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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.73 by root, Wed Mar 7 01:44:33 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}
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);
2291 } 2296 }
2292 2297
2293 return 0; 2298 return 0;
2294} 2299}
2295 2300
2296
2297/** 2301/**
2298 * Main apply handler. 2302 * Main apply handler.
2299 * 2303 *
2300 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2301 * 2305 *
2308 * being applied. 2312 * being applied.
2309 * 2313 *
2310 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2311 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2312 */ 2316 */
2313
2314int 2317int
2315manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2316{ 2319{
2317 if (tmp->head) 2320 if (tmp->head)
2318 tmp = tmp->head; 2321 tmp = tmp->head;
2356 case EXIT: 2359 case EXIT:
2357 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2358 return 0; 2361 return 0;
2359 2362
2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2361 {
2362 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));
2363 }
2364 else 2365 else
2365 { 2366 {
2366 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2367 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2368 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2369 2370
2370 op->enter_exit (tmp); 2371 op->enter_exit (tmp);
2371 } 2372 }
2373
2372 return 1; 2374 return 1;
2373 2375
2374 case SIGN: 2376 case SIGN:
2375 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2376 return 1; 2378 return 1;
2380 { 2382 {
2381 apply_book (op, tmp); 2383 apply_book (op, tmp);
2382 return 1; 2384 return 1;
2383 } 2385 }
2384 else 2386 else
2385 {
2386 return 0; 2387 return 0;
2387 }
2388 2388
2389 case SKILLSCROLL: 2389 case SKILLSCROLL:
2390 if (op->type == PLAYER) 2390 if (op->type == PLAYER)
2391 { 2391 {
2392 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2393 return 1; 2393 return 1;
2394 } 2394 }
2395 else
2395 return 0; 2396 return 0;
2396 2397
2397 case SPELLBOOK: 2398 case SPELLBOOK:
2398 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2399 { 2400 {
2400 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2401 return 1; 2402 return 1;
2402 } 2403 }
2404 else
2403 return 0; 2405 return 0;
2404 2406
2405 case SCROLL: 2407 case SCROLL:
2406 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2407 return 1; 2409 return 1;
2408 2410
2409 case POTION: 2411 case POTION:
2410 (void) apply_potion (op, tmp); 2412 apply_potion (op, tmp);
2411 return 1; 2413 return 1;
2412 2414
2413 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2414 //TODO: remove, as it is unsed? 2416 //TODO: remove, as it is unsed?
2415 case CLOSE_CON: 2417 case CLOSE_CON:
2448 case LAMP: 2450 case LAMP:
2449 case BUILDER: 2451 case BUILDER:
2450 case SKILL_TOOL: 2452 case SKILL_TOOL:
2451 if (tmp->env != op) 2453 if (tmp->env != op)
2452 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2453 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2454 return 1; 2457 return 1;
2455 2458
2456 case DRINK: 2459 case DRINK:
2457 case FOOD: 2460 case FOOD:
2458 case FLESH: 2461 case FLESH:
2474 } 2477 }
2475 else 2478 else
2476 return 0; 2479 return 0;
2477 2480
2478 case WEAPON_IMPROVER: 2481 case WEAPON_IMPROVER:
2479 (void) check_improve_weapon (op, tmp); 2482 check_improve_weapon (op, tmp);
2480 return 1; 2483 return 1;
2481 2484
2482 case CLOCK: 2485 case CLOCK:
2483 if (op->type == PLAYER) 2486 if (op->type == PLAYER)
2484 { 2487 {
2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2493 new_draw_info (NDI_UNIQUE, 0, op, buf); 2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2494 return 1; 2497 return 1;
2495 } 2498 }
2496 else 2499 else
2497 {
2498 return 0; 2500 return 0;
2499 }
2500 2501
2501 case MENU: 2502 case MENU:
2502 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2503 { 2504 {
2504 shop_listing (op); 2505 shop_listing (tmp, op);
2505 return 1; 2506 return 1;
2506 } 2507 }
2507 else 2508 else
2508 {
2509 return 0; 2509 return 0;
2510 }
2511 2510
2512 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2513 apply_power_crystal (op, tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2514 return 1; 2513 return 1;
2515 2514
2518 { 2517 {
2519 apply_lighter (op, tmp); 2518 apply_lighter (op, tmp);
2520 return 1; 2519 return 1;
2521 } 2520 }
2522 else 2521 else
2523 {
2524 return 0; 2522 return 0;
2525 }
2526 2523
2527 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2528 apply_item_transformer (op, tmp); 2525 apply_item_transformer (op, tmp);
2529 return 1; 2526 return 1;
2530 2527
2583/** 2580/**
2584 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2585 * 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
2586 * we use the ground. 2583 * we use the ground.
2587 */ 2584 */
2588
2589void 2585void
2590player_apply_below (object *pl) 2586player_apply_below (object *pl)
2591{ 2587{
2592 int floors = 0; 2588 int floors = 0;
2593 2589
2630 * 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.
