ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.77 by root, Mon Apr 30 04:43:45 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);
2296 } 2296 }
2297 2297
2298 return 0; 2298 return 0;
2299} 2299}
2300 2300
2301
2302/** 2301/**
2303 * Main apply handler. 2302 * Main apply handler.
2304 * 2303 *
2305 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2306 * 2305 *
2313 * being applied. 2312 * being applied.
2314 * 2313 *
2315 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2316 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2317 */ 2316 */
2318
2319int 2317int
2320manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2321{ 2319{
2322 if (tmp->head) 2320 if (tmp->head)
2323 tmp = tmp->head; 2321 tmp = tmp->head;
2361 case EXIT: 2359 case EXIT:
2362 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2363 return 0; 2361 return 0;
2364 2362
2365 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2366 {
2367 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));
2368 }
2369 else 2365 else
2370 { 2366 {
2371 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2372 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2373 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2374 2370
2375 op->enter_exit (tmp); 2371 op->enter_exit (tmp);
2376 } 2372 }
2373
2377 return 1; 2374 return 1;
2378 2375
2379 case SIGN: 2376 case SIGN:
2380 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2381 return 1; 2378 return 1;
2385 { 2382 {
2386 apply_book (op, tmp); 2383 apply_book (op, tmp);
2387 return 1; 2384 return 1;
2388 } 2385 }
2389 else 2386 else
2390 {
2391 return 0; 2387 return 0;
2392 }
2393 2388
2394 case SKILLSCROLL: 2389 case SKILLSCROLL:
2395 if (op->type == PLAYER) 2390 if (op->type == PLAYER)
2396 { 2391 {
2397 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2398 return 1; 2393 return 1;
2399 } 2394 }
2395 else
2400 return 0; 2396 return 0;
2401 2397
2402 case SPELLBOOK: 2398 case SPELLBOOK:
2403 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2404 { 2400 {
2405 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2406 return 1; 2402 return 1;
2407 } 2403 }
2404 else
2408 return 0; 2405 return 0;
2409 2406
2410 case SCROLL: 2407 case SCROLL:
2411 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2412 return 1; 2409 return 1;
2413 2410
2414 case POTION: 2411 case POTION:
2415 (void) apply_potion (op, tmp); 2412 apply_potion (op, tmp);
2416 return 1; 2413 return 1;
2417 2414
2418 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2419 //TODO: remove, as it is unsed? 2416 //TODO: remove, as it is unsed?
2420 case CLOSE_CON: 2417 case CLOSE_CON:
2453 case LAMP: 2450 case LAMP:
2454 case BUILDER: 2451 case BUILDER:
2455 case SKILL_TOOL: 2452 case SKILL_TOOL:
2456 if (tmp->env != op) 2453 if (tmp->env != op)
2457 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2458 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2459 return 1; 2457 return 1;
2460 2458
2461 case DRINK: 2459 case DRINK:
2462 case FOOD: 2460 case FOOD:
2463 case FLESH: 2461 case FLESH:
2479 } 2477 }
2480 else 2478 else
2481 return 0; 2479 return 0;
2482 2480
2483 case WEAPON_IMPROVER: 2481 case WEAPON_IMPROVER:
2484 (void) check_improve_weapon (op, tmp); 2482 check_improve_weapon (op, tmp);
2485 return 1; 2483 return 1;
2486 2484
2487 case CLOCK: 2485 case CLOCK:
2488 if (op->type == PLAYER) 2486 if (op->type == PLAYER)
2489 { 2487 {
2497 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2498 new_draw_info (NDI_UNIQUE, 0, op, buf); 2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2499 return 1; 2497 return 1;
2500 } 2498 }
2501 else 2499 else
2502 {
2503 return 0; 2500 return 0;
2504 }
2505 2501
2506 case MENU: 2502 case MENU:
2507 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2508 { 2504 {
2509 shop_listing (tmp, op); 2505 shop_listing (tmp, op);
2510 return 1; 2506 return 1;
2511 } 2507 }
2512 else 2508 else
2513 {
2514 return 0; 2509 return 0;
2515 }
2516 2510
2517 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2518 apply_power_crystal (op, tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2519 return 1; 2513 return 1;
2520 2514
2523 { 2517 {
2524 apply_lighter (op, tmp); 2518 apply_lighter (op, tmp);
2525 return 1; 2519 return 1;
2526 } 2520 }
2527 else 2521 else
2528 {
2529 return 0; 2522 return 0;
2530 }
2531 2523
2532 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2533 apply_item_transformer (op, tmp); 2525 apply_item_transformer (op, tmp);
2534 return 1; 2526 return 1;
2535 2527
2588/** 2580/**
2589 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2590 * 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
2591 * we use the ground. 2583 * we use the ground.
2592 */ 2584 */
2593
2594void 2585void
2595player_apply_below (object *pl) 2586player_apply_below (object *pl)
2596{ 2587{
2597 int floors = 0; 2588 int floors = 0;
2598 2589
2635 * 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.
