
2391 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2392 return 1; 2393 return 1;
2393 } 2394 }
2395 else
2394 return 0; 2396 return 0;
2395 2397
2396 case SPELLBOOK: 2398 case SPELLBOOK:
2397 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2398 { 2400 {
2399 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2400 return 1; 2402 return 1;
2401 } 2403 }
2404 else
2402 return 0; 2405 return 0;
2403 2406
2404 case SCROLL: 2407 case SCROLL:
2405 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2406 return 1; 2409 return 1;
2407 2410
2408 case POTION: 2411 case POTION:
2409 (void) apply_potion (op, tmp); 2412 apply_potion (op, tmp);
2410 return 1; 2413 return 1;
2411 2414
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed? 2416 //TODO: remove, as it is unsed?
2414 case CLOSE_CON: 2417 case CLOSE_CON:
2447 case LAMP: 2450 case LAMP:
2448 case BUILDER: 2451 case BUILDER:
2449 case SKILL_TOOL: 2452 case SKILL_TOOL:
2450 if (tmp->env != op) 2453 if (tmp->env != op)
2451 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2452 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2453 return 1; 2457 return 1;
2454 2458
2455 case DRINK: 2459 case DRINK:
2456 case FOOD: 2460 case FOOD:
2457 case FLESH: 2461 case FLESH:
2473 } 2477 }
2474 else 2478 else
2475 return 0; 2479 return 0;
2476 2480
2477 case WEAPON_IMPROVER: 2481 case WEAPON_IMPROVER:
2478 (void) check_improve_weapon (op, tmp); 2482 check_improve_weapon (op, tmp);
2479 return 1; 2483 return 1;
2480 2484
2481 case CLOCK: 2485 case CLOCK:
2482 if (op->type == PLAYER) 2486 if (op->type == PLAYER)
2483 { 2487 {
2491 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2492 new_draw_info (NDI_UNIQUE, 0, op, buf); 2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2493 return 1; 2497 return 1;
2494 } 2498 }
2495 else 2499 else
2496 {
2497 return 0; 2500 return 0;
2498 }
2499 2501
2500 case MENU: 2502 case MENU:
2501 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2502 { 2504 {
2503 shop_listing (op); 2505 shop_listing (tmp, op);
2504 return 1; 2506 return 1;
2505 } 2507 }
2506 else 2508 else
2507 {
2508 return 0; 2509 return 0;
2509 }
2510 2510
2511 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2512 apply_power_crystal (op, tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2513 return 1; 2513 return 1;
2514 2514
2517 { 2517 {
2518 apply_lighter (op, tmp); 2518 apply_lighter (op, tmp);
2519 return 1; 2519 return 1;
2520 } 2520 }
2521 else 2521 else
2522 {
2523 return 0; 2522 return 0;
2524 }
2525 2523
2526 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2527 apply_item_transformer (op, tmp); 2525 apply_item_transformer (op, tmp);
2528 return 1; 2526 return 1;
2529 2527
2582/** 2580/**
2583 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2584 * If the player has an open container, we use that for below, otherwise 2582 * If the player has an open container, we use that for below, otherwise
2585 * we use the ground. 2583 * we use the ground.
2586 */ 2584 */
2587
2588void 2585void
2589player_apply_below (object *pl) 2586player_apply_below (object *pl)
2590{ 2587{
2591 int floors = 0; 2588 int floors = 0;
2592 2589
2629 * to keep the size of apply_special to a more managable size. 2626 * to keep the size of apply_special to a more managable size.
2630 */ 2627 */
2631static int 2628static int
2632unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2633{ 2630{
2634 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2635 return RESULT_INT (0); 2633 return RESULT_INT (0);
2636 2634
2637 object *tmp2; 2635 object *tmp2;
2638 2636
2639 CLEAR_FLAG (op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2640 switch (op->type) 2639 switch (op->type)
2641 { 2640 {
2642 case WEAPON: 2641 case WEAPON:
2643 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2644 2643
2645 (void) change_abil (who, op); 2644 change_abil (who, op);
2646 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2647 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2645 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
2648 clear_skill (who); 2656 clear_skill (who);
2649 break; 2657 break;
2650 2658
2651 case SKILL: /* allows objects to impart skills */ 2659 case SKILL: /* allows objects to impart skills */
2652 case SKILL_TOOL: 2660 case SKILL_TOOL:
2653 if (op != who->chosen_skill) 2661 if (op != who->chosen_skill)
2654 {
2655 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr)
2656 } 2665 {
2657 if (who->type == PLAYER)
2658 {
2659 if (who->contr->shoottype == range_skill)
2660 who->contr->shoottype = range_none;
2661 if (!op->invisible) 2666 if (!op->invisible)
2662 {
2663 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2664 }
2665 else 2668 else
2666 {
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2668 } 2670 }
2669 } 2671
2670 (void) change_abil (who, op); 2672 change_abil (who, op);
2671 who->chosen_skill = NULL; 2673 who->chosen_skill = 0;
2672 CLEAR_FLAG (who, FLAG_READY_SKILL); 2674 CLEAR_FLAG (who, FLAG_READY_SKILL);
2673 break; 2675 break;
2674 2676
2675 case ARMOUR: 2677 case ARMOUR:
2676 case HELMET: 2678 case HELMET:
2681 case AMULET: 2683 case AMULET:
2682 case GIRDLE: 2684 case GIRDLE:
2683 case BRACERS: 2685 case BRACERS:
2684 case CLOAK: 2686 case CLOAK:
2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2686 (void) change_abil (who, op); 2688 change_abil (who, op);
2687 break; 2689 break;
2690
2688 case LAMP: 2691 case LAMP:
2689 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2690 tmp2 = arch_to_object (op->other_arch); 2693 tmp2 = arch_to_object (op->other_arch);
2691 tmp2->x = op->x; 2694 tmp2->x = op->x;
2692 tmp2->y = op->y; 2695 tmp2->y = op->y;
2697 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2698 2701
2699 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2700 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2701 2704
2702 if (who->type == PLAYER) 2705 if (who->contr)
2703 esrv_del_item (who->contr, op->count); 2706 esrv_del_item (who->contr, op->count);
2704 2707
2705 op->destroy (); 2708 op->destroy ();
2706 insert_ob_in_ob (tmp2, who); 2709 insert_ob_in_ob (tmp2, who);
2707 who->update_stats (); 2710 who->update_stats ();
2711
2708 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2709 { 2713 {
2710 if (who->type == PLAYER) 2714 if (who->contr)
2711 { 2715 {
2712 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2713 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2714 } 2718 }
2715 } 2719 }
2716 if (who->type == PLAYER) 2720
2721 if (who->contr)
2717 esrv_send_item (who, tmp2); 2722 esrv_send_item (who, tmp2);
2723
2718 return 1; /* otherwise, an attempt to drop causes problems */ 2724 return 1; /* otherwise, an attempt to drop causes problems */
2719 break; 2725
2720 case BOW: 2726 case BOW:
2721 case WAND: 2727 case WAND:
2722 case ROD: 2728 case ROD:
2723 case HORN: 2729 case HORN:
2724 clear_skill (who); 2730 clear_skill (who);
2731
2732 if (who->contr)
2733 {
2725 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2726 if (who->type == PLAYER) 2735
2727 { 2736 if (who->contr->ranged_ob == op)
2728 who->contr->shoottype = range_none; 2737 who->contr->ranged_ob = 0;
2738
2739 if (who->current_weapon == op)
2740 who->current_weapon = 0;
2729 } 2741 }
2730 else 2742 else
2731 { 2743 {
2732 if (op->type == BOW) 2744 if (op->type == BOW)
2733 CLEAR_FLAG (who, FLAG_READY_BOW); 2745 CLEAR_FLAG (who, FLAG_READY_BOW);
2734 else 2746 else
2735 CLEAR_FLAG (who, FLAG_READY_RANGE); 2747 CLEAR_FLAG (who, FLAG_READY_RANGE);
2736 } 2748 }
2749
2737 break; 2750 break;
2738 2751
2739 case BUILDER: 2752 case BUILDER:
2753 if (who->contr)
2754 {
2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2741 who->contr->shoottype = range_none; 2756
2742 who->contr->ranges[range_builder] = NULL; 2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2743 break; 2760 break;
2744 2761
2745 default: 2762 default:
2746 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2747 break; 2764 break;
2749 2766
2750 who->update_stats (); 2767 who->update_stats ();
2751 2768
2752 if (!(aflags & AP_NO_MERGE)) 2769 if (!(aflags & AP_NO_MERGE))
2753 { 2770 {
2754 object *tmp;
2755
2756 tmp = merge_ob (op, NULL); 2771 object *tmp = merge_ob (op, 0);
2757 if (who->type == PLAYER) 2772
2773 if (who->contr)
2758 { 2774 {
2759 if (tmp) 2775 if (tmp)
2760 { /* it was merged */ 2776 { /* it was merged */
2761 esrv_del_item (who->contr, op->count); 2777 esrv_del_item (who->contr, op->count);
2762 op = tmp; 2778 op = tmp;
2763 } 2779 }
2764 2780
2765 esrv_send_item (who, op); 2781 esrv_send_item (who, op);
2766 } 2782 }
2767 } 2783 }
2784
2768 return 0; 2785 return 0;
2769} 2786}
2770 2787
2771/** 2788/**
2772 * Returns the object that is using location 'loc'. 2789 * Returns the object that is using location 'loc'.
2780 * loc is the index into the array we are looking for a match. 2797 * loc is the index into the array we are looking for a match.
2781 * don't return invisible objects unless they are skill objects 2798 * don't return invisible objects unless they are skill objects
2782 * invisible other objects that use 2799 * invisible other objects that use
2783 * up body locations can be used as restrictions. 2800 * up body locations can be used as restrictions.
2784 */ 2801 */
2785object * 2802static object *
2786get_item_from_body_location (object *start, int loc) 2803get_item_from_body_location (int loc, object *start)
2787{ 2804{
2788 object *tmp;
2789
2790 if (!start) 2805 if (start)
2791 return NULL;
2792
2793 for (tmp = start; tmp; tmp = tmp->below) 2806 for (object *tmp = start; tmp; tmp = tmp->below)
2794 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL))
2795 return tmp; 2808 return tmp;
2796 2809
2797 return NULL; 2810 return 0;
2798} 2811}
2799
2800
2801 2812
2802/** 2813/**
2803 * 'op' wants to apply an object, but can't because of other equipment. 2814 * 'op' wants to apply an object, but can't because of other equipment.
2804 * This should only be called when it is known 2815 * This should only be called when it is known
2805 * that there are objects to unapply. This makes pretty heavy 2816 * that there are objects to unapply. This makes pretty heavy
2811 * another function that does just that. 2822 * another function that does just that.