2631 */ 2627 */
2632static int 2628static int
2633unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2634{ 2630{
2635 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)))
2636 return RESULT_INT (0); 2633 return RESULT_INT (0);
2637 2634
2638 object *tmp2; 2635 object *tmp2;
2639 2636
2640 CLEAR_FLAG (op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2641 switch (op->type) 2639 switch (op->type)
2642 { 2640 {
2643 case WEAPON: 2641 case WEAPON:
2644 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));
2645 2643
2646 (void) change_abil (who, op); 2644 change_abil (who, op);
2647 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2648 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
2649 clear_skill (who); 2656 clear_skill (who);
2650 break; 2657 break;
2651 2658
2652 case SKILL: /* allows objects to impart skills */ 2659 case SKILL: /* allows objects to impart skills */
2653 case SKILL_TOOL: 2660 case SKILL_TOOL:
2654 if (op != who->chosen_skill) 2661 if (op != who->chosen_skill)
2655 {
2656 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)
2657 } 2665 {
2658 if (who->type == PLAYER)
2659 {
2660 if (who->contr->shoottype == range_skill)
2661 who->contr->shoottype = range_none;
2662 if (!op->invisible) 2666 if (!op->invisible)
2663 {
2664 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));
2665 }
2666 else 2668 else
2667 {
2668 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);
2669 } 2670 }
2670 } 2671
2671 (void) change_abil (who, op); 2672 change_abil (who, op);
2672 who->chosen_skill = NULL; 2673 who->chosen_skill = 0;
2673 CLEAR_FLAG (who, FLAG_READY_SKILL); 2674 CLEAR_FLAG (who, FLAG_READY_SKILL);
2674 break; 2675 break;
2675 2676
2676 case ARMOUR: 2677 case ARMOUR:
2677 case HELMET: 2678 case HELMET:
2682 case AMULET: 2683 case AMULET:
2683 case GIRDLE: 2684 case GIRDLE:
2684 case BRACERS: 2685 case BRACERS:
2685 case CLOAK: 2686 case CLOAK:
2686 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));
2687 (void) change_abil (who, op); 2688 change_abil (who, op);
2688 break; 2689 break;
2690
2689 case LAMP: 2691 case LAMP:
2690 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);
2691 tmp2 = arch_to_object (op->other_arch); 2693 tmp2 = arch_to_object (op->other_arch);
2692 tmp2->x = op->x; 2694 tmp2->x = op->x;
2693 tmp2->y = op->y; 2695 tmp2->y = op->y;
2698 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2699 2701
2700 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2701 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2702 2704
2703 if (who->type == PLAYER) 2705 if (who->contr)
2704 esrv_del_item (who->contr, op->count); 2706 esrv_del_item (who->contr, op->count);
2705 2707
2706 op->destroy (); 2708 op->destroy ();
2707 insert_ob_in_ob (tmp2, who); 2709 insert_ob_in_ob (tmp2, who);
2708 who->update_stats (); 2710 who->update_stats ();
2711
2709 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2710 { 2713 {
2711 if (who->type == PLAYER) 2714 if (who->contr)
2712 { 2715 {
2713 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!");
2714 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2715 } 2718 }
2716 } 2719 }
2717 if (who->type == PLAYER) 2720
2721 if (who->contr)
2718 esrv_send_item (who, tmp2); 2722 esrv_send_item (who, tmp2);
2723
2719 return 1; /* otherwise, an attempt to drop causes problems */ 2724 return 1; /* otherwise, an attempt to drop causes problems */
2720 break; 2725
2721 case BOW: 2726 case BOW:
2722 case WAND: 2727 case WAND:
2723 case ROD: 2728 case ROD:
2724 case HORN: 2729 case HORN:
2725 clear_skill (who); 2730 clear_skill (who);
2731
2732 if (who->contr)
2733 {
2726 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));
2727 if (who->type == PLAYER) 2735
2728 { 2736 if (who->contr->ranged_ob == op)
2729 who->contr->shoottype = range_none; 2737 who->contr->ranged_ob = 0;
2738
2739 if (who->current_weapon == op)
2740 who->current_weapon = 0;
2730 } 2741 }
2731 else 2742 else
2732 { 2743 {
2733 if (op->type == BOW) 2744 if (op->type == BOW)
2734 CLEAR_FLAG (who, FLAG_READY_BOW); 2745 CLEAR_FLAG (who, FLAG_READY_BOW);
2735 else 2746 else
2736 CLEAR_FLAG (who, FLAG_READY_RANGE); 2747 CLEAR_FLAG (who, FLAG_READY_RANGE);
2737 } 2748 }
2749
2738 break; 2750 break;
2739 2751
2740 case BUILDER: 2752 case BUILDER:
2753 if (who->contr)
2754 {
2741 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));
2742 who->contr->shoottype = range_none; 2756
2743 who->contr->ranges[range_builder] = NULL; 2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2744 break; 2760 break;
2745 2761
2746 default: 2762 default:
2747 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));
2748 break; 2764 break;
2750 2766
2751 who->update_stats (); 2767 who->update_stats ();
2752 2768
2753 if (!(aflags & AP_NO_MERGE)) 2769 if (!(aflags & AP_NO_MERGE))
2754 { 2770 {
2755 object *tmp;
2756
2757 tmp = merge_ob (op, NULL); 2771 object *tmp = merge_ob (op, 0);
2758 if (who->type == PLAYER) 2772
2773 if (who->contr)
2759 { 2774 {
2760 if (tmp) 2775 if (tmp)
2761 { /* it was merged */ 2776 { /* it was merged */
2762 esrv_del_item (who->contr, op->count); 2777 esrv_del_item (who->contr, op->count);
2763 op = tmp; 2778 op = tmp;
2764 } 2779 }
2765 2780
2766 esrv_send_item (who, op); 2781 esrv_send_item (who, op);
2767 } 2782 }
2768 } 2783 }
2784
2769 return 0; 2785 return 0;
2770} 2786}
2771 2787
2772/** 2788/**
2773 * Returns the object that is using location 'loc'. 2789 * Returns the object that is using location 'loc'.
2781 * 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.
2782 * don't return invisible objects unless they are skill objects 2798 * don't return invisible objects unless they are skill objects
2783 * invisible other objects that use 2799 * invisible other objects that use
2784 * up body locations can be used as restrictions. 2800 * up body locations can be used as restrictions.
2785 */ 2801 */
2786object * 2802static object *
2787get_item_from_body_location (object *start, int loc) 2803get_item_from_body_location (int loc, object *start)
2788{ 2804{
2789 object *tmp;
2790
2791 if (!start) 2805 if (start)
2792 return NULL;
2793
2794 for (tmp = start; tmp; tmp = tmp->below) 2806 for (object *tmp = start; tmp; tmp = tmp->below)
2795 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))
2796 return tmp; 2808 return tmp;
2797 2809
2798 return NULL; 2810 return 0;
2799} 2811}
2800
2801
2802 2812
2803/** 2813/**
2804 * '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.
2805 * This should only be called when it is known 2815 * This should only be called when it is known
2806 * that there are objects to unapply. This makes pretty heavy 2816 * that there are objects to unapply. This makes pretty heavy
2812 * another function that does just that. 2822 * another function that does just that.
2813 */ 2823 */
2814int 2824int
2815unapply_for_ob (object *who, object *op, int aflags) 2825unapply_for_ob (object *who, object *op, int aflags)
2816{ 2826{
2817 int i; 2827 if (op->is_range ())
2818 object *tmp = NULL, *last;
2819
2820 /* If we are applying a shield or weapon, unapply any equipped shield
2821 * or weapons first - only allowed to use one weapon/shield at a time.
2822 */
2823 if (op->type == WEAPON || op->type == SHIELD)
2824 {
2825 for (tmp = who->inv; tmp; tmp = tmp->below) 2828 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2826 {
2827 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2828 {
2829 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)))
2830 { 2831 {
2831 if (aflags & AP_PRINT) 2832 if (aflags & AP_PRINT)
2832 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2833 else 2834 else
2834 unapply_special (who, tmp, aflags); 2835 unapply_special (who, tmp, aflags);
2835 } 2836 }
2836 else 2837 else
2837 { 2838 {
2838 /* 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.
2839 * 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
2840 * at least generate the message. 2841 * at least generate the message.
2841 */ 2842 */
2842 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));
2843 return 1; 2844 return 1;
2844 }
2845
2846 } 2845 }
2847 }
2848 }
2849 2846
2850 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2851 { 2848 {
2852 /* this used up a slot that we need to free */ 2849 /* this used up a slot that we need to free */
2853 if (op->body_info[i]) 2850 if (op->slot[i].info)
2854 { 2851 {
2855 last = who->inv; 2852 object *last = who->inv;
2856 2853
2857 /* 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
2858 * to free up enough slots. 2855 * to free up enough slots.
2859 */ 2856 */
2860 while ((who->body_used[i] + op->body_info[i]) < 0) 2857 while ((who->slot[i].used + op->slot[i].info) < 0)
2861 { 2858 {
2862 tmp = get_item_from_body_location (last, i); 2859 object *tmp = get_item_from_body_location (i, last);
2860
2863 if (!tmp) 2861 if (!tmp)
2864 { 2862 {
2865#if 0 2863#if 0
2866 /* 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
2867 * equipped. 2865 * equipped.
2868 */ 2866 */
2869 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);
2870#endif 2868#endif
2871 return 1; 2869 return 1;
2872 } 2870 }
2871
2873 /* 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 */
2874 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))))
2875 { 2874 {
2876 if (aflags & AP_PRINT) 2875 if (aflags & AP_PRINT)
2877 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2885 * 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
2886 * one cursed ring.) 2885 * one cursed ring.)
2887 */ 2886 */
2888 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));
2889 } 2888 }
2889
2890 last = tmp->below; 2890 last = tmp->below;
2891 } 2891 }
2892 /* 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
2893 * return in the !tmp would have kicked in. 2893 * return in the !tmp would have kicked in.
2894 */ 2894 */
2895 } /* if op is using this body location */ 2895 } /* if op is using this body location */
2896 } /* for body lcoations */ 2896 } /* for body lcoations */
2897
2897 return 0; 2898 return 0;
2898} 2899}
2899 2900
2900/** 2901/**
2901 * Checks to see if 'who' can apply object 'op'. 2902 * Checks to see if 'who' can apply object 'op'.
2902 * Returns 0 if apply can be done without anything special. 2903 * Returns 0 if apply can be done without anything special.