2812 */ 2823 */
2813int 2824int
2814unapply_for_ob (object *who, object *op, int aflags) 2825unapply_for_ob (object *who, object *op, int aflags)
2815{ 2826{
2816 int i; 2827 if (op->is_range ())
2817 object *tmp = NULL, *last;
2818
2819 /* If we are applying a shield or weapon, unapply any equipped shield
2820 * or weapons first - only allowed to use one weapon/shield at a time.
2821 */
2822 if (op->type == WEAPON || op->type == SHIELD)
2823 {
2824 for (tmp = who->inv; tmp; tmp = tmp->below) 2828 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2825 {
2826 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2827 {
2828 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2830 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2829 { 2831 {
2830 if (aflags & AP_PRINT) 2832 if (aflags & AP_PRINT)
2831 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2832 else 2834 else
2833 unapply_special (who, tmp, aflags); 2835 unapply_special (who, tmp, aflags);
2834 } 2836 }
2835 else 2837 else
2836 { 2838 {
2837 /* In this case, we want to try and remove a cursed item. 2839 /* In this case, we want to try and remove a cursed item.
2838 * While we know it won't work, we want unapply_special to 2840 * While we know it won't work, we want unapply_special to
2839 * at least generate the message. 2841 * at least generate the message.
2840 */ 2842 */
2841 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2843 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2842 return 1; 2844 return 1;
2843 }
2844
2845 } 2845 }
2846 }
2847 }
2848 2846
2849 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2850 { 2848 {
2851 /* this used up a slot that we need to free */ 2849 /* this used up a slot that we need to free */
2852 if (op->body_info[i]) 2850 if (op->slot[i].info)
2853 { 2851 {
2854 last = who->inv; 2852 object *last = who->inv;
2855 2853
2856 /* We do a while loop - may need to remove several items in order 2854 /* We do a while loop - may need to remove several items in order
2857 * to free up enough slots. 2855 * to free up enough slots.
2858 */ 2856 */
2859 while ((who->body_used[i] + op->body_info[i]) < 0) 2857 while ((who->slot[i].used + op->slot[i].info) < 0)
2860 { 2858 {
2861 tmp = get_item_from_body_location (last, i); 2859 object *tmp = get_item_from_body_location (i, last);
2860
2862 if (!tmp) 2861 if (!tmp)
2863 { 2862 {
2864#if 0 2863#if 0
2865 /* Not a bug - we'll get this if the player has cursed items 2864 /* Not a bug - we'll get this if the player has cursed items
2866 * equipped. 2865 * equipped.
2867 */ 2866 */
2868 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2867 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2869#endif 2868#endif
2870 return 1; 2869 return 1;
2871 } 2870 }
2871
2872 /* If we are just printing, we don't care about cursed status */ 2872 /* If we are just printing, we don't care about cursed status */
2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2874 { 2874 {
2875 if (aflags & AP_PRINT) 2875 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2884 * so it may not be critical (eg, putting on a ring and you have 2884 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 2885 * one cursed ring.)
2886 */ 2886 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2888 } 2888 }
2889
2889 last = tmp->below; 2890 last = tmp->below;
2890 } 2891 }
2891 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2892 * return in the !tmp would have kicked in. 2893 * return in the !tmp would have kicked in.
2893 */ 2894 */
2894 } /* if op is using this body location */ 2895 } /* if op is using this body location */
2895 } /* for body lcoations */ 2896 } /* for body lcoations */
2897
2896 return 0; 2898 return 0;
2897} 2899}
2898 2900
2899/** 2901/**
2900 * Checks to see if 'who' can apply object 'op'. 2902 * Checks to see if 'who' can apply object 'op'.
2901 * Returns 0 if apply can be done without anything special. 2903 * Returns 0 if apply can be done without anything special.
2902 * Otherwise returns a bitmask - potentially several of these may be 2904 * Otherwise returns a bitmask - potentially several of these may be
2903 * set, but largely depends on circumstance - in the future, processing 2905 * set, but largely depends on circumstance - in the future, processing
2904 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2905 * is set, do we really are what the other flags may be?) 2907 * is set, do we really are what the other flags may be?)
2906 * 2908 *
2907 * See include/define.h for detailed description of the meaning of 2909 * See include/define.h for detailed description of the meaning of
2908 * these return values. 2910 * these return values.
2909 */ 2911 */
2911can_apply_object (object *who, object *op) 2913can_apply_object (object *who, object *op)
2912{ 2914{
2913 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2915 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2914 return RESULT_INT (0); 2916 return RESULT_INT (0);
2915 2917
2916 int i, retval = 0; 2918 int retval = 0;
2917 object *tmp = NULL, *ws = NULL; 2919 object *tmp = 0, *ws = 0;
2918 2920
2919 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2920 * 2 weapons, but we don't want to let them do that. So if they are
2921 * trying to equip a weapon or shield, see if they already have one
2922 * in place and store that way.
2923 */
2924 if (op->type == WEAPON || op->type == SHIELD)
2925 { 2922 {
2926 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2923 if (op->slot[i].info)
2927 { 2924 {
2928 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2925 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info)
2929 { 2927 {
2930 retval = CAN_APPLY_UNAPPLY;
2931 ws = tmp;
2932 }
2933 }
2934 }
2935
2936
2937 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2938 {
2939 if (op->body_info[i])
2940 {
2941 /* Item uses more slots than we have */
2942 if (FABS (op->body_info[i]) > who->body_info[i])
2943 {
2944 /* Could return now for efficiently - rest of info below isn' 2928 /* Could return now for efficiency - rest of info below isn't
2945 * really needed. 2929 * really needed.