2903 * Otherwise returns a bitmask - potentially several of these may be 2904 * Otherwise returns a bitmask - potentially several of these may be
2904 * set, but largely depends on circumstance - in the future, processing 2905 * set, but largely depends on circumstance - in the future, processing
2905 * 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
2906 * 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?)
2907 * 2908 *
2908 * See include/define.h for detailed description of the meaning of 2909 * See include/define.h for detailed description of the meaning of
2909 * these return values. 2910 * these return values.
2910 */ 2911 */
2912can_apply_object (object *who, object *op) 2913can_apply_object (object *who, object *op)
2913{ 2914{
2914 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)))
2915 return RESULT_INT (0); 2916 return RESULT_INT (0);
2916 2917
2917 int i, retval = 0; 2918 int retval = 0;
2918 object *tmp = NULL, *ws = NULL; 2919 object *tmp = 0, *ws = 0;
2919 2920
2920 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2921 * 2 weapons, but we don't want to let them do that. So if they are
2922 * trying to equip a weapon or shield, see if they already have one
2923 * in place and store that way.
2924 */
2925 if (op->type == WEAPON || op->type == SHIELD)
2926 { 2922 {
2927 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2923 if (op->slot[i].info)
2928 { 2924 {
2929 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)
2930 { 2927 {
2931 retval = CAN_APPLY_UNAPPLY;
2932 ws = tmp;
2933 }
2934 }
2935 }
2936
2937
2938 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2939 {
2940 if (op->body_info[i])
2941 {
2942 /* Item uses more slots than we have */
2943 if (FABS (op->body_info[i]) > who->body_info[i])
2944 {
2945 /* Could return now for efficiently - rest of info below isn' 2928 /* Could return now for efficiency - rest of info below isn't
2946 * really needed. 2929 * really needed.
2947 */ 2930 */
2948 retval |= CAN_APPLY_NEVER; 2931 retval |= CAN_APPLY_NEVER;
2949 } 2932 }
2950 else if ((who->body_used[i] + op->body_info[i]) < 0) 2933 else if ((who->slot[i].used + op->slot[i].info) < 0)
2951 { 2934 {
2952 /* in this case, equipping this would use more free spots than 2935 /* in this case, equipping this would use more free spots than
2953 * we have. 2936 * we have.
2954 */ 2937 */
2955 object *tmp1;
2956
2957 2938
2958 /* 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
2959 * enough slots to equip the new item, then just set this can 2940 * enough slots to equip the new item, then just set "can
2960 * 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
2961 * shield equipped and try to equip another shield, there is only 2942 * shield equipped and try to equip another shield, there is only
2962 * one choice. However, the check for the number of body locations 2943 * one choice. However, the check for the number of body locations
2963 * does take into the account cases where what is being applied 2944 * does take into the account cases where what is being applied
2964 * may be two handed for example. 2945 * may be two handed for example.
2965 */ 2946 */
2966 if (ws) 2947 if (ws)
2967 { 2948 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2968 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2969 { 2949 {
2970 retval |= CAN_APPLY_UNAPPLY; 2950 retval |= CAN_APPLY_UNAPPLY;
2971 continue; 2951 continue;
2972 } 2952 }
2973 }
2974 2953
2975 tmp1 = get_item_from_body_location (who->inv, i); 2954 object *tmp1 = get_item_from_body_location (i, who->inv);
2976 if (!tmp1) 2955 if (!tmp1)
2977 { 2956 {
2978#if 0 2957#if 0
2979 /* 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
2980 * join in with more stuff equipped than they are now allowed. 2959 * join in with more stuff equipped than they are now allowed.
2991 */ 2970 */
2992 retval |= CAN_APPLY_UNAPPLY; 2971 retval |= CAN_APPLY_UNAPPLY;
2993 if (!tmp) 2972 if (!tmp)
2994 tmp = tmp1; 2973 tmp = tmp1;
2995 else if (tmp != tmp1) 2974 else if (tmp != tmp1)
2996 {
2997 retval |= CAN_APPLY_UNAPPLY_MULT; 2975 retval |= CAN_APPLY_UNAPPLY_MULT;
2998 } 2976
2999 /* 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
3000 * 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
3001 * the slots, the player then has a choice. 2979 * the slots, the player then has a choice.
3002 */ 2980 */
3003 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)
3004 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2983 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3005 2984
3006 /* Does unequippint 'tmp1' free up enough slots for this to be 2985 /* Does unequippint 'tmp1' free up enough slots for this to be
3007 * equipped? If not, there must be something else to unapply. 2986 * equipped? If not, there must be something else to unapply.
3008 */ 2987 */
3009 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)
3010 retval |= CAN_APPLY_UNAPPLY_MULT; 2989 retval |= CAN_APPLY_UNAPPLY_MULT;
3011
3012 } 2990 }
3013 } /* if not enough free slots */ 2991 } /* if not enough free slots */
3014 } /* if this object uses location i */ 2992 } /* if this object uses location i */
3015 } /* for i -> num_body_locations loop */ 2993 } /* for i -> num_body_locations loop */
3016 2994
3021 * 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
3022 * all use the same location. 3000 * all use the same location.