2946 */ 2930 */
2947 retval |= CAN_APPLY_NEVER; 2931 retval |= CAN_APPLY_NEVER;
2948 } 2932 }
2949 else if ((who->body_used[i] + op->body_info[i]) < 0) 2933 else if ((who->slot[i].used + op->slot[i].info) < 0)
2950 { 2934 {
2951 /* in this case, equipping this would use more free spots than 2935 /* in this case, equipping this would use more free spots than
2952 * we have. 2936 * we have.
2953 */ 2937 */
2954 object *tmp1;
2955
2956 2938
2957 /* if we have an applied weapon/shield, and unapply it would free 2939 /* if we have an applied weapon/shield, and unapply it would free
2958 * enough slots to equip the new item, then just set this can 2940 * enough slots to equip the new item, then just set "can
2959 * continue. We don't care about the logic below - if you have 2941 * apply unapply". We don't care about the logic below - if you have a
2960 * shield equipped and try to equip another shield, there is only 2942 * shield equipped and try to equip another shield, there is only
2961 * one choice. However, the check for the number of body locations 2943 * one choice. However, the check for the number of body locations
2962 * does take into the account cases where what is being applied 2944 * does take into the account cases where what is being applied
2963 * may be two handed for example. 2945 * may be two handed for example.
2964 */ 2946 */
2965 if (ws) 2947 if (ws)
2966 { 2948 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2967 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2968 { 2949 {
2969 retval |= CAN_APPLY_UNAPPLY; 2950 retval |= CAN_APPLY_UNAPPLY;
2970 continue; 2951 continue;
2971 } 2952 }
2972 }
2973 2953
2974 tmp1 = get_item_from_body_location (who->inv, i); 2954 object *tmp1 = get_item_from_body_location (i, who->inv);
2975 if (!tmp1) 2955 if (!tmp1)
2976 { 2956 {
2977#if 0 2957#if 0
2978 /* This is sort of an error, but happens a lot when old players 2958 /* This is sort of an error, but happens a lot when old players
2979 * join in with more stuff equipped than they are now allowed. 2959 * join in with more stuff equipped than they are now allowed.
2990 */ 2970 */
2991 retval |= CAN_APPLY_UNAPPLY; 2971 retval |= CAN_APPLY_UNAPPLY;
2992 if (!tmp) 2972 if (!tmp)
2993 tmp = tmp1; 2973 tmp = tmp1;
2994 else if (tmp != tmp1) 2974 else if (tmp != tmp1)
2995 {
2996 retval |= CAN_APPLY_UNAPPLY_MULT; 2975 retval |= CAN_APPLY_UNAPPLY_MULT;
2997 } 2976
2998 /* This object isn't using up all the slots, so there must 2977 /* This object isn't using up all the slots, so there must
2999 * be another. If so, and it the new item doesn't need all 2978 * be another. If so, and it the new item doesn't need all
3000 * the slots, the player then has a choice. 2979 * the slots, the player then has a choice.
3001 */ 2980 */
3002 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2981 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2982 && abs (op->slot[i].info) < who->slot[i].info)
3003 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2983 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3004 2984
3005 /* Does unequippint 'tmp1' free up enough slots for this to be 2985 /* Does unequippint 'tmp1' free up enough slots for this to be
3006 * equipped? If not, there must be something else to unapply. 2986 * equipped? If not, there must be something else to unapply.
3007 */ 2987 */
3008 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2988 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3009 retval |= CAN_APPLY_UNAPPLY_MULT; 2989 retval |= CAN_APPLY_UNAPPLY_MULT;
3010
3011 } 2990 }
3012 } /* if not enough free slots */ 2991 } /* if not enough free slots */
3013 } /* if this object uses location i */ 2992 } /* if this object uses location i */
3014 } /* for i -> num_body_locations loop */ 2993 } /* for i -> num_body_locations loop */
3015 2994
3020 * and weapons all use the same slot. Similar for horn/rod/wand - they 2999 * and weapons all use the same slot. Similar for horn/rod/wand - they
3021 * all use the same location. 3000 * all use the same location.
3022 */ 3001 */
3023 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3002 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3024 retval |= CAN_APPLY_RESTRICTION; 3003 retval |= CAN_APPLY_RESTRICTION;
3004
3025 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3005 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3026 retval |= CAN_APPLY_RESTRICTION; 3006 retval |= CAN_APPLY_RESTRICTION;
3027 3007
3028
3029 if (who->type != PLAYER) 3008 if (who->type != PLAYER)
3030 { 3009 {
3031 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3010 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3032 retval |= CAN_APPLY_RESTRICTION; 3011 retval |= CAN_APPLY_RESTRICTION;
3012
3033 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3013 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3034 retval |= CAN_APPLY_RESTRICTION; 3014 retval |= CAN_APPLY_RESTRICTION;
3015
3035 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3016 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3036 retval |= CAN_APPLY_RESTRICTION; 3017 retval |= CAN_APPLY_RESTRICTION;
3018
3037 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3019 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3038 retval |= CAN_APPLY_RESTRICTION; 3020 retval |= CAN_APPLY_RESTRICTION;
3039 } 3021 }
3022
3040 return retval; 3023 return retval;
3041} 3024}
3042
3043
3044 3025
3045/** 3026/**
3046 * who is the object using the object. It can be a monster. 3027 * who is the object using the object. It can be a monster.