3023 */ 3001 */
3024 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3002 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3025 retval |= CAN_APPLY_RESTRICTION; 3003 retval |= CAN_APPLY_RESTRICTION;
3004
3026 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3005 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3027 retval |= CAN_APPLY_RESTRICTION; 3006 retval |= CAN_APPLY_RESTRICTION;
3028 3007
3029
3030 if (who->type != PLAYER) 3008 if (who->type != PLAYER)
3031 { 3009 {
3032 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))
3033 retval |= CAN_APPLY_RESTRICTION; 3011 retval |= CAN_APPLY_RESTRICTION;
3012
3034 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3013 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3035 retval |= CAN_APPLY_RESTRICTION; 3014 retval |= CAN_APPLY_RESTRICTION;
3015
3036 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3016 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3037 retval |= CAN_APPLY_RESTRICTION; 3017 retval |= CAN_APPLY_RESTRICTION;
3018
3038 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3019 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3039 retval |= CAN_APPLY_RESTRICTION; 3020 retval |= CAN_APPLY_RESTRICTION;
3040 } 3021 }
3022
3041 return retval; 3023 return retval;
3042} 3024}
3043
3044
3045 3025
3046/** 3026/**
3047 * 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.
3048 * 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,
3049 * 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
3068int 3048int
3069apply_special (object *who, object *op, int aflags) 3049apply_special (object *who, object *op, int aflags)
3070{ 3050{
3071 int basic_flag = aflags & AP_BASIC_FLAGS; 3051 int basic_flag = aflags & AP_BASIC_FLAGS;
3072 object *tmp, *tmp2, *skop = NULL; 3052 object *tmp, *tmp2, *skop = NULL;
3073 int i;
3074 3053
3075 if (who == NULL) 3054 if (who == NULL)
3076 { 3055 {
3077 LOG (llevError, "apply_special() from object without environment.\n"); 3056 LOG (llevError, "apply_special() from object without environment.\n");
3078 return 1; 3057 return 1;
3088 if (basic_flag == AP_APPLY) 3067 if (basic_flag == AP_APPLY)
3089 return 0; 3068 return 0;
3090 3069
3091 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)))
3092 { 3071 {
3093 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));
3094 return 1; 3073 return 1;
3095 } 3074 }
3075
3096 return unapply_special (who, op, aflags); 3076 return unapply_special (who, op, aflags);
3097 } 3077 }
3098 3078
3099 if (basic_flag == AP_UNAPPLY) 3079 if (basic_flag == AP_UNAPPLY)
3100 return 0; 3080 return 0;
3101 3081
3102 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 }
3103 3106
3104 /* 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 */
3105 if (i) 3108 if (int i = can_apply_object (who, op))
3106 { 3109 {
3107 if (i & CAN_APPLY_NEVER) 3110 if (i & CAN_APPLY_NEVER)
3108 { 3111 {
3109 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));
3110 return 1; 3113 return 1;
3112 else if (i & CAN_APPLY_RESTRICTION) 3115 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3116 {
3114 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));
3115 return 1; 3118 return 1;
3116 } 3119 }
3120
3117 if (who->type != PLAYER) 3121 if (who->type != PLAYER)
3118 { 3122 {
3119 /* Some error, so don't try to equip something more */ 3123 /* Some error, so don't try to equip something more */
3120 if (unapply_for_ob (who, op, aflags)) 3124 if (unapply_for_ob (who, op, aflags))
3121 return 1; 3125 return 1;
3127 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:");
3128 unapply_for_ob (who, op, AP_PRINT); 3132 unapply_for_ob (who, op, AP_PRINT);
3129 return 1; 3133 return 1;
3130 } 3134 }
3131 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))
3132 {
3133 i = unapply_for_ob (who, op, aflags); 3136 if (unapply_for_ob (who, op, aflags))
3134 if (i)
3135 return 1; 3137 return 1;
3136 }
3137 } 3138 }
3138 } 3139 }
3139 3140
3140 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3141 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3141 { 3142 {
3142 skop = find_skill_by_name (who, op->skill); 3143 skop = find_skill_by_name (who, op->skill);
3144
3143 if (!skop) 3145 if (!skop)
3144 { 3146 {
3145 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);
3146 return 1; 3148 return 1;
3147 } 3149 }
3148 else 3150 else
3149 {
3150 /* While experience will be credited properly, we want to change the 3151 /* While experience will be credited properly, we want to change the
3151 * skill so that the dam and wc get updated 3152 * skill so that the dam and wc get updated
3152 */ 3153 */
3153 change_skill (who, skop, 0); 3154 change_skill (who, skop, 0);
3154 }
3155 } 3155 }
3156 3156
3157 if (who->type == PLAYER
3158 && op->item_power
3157 if (who->type == PLAYER && op->item_power && (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)
3158 { 3160 {
3159 new_draw_info (NDI_UNIQUE, 0, who, 3161 new_draw_info (NDI_UNIQUE, 0, who,
3160 "Equipping that combined with other items would consume your soul! " 3162 "Equipping that combined with other items would consume your soul! "
3161 "[use the skills command to check your available item power]"); 3163 "[use the skills command to check your available item power]");
3162 return 1; 3164 return 1;
3163 } 3165 }
3164 3166
3165
3166 /* 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.