3047 * op is the object they are using. op is an equipment type item, 3028 * op is the object they are using. op is an equipment type item,
3048 * eg, one which you put on and keep on for a while, and not something 3029 * eg, one which you put on and keep on for a while, and not something
3067int 3048int
3068apply_special (object *who, object *op, int aflags) 3049apply_special (object *who, object *op, int aflags)
3069{ 3050{
3070 int basic_flag = aflags & AP_BASIC_FLAGS; 3051 int basic_flag = aflags & AP_BASIC_FLAGS;
3071 object *tmp, *tmp2, *skop = NULL; 3052 object *tmp, *tmp2, *skop = NULL;
3072 int i;
3073 3053
3074 if (who == NULL) 3054 if (who == NULL)
3075 { 3055 {
3076 LOG (llevError, "apply_special() from object without environment.\n"); 3056 LOG (llevError, "apply_special() from object without environment.\n");
3077 return 1; 3057 return 1;
3087 if (basic_flag == AP_APPLY) 3067 if (basic_flag == AP_APPLY)
3088 return 0; 3068 return 0;
3089 3069
3090 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3070 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3091 { 3071 {
3092 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3072 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3093 return 1; 3073 return 1;
3094 } 3074 }
3075
3095 return unapply_special (who, op, aflags); 3076 return unapply_special (who, op, aflags);
3096 } 3077 }
3097 3078
3098 if (basic_flag == AP_UNAPPLY) 3079 if (basic_flag == AP_UNAPPLY)
3099 return 0; 3080 return 0;
3100 3081
3101 i = can_apply_object (who, op); 3082 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts.
3084 if (player *pl = who->contr)
3085 switch (op->type)
3086 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob);
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);
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 }
3102 3106
3103 /* 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 */
3104 if (i) 3108 if (int i = can_apply_object (who, op))
3105 { 3109 {
3106 if (i & CAN_APPLY_NEVER) 3110 if (i & CAN_APPLY_NEVER)
3107 { 3111 {
3108 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3109 return 1; 3113 return 1;
3111 else if (i & CAN_APPLY_RESTRICTION) 3115 else if (i & CAN_APPLY_RESTRICTION)
3112 { 3116 {
3113 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3114 return 1; 3118 return 1;
3115 } 3119 }
3120
3116 if (who->type != PLAYER) 3121 if (who->type != PLAYER)
3117 { 3122 {
3118 /* Some error, so don't try to equip something more */ 3123 /* Some error, so don't try to equip something more */
3119 if (unapply_for_ob (who, op, aflags)) 3124 if (unapply_for_ob (who, op, aflags))
3120 return 1; 3125 return 1;
3126 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3131 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3127 unapply_for_ob (who, op, AP_PRINT); 3132 unapply_for_ob (who, op, AP_PRINT);
3128 return 1; 3133 return 1;
3129 } 3134 }
3130 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3135 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3131 {
3132 i = unapply_for_ob (who, op, aflags); 3136 if (unapply_for_ob (who, op, aflags))
3133 if (i)
3134 return 1; 3137 return 1;
3135 }
3136 } 3138 }
3137 } 3139 }
3138 3140
3139 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3141 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3140 { 3142 {
3141 skop = find_skill_by_name (who, op->skill); 3143 skop = find_skill_by_name (who, op->skill);
3144
3142 if (!skop) 3145 if (!skop)
3143 { 3146 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3147 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3145 return 1; 3148 return 1;
3146 } 3149 }
3147 else 3150 else
3148 {
3149 /* While experience will be credited properly, we want to change the 3151 /* While experience will be credited properly, we want to change the
3150 * skill so that the dam and wc get updated 3152 * skill so that the dam and wc get updated
3151 */ 3153 */
3152 change_skill (who, skop, 0); 3154 change_skill (who, skop, 0);
3153 }
3154 }
3155
3156 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3157 { 3155 }
3158 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3156
3157 if (who->type == PLAYER
3158 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3160 {
3161 new_draw_info (NDI_UNIQUE, 0, who,
3162 "Equipping that combined with other items would consume your soul! "
3163 "[use the skills command to check your available item power]");
3159 return 1; 3164 return 1;
3160 } 3165 }
3161
3162 3166
3163 /* Ok. We are now at the state where we can apply the new object. 3167 /* Ok. We are now at the state where we can apply the new object.
3164 * Note that we don't have the checks for can_use_... 3168 * Note that we don't have the checks for can_use_...
3165 * below - that is already taken care of by can_apply_object. 3169 * below - that is already taken care of by can_apply_object.
3166 */ 3170 */
3167
3168
3169 if (op->nrof > 1) 3171 if (op->nrof > 1)
3170 tmp = get_split_ob (op, op->nrof - 1); 3172 tmp = get_split_ob (op, op->nrof - 1);
3171 else 3173 else
3172 tmp = NULL; 3174 tmp = 0;
3173 3175
3174 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3175 return RESULT_INT (0); 3177 return RESULT_INT (0);
3176 3178
3177 switch (op->type) 3179 switch (op->type)
3178 { 3180 {
3179 case WEAPON: 3181 case WEAPON:
3180 if (!check_weapon_power (who, op->last_eat)) 3182 if (!check_weapon_power (who, op->last_eat))
3181 { 3183 {
3182 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3183 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3185 "It would consume your soul!.");
3186
3184 if (tmp != NULL) 3187 if (tmp)
3185 (void) insert_ob_in_ob (tmp, who); 3188 insert_ob_in_ob (tmp, who);
3189
3186 return 1; 3190 return 1;
3187 } 3191 }
3188 3192
3189 //TODO: this obviously fails for players using a shiorter prefix 3193 //TODO: this obviously fails for players using a shorter prefix
3190 // i.e. "R" can use Ragnarok's swors. 3194 // i.e. "R" can use Ragnarok's sword.
3191 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3192 { 3196 {
3193 /* if the weapon does not have the name as the character, can't use it. */ 3197 /* if the weapon does not have the name as the character, can't use it. */
3194 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3198 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3195 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3199 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3198 insert_ob_in_ob (tmp, who); 3202 insert_ob_in_ob (tmp, who);
3199 3203
3200 return 1; 3204 return 1;
3201 } 3205 }
3202 3206
3207 if (!skop)
3208 {
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;
3211 }
3212
3203 SET_FLAG (op, FLAG_APPLIED); 3213 SET_FLAG (op, FLAG_APPLIED);
3204
3205 if (skop)
3206 change_skill (who, skop, 1); 3214 change_skill (who, skop, 1);
3215
3216 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op);
3218
3207 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3219 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3208 SET_FLAG (who, FLAG_READY_WEAPON); 3220 SET_FLAG (who, FLAG_READY_WEAPON);
3209 3221
3210 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3211 3223
3212 (void) change_abil (who, op); 3224 change_abil (who, op);
3213 break; 3225 break;
3214 3226
3215 case ARMOUR: 3227 case ARMOUR:
3216 case HELMET: 3228 case HELMET:
3217 case SHIELD: 3229 case SHIELD:
3222 case CLOAK: 3234 case CLOAK:
3223 case RING: 3235 case RING:
3224 case AMULET: 3236 case AMULET:
3225 SET_FLAG (op, FLAG_APPLIED); 3237 SET_FLAG (op, FLAG_APPLIED);
3226 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3238 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3227 (void) change_abil (who, op); 3239 change_abil (who, op);
3228 break; 3240 break;
3241
3229 case LAMP: 3242 case LAMP:
3230 if (op->stats.food < 1) 3243 if (op->stats.food < 1)
3231 { 3244 {
3232 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3245 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3233 return 1; 3246 return 1;
3234 } 3247 }
3248
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3249 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3236 tmp2 = arch_to_object (op->other_arch); 3250 tmp2 = arch_to_object (op->other_arch);
3237 tmp2->stats.food = op->stats.food; 3251 tmp2->stats.food = op->stats.food;
3238 SET_FLAG (tmp2, FLAG_APPLIED); 3252 SET_FLAG (tmp2, FLAG_APPLIED);
3253
3239 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3254 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3240 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3255 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3256
3241 insert_ob_in_ob (tmp2, who); 3257 insert_ob_in_ob (tmp2, who);
3242 3258
3243 /* Remove the old lantern */ 3259 /* Remove the old lantern */
3244 if (who->type == PLAYER) 3260 if (who->type == PLAYER)
3245 esrv_del_item (who->contr, op->count); 3261 esrv_del_item (who->contr, op->count);
3246 3262
3247 op->destroy (); 3263 op->destroy ();
3248 3264
3249 /* insert the portion that was split off */ 3265 /* insert the portion that was split off */
3250 if (tmp != NULL) 3266 if (tmp)
3251 { 3267 {
3252 (void) insert_ob_in_ob (tmp, who); 3268 insert_ob_in_ob (tmp, who);
3253 if (who->type == PLAYER) 3269 if (who->type == PLAYER)
3254 esrv_send_item (who, tmp); 3270 esrv_send_item (who, tmp);
3255 } 3271 }
3272
3256 who->update_stats (); 3273 who->update_stats ();
3274
3257 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3258 {
3259 if (who->type == PLAYER) 3276 if (who->type == PLAYER)
3260 { 3277 {
3261 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3278 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3262 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3263 } 3280 }
3264 } 3281
3265 if (who->type == PLAYER) 3282 if (who->type == PLAYER)
3266 esrv_send_item (who, tmp2); 3283 esrv_send_item (who, tmp2);
3284
3267 return 0; 3285 return 0;
3268 break;
3269 3286
3270 /* this part is needed for skill-tools */ 3287 /* this part is needed for skill-tools */
3271 case SKILL: 3288 case SKILL:
3272 case SKILL_TOOL: 3289 case SKILL_TOOL:
3273 if (who->chosen_skill) 3290 if (who->chosen_skill)
3274 { 3291 {
3275 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3292 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3276 return 1; 3293 return 1;
3277 } 3294 }
3278 if (who->type == PLAYER) 3295
3296 if (player *pl = who->contr)
3297 {
3298 if (IS_COMBAT_SKILL (op->subtype))
3279 { 3299 {
3280 who->contr->shoottype = range_skill; 3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3281 who->contr->ranges[range_skill] = op; 3301 {
3302 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 {
3305 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon;
3307 }
3308
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3310 return 1;
3311
3312 found_weapon:;
3313 }
3314 else
3315 who->change_weapon (pl->combat_ob = op);
3316 }
3317 else if (IS_RANGED_SKILL (op->subtype))
3318 {
3319 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 {
3321 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 {
3324 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow;
3326 }
3327
3328 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3329 return 1;
3330
3331 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 }
3348 else
3349 who->change_weapon (pl->ranged_ob = op);
3350 }
3351
3282 if (!op->invisible) 3352 if (!op->invisible)
3283 { 3353 {
3284 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3354 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3286 } 3356 }
3287 else 3357 else
3288 {