3167 * Note that we don't have the checks for can_use_... 3168 * Note that we don't have the checks for can_use_...
3168 * below - that is already taken care of by can_apply_object. 3169 * below - that is already taken care of by can_apply_object.
3169 */ 3170 */
3170
3171 if (op->nrof > 1) 3171 if (op->nrof > 1)
3172 tmp = get_split_ob (op, op->nrof - 1); 3172 tmp = get_split_ob (op, op->nrof - 1);
3173 else 3173 else
3174 tmp = NULL; 3174 tmp = 0;
3175 3175
3176 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)))
3177 return RESULT_INT (0); 3177 return RESULT_INT (0);
3178 3178
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, "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"
3185 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3185 "It would consume your soul!.");
3186
3186 if (tmp != NULL) 3187 if (tmp)
3187 (void) insert_ob_in_ob (tmp, who); 3188 insert_ob_in_ob (tmp, who);
3189
3188 return 1; 3190 return 1;
3189 } 3191 }
3190 3192
3191 //TODO: this obviously fails for players using a shiorter prefix 3193 //TODO: this obviously fails for players using a shorter prefix
3192 // i.e. "R" can use Ragnarok's swors. 3194 // i.e. "R" can use Ragnarok's sword.
3193 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3194 { 3196 {
3195 /* 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. */
3196 /* (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) */
3197 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.");
3200 insert_ob_in_ob (tmp, who); 3202 insert_ob_in_ob (tmp, who);
3201 3203
3202 return 1; 3204 return 1;
3203 } 3205 }
3204 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
3205 SET_FLAG (op, FLAG_APPLIED); 3213 SET_FLAG (op, FLAG_APPLIED);
3206
3207 if (skop)
3208 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
3209 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3219 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3210 SET_FLAG (who, FLAG_READY_WEAPON); 3220 SET_FLAG (who, FLAG_READY_WEAPON);
3211 3221
3212 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));
3213 3223
3214 (void) change_abil (who, op); 3224 change_abil (who, op);
3215 break; 3225 break;
3216 3226
3217 case ARMOUR: 3227 case ARMOUR:
3218 case HELMET: 3228 case HELMET:
3219 case SHIELD: 3229 case SHIELD:
3224 case CLOAK: 3234 case CLOAK:
3225 case RING: 3235 case RING:
3226 case AMULET: 3236 case AMULET:
3227 SET_FLAG (op, FLAG_APPLIED); 3237 SET_FLAG (op, FLAG_APPLIED);
3228 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));
3229 (void) change_abil (who, op); 3239 change_abil (who, op);
3230 break; 3240 break;
3241
3231 case LAMP: 3242 case LAMP:
3232 if (op->stats.food < 1) 3243 if (op->stats.food < 1)
3233 { 3244 {
3234 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);
3235 return 1; 3246 return 1;
3236 } 3247 }
3248
3237 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);
3238 tmp2 = arch_to_object (op->other_arch); 3250 tmp2 = arch_to_object (op->other_arch);
3239 tmp2->stats.food = op->stats.food; 3251 tmp2->stats.food = op->stats.food;
3240 SET_FLAG (tmp2, FLAG_APPLIED); 3252 SET_FLAG (tmp2, FLAG_APPLIED);
3253
3241 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3254 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3242 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3255 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3256
3243 insert_ob_in_ob (tmp2, who); 3257 insert_ob_in_ob (tmp2, who);
3244 3258
3245 /* Remove the old lantern */ 3259 /* Remove the old lantern */
3246 if (who->type == PLAYER) 3260 if (who->type == PLAYER)
3247 esrv_del_item (who->contr, op->count); 3261 esrv_del_item (who->contr, op->count);
3248 3262
3249 op->destroy (); 3263 op->destroy ();
3250 3264
3251 /* insert the portion that was split off */ 3265 /* insert the portion that was split off */
3252 if (tmp != NULL) 3266 if (tmp)
3253 { 3267 {
3254 (void) insert_ob_in_ob (tmp, who); 3268 insert_ob_in_ob (tmp, who);
3255 if (who->type == PLAYER) 3269 if (who->type == PLAYER)
3256 esrv_send_item (who, tmp); 3270 esrv_send_item (who, tmp);
3257 } 3271 }
3272
3258 who->update_stats (); 3273 who->update_stats ();
3274
3259 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3260 {
3261 if (who->type == PLAYER) 3276 if (who->type == PLAYER)
3262 { 3277 {
3263 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!");
3264 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3265 } 3280 }
3266 } 3281
3267 if (who->type == PLAYER) 3282 if (who->type == PLAYER)
3268 esrv_send_item (who, tmp2); 3283 esrv_send_item (who, tmp2);
3284
3269 return 0; 3285 return 0;
3270 break;
3271 3286
3272 /* this part is needed for skill-tools */ 3287 /* this part is needed for skill-tools */
3273 case SKILL: 3288 case SKILL:
3274 case SKILL_TOOL: 3289 case SKILL_TOOL:
3275 if (who->chosen_skill) 3290 if (who->chosen_skill)
3276 { 3291 {
3277 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3292 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3278 return 1; 3293 return 1;
3279 } 3294 }
3280 if (who->type == PLAYER) 3295
3296 if (player *pl = who->contr)
3297 {
3298 if (IS_COMBAT_SKILL (op->subtype))
3281 { 3299 {
3282 who->contr->shoottype = range_skill; 3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3283 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
3284 if (!op->invisible) 3352 if (!op->invisible)
3285 { 3353 {
3286 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));
3287 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);
3288 } 3356 }
3289 else 3357 else
3290 {
3291 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);
3292 } 3359 }
3293 } 3360
3294 SET_FLAG (op, FLAG_APPLIED); 3361 SET_FLAG (op, FLAG_APPLIED);
3295 (void) change_abil (who, op); 3362 change_abil (who, op);
3296 who->chosen_skill = op; 3363 who->chosen_skill = op;
3297 SET_FLAG (who, FLAG_READY_SKILL); 3364 SET_FLAG (who, FLAG_READY_SKILL);
3298 break; 3365 break;
3299 3366
3300 case BOW: 3367 case BOW:
3301 if (!check_weapon_power (who, op->last_eat)) 3368 if (!check_weapon_power (who, op->last_eat))
3302 { 3369 {
3303 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.");
3304 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
3305 if (tmp != NULL) 3373 if (tmp)
3306 (void) insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3375
3307 return 1; 3376 return 1;
3308 } 3377 }
3378
3309 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3310 { 3380 {
3311 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.");
3312 if (tmp != NULL) 3382 if (tmp)
3313 (void) insert_ob_in_ob (tmp, who); 3383 insert_ob_in_ob (tmp, who);
3384
3314 return 1; 3385 return 1;
3315 } 3386 }
3387
3316 /*FALLTHROUGH*/ case WAND: 3388 /*FALLTHROUGH*/
3389 case WAND:
3317 case ROD: 3390 case ROD:
3318 case HORN: 3391 case HORN:
3319 /* 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
3320 SET_FLAG (op, FLAG_APPLIED); 3400 SET_FLAG (op, FLAG_APPLIED);
3321 if (skop)
3322 change_skill (who, skop, 0); 3401 change_skill (who, skop, 0);
3402
3403 if (who->contr)
3404 {
3405 who->contr->ranged_ob = op;
3406
3323 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));
3324 3408
3325 if (who->type == PLAYER)
3326 {
3327 if (op->type == BOW) 3409 if (op->type == BOW)
3328 { 3410 {
3411 who->current_weapon = op;
3329 (void) change_abil (who, op); 3412 change_abil (who, op);
3330 new_draw_info_format (NDI_UNIQUE, 0, who, 3413 new_draw_info_format (NDI_UNIQUE, 0, who,
3331 "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));
3332 who->contr->shoottype = range_bow;
3333 }
3334 else
3335 {
3336 who->contr->shoottype = range_misc;
3337 } 3415 }
3338 } 3416 }
3339 else 3417 else
3340 { 3418 {
3341 if (op->type == BOW) 3419 if (op->type == BOW)
3342 SET_FLAG (who, FLAG_READY_BOW); 3420 SET_FLAG (who, FLAG_READY_BOW);
3343 else 3421 else
3344 SET_FLAG (who, FLAG_READY_RANGE); 3422 SET_FLAG (who, FLAG_READY_RANGE);
3345 } 3423 }
3424
3346 break; 3425 break;
3347 3426
3348 case BUILDER: 3427 case BUILDER:
3349 if (who->contr->ranges[range_builder]) 3428 if (who->type == PLAYER)
3429 {
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3350 unapply_special (who, who->contr->ranges[range_builder], 0); 3431 unapply_special (who, who->contr->ranged_ob, 0);
3351 who->contr->shoottype = range_builder; 3432
3352 who->contr->ranges[range_builder] = op;
3353 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 }
3354 break; 3437 break;
3355 3438
3356 default: 3439 default:
3357 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));
3358 } /* end of switch op->type */ 3441 } /* end of switch op->type */
3359 3442
3360 SET_FLAG (op, FLAG_APPLIED); 3443 SET_FLAG (op, FLAG_APPLIED);
3361 3444
3362 if (tmp != NULL) 3445 if (tmp)
3363 tmp = insert_ob_in_ob (tmp, who); 3446 tmp = insert_ob_in_ob (tmp, who);
3364 3447
3365 who->update_stats (); 3448 who->update_stats ();
3366 3449
3367 /* We exclude spell casting objects. The fire code will set the 3450 /* We exclude spell casting objects. The fire code will set the
3377 { 3460 {
3378 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!");
3379 SET_FLAG (op, FLAG_KNOWN_CURSED); 3462 SET_FLAG (op, FLAG_KNOWN_CURSED);
3380 } 3463 }
3381 } 3464 }
3465
3382 if (who->type == PLAYER) 3466 if (who->type == PLAYER)
3383 { 3467 {
3384 /* if multiple objects were applied, update both slots */ 3468 /* if multiple objects were applied, update both slots */
3385 if (tmp) 3469 if (tmp)
3386 esrv_send_item (who, tmp); 3470 esrv_send_item (who, tmp);
3471
3387 esrv_send_item (who, op); 3472 esrv_send_item (who, op);
3388 } 3473 }
3474
3389 return 0; 3475 return 0;
3390} 3476}
3391
3392 3477
3393int 3478int
3394monster_apply_special (object *who, object *op, int aflags) 3479monster_apply_special (object *who, object *op, int aflags)
3395{ 3480{
3396 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3481 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3555 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3640 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3556 { 3641 {
3557 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3642 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3558 tmp->randomitems = NULL; 3643 tmp->randomitems = NULL;
3559 } 3644 }
3645
3560 // close all containers 3646 // close all containers
3561 else if (tmp->type == CONTAINER) 3647 else if (tmp->type == CONTAINER)
3562 tmp->flag [FLAG_APPLIED] = 0; 3648 tmp->flag [FLAG_APPLIED] = 0;
3563 3649
3564 tmp = above; 3650 tmp = above;
3574 * Handles player eating food that temporarily changes status (resistances, stats). 3660 * Handles player eating food that temporarily changes status (resistances, stats).