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3290 } 3359 }
3291 } 3360
3292 SET_FLAG (op, FLAG_APPLIED); 3361 SET_FLAG (op, FLAG_APPLIED);
3293 (void) change_abil (who, op); 3362 change_abil (who, op);
3294 who->chosen_skill = op; 3363 who->chosen_skill = op;
3295 SET_FLAG (who, FLAG_READY_SKILL); 3364 SET_FLAG (who, FLAG_READY_SKILL);
3296 break; 3365 break;
3297 3366
3298 case BOW: 3367 case BOW:
3299 if (!check_weapon_power (who, op->last_eat)) 3368 if (!check_weapon_power (who, op->last_eat))
3300 { 3369 {
3301 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3370 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3302 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3371 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3372
3303 if (tmp != NULL) 3373 if (tmp)
3304 (void) insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3375
3305 return 1; 3376 return 1;
3306 } 3377 }
3378
3307 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3308 { 3380 {
3309 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3381 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3310 if (tmp != NULL) 3382 if (tmp)
3311 (void) insert_ob_in_ob (tmp, who); 3383 insert_ob_in_ob (tmp, who);
3384
3312 return 1; 3385 return 1;
3313 } 3386 }
3387
3314 /*FALLTHROUGH*/ case WAND: 3388 /*FALLTHROUGH*/
3389 case WAND:
3315 case ROD: 3390 case ROD:
3316 case HORN: 3391 case HORN:
3317 /* check for skill, alter player status */ 3392 /* check for skill, alter player status */
3393
3394 if (!skop)
3395 {
3396 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;
3398 }
3399
3318 SET_FLAG (op, FLAG_APPLIED); 3400 SET_FLAG (op, FLAG_APPLIED);
3319 if (skop)
3320 change_skill (who, skop, 0); 3401 change_skill (who, skop, 0);
3402
3403 if (who->contr)
3404 {
3405 who->contr->ranged_ob = op;
3406
3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3407 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3322 3408
3323 if (who->type == PLAYER)
3324 {
3325 if (op->type == BOW) 3409 if (op->type == BOW)
3326 { 3410 {
3411 who->current_weapon = op;
3327 (void) change_abil (who, op); 3412 change_abil (who, op);
3328 new_draw_info_format (NDI_UNIQUE, 0, who, 3413 new_draw_info_format (NDI_UNIQUE, 0, who,
3329 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3414 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3330 who->contr->shoottype = range_bow;
3331 }
3332 else
3333 {
3334 who->contr->shoottype = range_misc;
3335 } 3415 }
3336 } 3416 }
3337 else 3417 else
3338 { 3418 {
3339 if (op->type == BOW) 3419 if (op->type == BOW)
3340 SET_FLAG (who, FLAG_READY_BOW); 3420 SET_FLAG (who, FLAG_READY_BOW);
3341 else 3421 else
3342 SET_FLAG (who, FLAG_READY_RANGE); 3422 SET_FLAG (who, FLAG_READY_RANGE);
3343 } 3423 }
3424
3344 break; 3425 break;
3345 3426
3346 case BUILDER: 3427 case BUILDER:
3347 if (who->contr->ranges[range_builder]) 3428 if (who->type == PLAYER)
3429 {
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3348 unapply_special (who, who->contr->ranges[range_builder], 0); 3431 unapply_special (who, who->contr->ranged_ob, 0);
3349 who->contr->shoottype = range_builder; 3432
3350 who->contr->ranges[range_builder] = op;
3351 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3434
3435 who->contr->ranged_ob = op;
3436 }
3352 break; 3437 break;
3353 3438
3354 default: 3439 default:
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3440 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3356 } /* end of switch op->type */ 3441 } /* end of switch op->type */
3357 3442
3358 SET_FLAG (op, FLAG_APPLIED); 3443 SET_FLAG (op, FLAG_APPLIED);
3359 3444
3360 if (tmp != NULL) 3445 if (tmp)
3361 tmp = insert_ob_in_ob (tmp, who); 3446 tmp = insert_ob_in_ob (tmp, who);
3362 3447
3363 who->update_stats (); 3448 who->update_stats ();
3364 3449
3365 /* We exclude spell casting objects. The fire code will set the 3450 /* We exclude spell casting objects. The fire code will set the
3375 { 3460 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3461 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3377 SET_FLAG (op, FLAG_KNOWN_CURSED); 3462 SET_FLAG (op, FLAG_KNOWN_CURSED);
3378 } 3463 }
3379 } 3464 }
3465
3380 if (who->type == PLAYER) 3466 if (who->type == PLAYER)
3381 { 3467 {
3382 /* if multiple objects were applied, update both slots */ 3468 /* if multiple objects were applied, update both slots */
3383 if (tmp) 3469 if (tmp)
3384 esrv_send_item (who, tmp); 3470 esrv_send_item (who, tmp);
3471
3385 esrv_send_item (who, op); 3472 esrv_send_item (who, op);
3386 } 3473 }
3474
3387 return 0; 3475 return 0;
3388} 3476}
3389
3390 3477
3391int 3478int
3392monster_apply_special (object *who, object *op, int aflags) 3479monster_apply_special (object *who, object *op, int aflags)
3393{ 3480{
3394 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3481 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3553 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3640 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3554 { 3641 {
3555 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3642 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3556 tmp->randomitems = NULL; 3643 tmp->randomitems = NULL;
3557 } 3644 }
3645
3558 // close all containers 3646 // close all containers
3559 else if (tmp->type == CONTAINER) 3647 else if (tmp->type == CONTAINER)
3560 tmp->flag [FLAG_APPLIED] = 0; 3648 tmp->flag [FLAG_APPLIED] = 0;
3561 3649
3562 tmp = above; 3650 tmp = above;
3572 * Handles player eating food that temporarily changes status (resistances, stats). 3660 * Handles player eating food that temporarily changes status (resistances, stats).
3573 * This used to call cast_change_attr(), but 3661 * This used to call cast_change_attr(), but
3574 * that doesn't work with the new spell code. Since we know what 3662 * that doesn't work with the new spell code. Since we know what
3575 * the food changes, just grab a force and use that instead. 3663 * the food changes, just grab a force and use that instead.
3576 */ 3664 */
3577
3578void 3665void
3579eat_special_food (object *who, object *food) 3666eat_special_food (object *who, object *food)
3580{ 3667{
3581 object *force; 3668 object *force;
3582 int i, did_one = 0; 3669 int i, did_one = 0;
3583 sint8 k;
3584 3670
3585 force = get_archetype (FORCE_NAME); 3671 force = get_archetype (FORCE_NAME);
3586 3672
3587 for (i = 0; i < NUM_STATS; i++) 3673 for (i = 0; i < NUM_STATS; i++)
3588 { 3674 if (sint8 k = food->stats.stat (i))
3589 k = get_attr_value (&food->stats, i);
3590 if (k)
3591 { 3675 {
3592 set_attr_value (&force->stats, i, k); 3676 force->stats.stat (i) = k;
3593 did_one = 1; 3677 did_one = 1;
3594 } 3678 }
3595 }
3596 3679
3597 /* check if we can protect the eater */ 3680 /* check if we can protect the eater */
3598 for (i = 0; i < NROFATTACKS; i++) 3681 for (i = 0; i < NROFATTACKS; i++)
3599 { 3682 {
3600 if (food->resist[i] > 0) 3683 if (food->resist[i] > 0)
3761 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3844 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3762 blind_player (op, op, power); 3845 blind_player (op, op, power);
3763 } 3846 }
3764 else if (failure <= -80) 3847 else if (failure <= -80)
3765 { /* blast the immediate area */ 3848 { /* blast the immediate area */
3766 object *tmp;
3767
3768 tmp = get_archetype (LOOSE_MANA); 3849 object *tmp = get_archetype (LOOSE_MANA);
3769 cast_magic_storm (op, tmp, power); 3850 cast_magic_storm (op, tmp, power);
3770 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3851 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3771 tmp->destroy (); 3852 tmp->destroy ();
3772 } 3853 }
3773 } 3854 }
3774} 3855}
3775 3856
3795 */ 3876 */
3796 int i, j; 3877 int i, j;
3797 3878
3798 for (i = 0; i < NUM_STATS; i++) 3879 for (i = 0; i < NUM_STATS; i++)
3799 { 3880 {
3800 sint8 stat = get_attr_value (stats, i);
3801 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3881 int race_bonus = pl->arch->clone.stats.stat (i);
3882 sint8 stat = stats->stat (i) + ns->stat (i);
3802 3883
3803 stat += get_attr_value (ns, i);
3804 if (stat > 20 + race_bonus) 3884 if (stat > 20 + race_bonus)
3805 { 3885 {
3806 excess_stat++; 3886 excess_stat++;
3807 stat = 20 + race_bonus; 3887 stat = 20 + race_bonus;
3808 } 3888 }
3809 set_attr_value (stats, i, stat); 3889
3890 stats->stat (i) = stat;
3810 } 3891 }
3811 3892
3812 for (j = 0; excess_stat > 0 && j < 100; j++) 3893 for (j = 0; excess_stat > 0 && j < 100; j++)
3813 { /* try 100 times to assign excess stats */ 3894 { /* try 100 times to assign excess stats */
3814 int i = rndm (0, 6); 3895 int i = rndm (0, 6);
3815 int stat = get_attr_value (stats, i);
3816 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3817 3896
3818 if (i == CHA) 3897 if (i == CHA)
3819 continue; /* exclude cha from this */ 3898 continue; /* exclude cha from this */
3899
3900 int stat = stats->stat (i);
3901 int race_bonus = pl->arch->clone.stats.stat (i);
3820 if (stat < 20 + race_bonus) 3902 if (stat < 20 + race_bonus)
3821 { 3903 {
3822 change_attr_value (stats, i, 1); 3904 change_attr_value (stats, i, 1);
3823 excess_stat--; 3905 excess_stat--;
3824 } 3906 }
3827 /* insert the randomitems from the change's treasurelist into 3909 /* insert the randomitems from the change's treasurelist into
3828 * the player ref: player.c 3910 * the player ref: player.c
3829 */ 3911 */
3830 if (change->randomitems != NULL) 3912 if (change->randomitems != NULL)
3831 give_initial_items (pl, change->randomitems); 3913 give_initial_items (pl, change->randomitems);
3832
3833 3914
3834 /* set up the face, for some races. */ 3915 /* set up the face, for some races. */
3835 3916
3836 /* first, look for the force object banning 3917 /* first, look for the force object banning
3837 * changing the face. Certain races never change face with class. 3918 * changing the face. Certain races never change face with class.

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