3575 * This used to call cast_change_attr(), but 3661 * This used to call cast_change_attr(), but
3576 * 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
3577 * the food changes, just grab a force and use that instead. 3663 * the food changes, just grab a force and use that instead.
3578 */ 3664 */
3579
3580void 3665void
3581eat_special_food (object *who, object *food) 3666eat_special_food (object *who, object *food)
3582{ 3667{
3583 object *force; 3668 object *force;
3584 int i, did_one = 0; 3669 int i, did_one = 0;
3585 sint8 k;
3586 3670
3587 force = get_archetype (FORCE_NAME); 3671 force = get_archetype (FORCE_NAME);
3588 3672
3589 for (i = 0; i < NUM_STATS; i++) 3673 for (i = 0; i < NUM_STATS; i++)
3590 { 3674 if (sint8 k = food->stats.stat (i))
3591 k = get_attr_value (&food->stats, i);
3592 if (k)
3593 { 3675 {
3594 set_attr_value (&force->stats, i, k); 3676 force->stats.stat (i) = k;
3595 did_one = 1; 3677 did_one = 1;
3596 } 3678 }
3597 }
3598 3679
3599 /* check if we can protect the eater */ 3680 /* check if we can protect the eater */
3600 for (i = 0; i < NROFATTACKS; i++) 3681 for (i = 0; i < NROFATTACKS; i++)
3601 { 3682 {
3602 if (food->resist[i] > 0) 3683 if (food->resist[i] > 0)
3763 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!");
3764 blind_player (op, op, power); 3845 blind_player (op, op, power);
3765 } 3846 }
3766 else if (failure <= -80) 3847 else if (failure <= -80)
3767 { /* blast the immediate area */ 3848 { /* blast the immediate area */
3768 object *tmp;
3769
3770 tmp = get_archetype (LOOSE_MANA); 3849 object *tmp = get_archetype (LOOSE_MANA);
3771 cast_magic_storm (op, tmp, power); 3850 cast_magic_storm (op, tmp, power);
3772 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3851 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3773 tmp->destroy (); 3852 tmp->destroy ();
3774 } 3853 }
3775 } 3854 }
3776} 3855}
3777 3856
3797 */ 3876 */
3798 int i, j; 3877 int i, j;
3799 3878
3800 for (i = 0; i < NUM_STATS; i++) 3879 for (i = 0; i < NUM_STATS; i++)
3801 { 3880 {
3802 sint8 stat = get_attr_value (stats, i);
3803 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);
3804 3883
3805 stat += get_attr_value (ns, i);
3806 if (stat > 20 + race_bonus) 3884 if (stat > 20 + race_bonus)
3807 { 3885 {
3808 excess_stat++; 3886 excess_stat++;
3809 stat = 20 + race_bonus; 3887 stat = 20 + race_bonus;
3810 } 3888 }
3811 set_attr_value (stats, i, stat); 3889
3890 stats->stat (i) = stat;
3812 } 3891 }
3813 3892
3814 for (j = 0; excess_stat > 0 && j < 100; j++) 3893 for (j = 0; excess_stat > 0 && j < 100; j++)
3815 { /* try 100 times to assign excess stats */ 3894 { /* try 100 times to assign excess stats */
3816 int i = rndm (0, 6); 3895 int i = rndm (0, 6);
3817 int stat = get_attr_value (stats, i);
3818 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3819 3896
3820 if (i == CHA) 3897 if (i == CHA)
3821 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);
3822 if (stat < 20 + race_bonus) 3902 if (stat < 20 + race_bonus)
3823 { 3903 {
3824 change_attr_value (stats, i, 1); 3904 change_attr_value (stats, i, 1);
3825 excess_stat--; 3905 excess_stat--;
3826 } 3906 }
3829 /* insert the randomitems from the change's treasurelist into 3909 /* insert the randomitems from the change's treasurelist into
3830 * the player ref: player.c 3910 * the player ref: player.c
3831 */ 3911 */
3832 if (change->randomitems != NULL) 3912 if (change->randomitems != NULL)
3833 give_initial_items (pl, change->randomitems); 3913 give_initial_items (pl, change->randomitems);
3834
3835 3914
3836 /* set up the face, for some races. */ 3915 /* set up the face, for some races. */
3837 3916
3838 /* first, look for the force object banning 3917 /* first, look for the force object banning
3839 * 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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