2636 */ 2627 */
2637static int 2628static int
2638unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2639{ 2630{
2640 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)))
2641 return RESULT_INT (0); 2633 return RESULT_INT (0);
2642 2634
2643 object *tmp2; 2635 object *tmp2;
2644 2636
2645 CLEAR_FLAG (op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2647 switch (op->type) 2639 switch (op->type)
2648 { 2640 {
2649 case WEAPON: 2641 case WEAPON:
2650 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));
2651 2643
2652 (void) change_abil (who, op); 2644 change_abil (who, op);
2653 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2654 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
2655 clear_skill (who); 2656 clear_skill (who);
2656 break; 2657 break;
2657 2658
2658 case SKILL: /* allows objects to impart skills */ 2659 case SKILL: /* allows objects to impart skills */
2659 case SKILL_TOOL: 2660 case SKILL_TOOL:
2660 if (op != who->chosen_skill) 2661 if (op != who->chosen_skill)
2661 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");
2662 2663
2663 if (who->type == PLAYER) 2664 if (who->contr)
2664 {
2665 if (who->contr->ranged_ob == op)
2666 { 2665 {
2667 who->contr->ranged_skill = 0;
2668 who->contr->ranged_ob = 0;
2669 }
2670
2671 if (!op->invisible) 2666 if (!op->invisible)
2672 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));
2673 else 2668 else
2674 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);
2675 } 2670 }
2688 case AMULET: 2683 case AMULET:
2689 case GIRDLE: 2684 case GIRDLE:
2690 case BRACERS: 2685 case BRACERS:
2691 case CLOAK: 2686 case CLOAK:
2692 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));
2693 (void) change_abil (who, op); 2688 change_abil (who, op);
2694 break; 2689 break;
2690
2695 case LAMP: 2691 case LAMP:
2696 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);
2697 tmp2 = arch_to_object (op->other_arch); 2693 tmp2 = arch_to_object (op->other_arch);
2698 tmp2->x = op->x; 2694 tmp2->x = op->x;
2699 tmp2->y = op->y; 2695 tmp2->y = op->y;
2704 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2705 2701
2706 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2707 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2708 2704
2709 if (who->type == PLAYER) 2705 if (who->contr)
2710 esrv_del_item (who->contr, op->count); 2706 esrv_del_item (who->contr, op->count);
2711 2707
2712 op->destroy (); 2708 op->destroy ();
2713 insert_ob_in_ob (tmp2, who); 2709 insert_ob_in_ob (tmp2, who);
2714 who->update_stats (); 2710 who->update_stats ();
2711
2715 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2716 { 2713 {
2717 if (who->type == PLAYER) 2714 if (who->contr)
2718 { 2715 {
2719 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!");
2720 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2721 } 2718 }
2722 } 2719 }
2723 if (who->type == PLAYER) 2720
2721 if (who->contr)
2724 esrv_send_item (who, tmp2); 2722 esrv_send_item (who, tmp2);
2723
2725 return 1; /* otherwise, an attempt to drop causes problems */ 2724 return 1; /* otherwise, an attempt to drop causes problems */
2726 break;
2727 2725
2728 case BOW: 2726 case BOW:
2729 case WAND: 2727 case WAND:
2730 case ROD: 2728 case ROD:
2731 case HORN: 2729 case HORN:
2732 clear_skill (who); 2730 clear_skill (who);
2733 if (who->type == PLAYER) 2731
2732 if (who->contr)
2734 { 2733 {
2735 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));
2736 2735
2737 who->contr->ranged_skill = 0; 2736 if (who->contr->ranged_ob == op)
2738 who->contr->ranged_ob = 0; 2737 who->contr->ranged_ob = 0;
2738
2739 if (who->current_weapon == op)
2740 who->current_weapon = 0;
2739 } 2741 }
2740 else 2742 else
2741 { 2743 {
2742 if (op->type == BOW) 2744 if (op->type == BOW)
2743 CLEAR_FLAG (who, FLAG_READY_BOW); 2745 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 } 2748 }
2747 2749
2748 break; 2750 break;
2749 2751
2750 case BUILDER: 2752 case BUILDER:
2751 if (who->type == PLAYER) 2753 if (who->contr)
2752 { 2754 {
2753 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));
2754 2756
2755 who->contr->ranged_skill = 0; 2757 if (who->contr->ranged_ob == op)
2756 who->contr->ranged_ob = 0; 2758 who->contr->ranged_ob = 0;
2757 } 2759 }
2758 break; 2760 break;
2759 2761
2760 default: 2762 default:
2761 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));
2764 2766
2765 who->update_stats (); 2767 who->update_stats ();
2766 2768
2767 if (!(aflags & AP_NO_MERGE)) 2769 if (!(aflags & AP_NO_MERGE))
2768 { 2770 {
2769 object *tmp;
2770
2771 tmp = merge_ob (op, NULL); 2771 object *tmp = merge_ob (op, 0);
2772 if (who->type == PLAYER) 2772
2773 if (who->contr)
2773 { 2774 {
2774 if (tmp) 2775 if (tmp)
2775 { /* it was merged */ 2776 { /* it was merged */
2776 esrv_del_item (who->contr, op->count); 2777 esrv_del_item (who->contr, op->count);
2777 op = tmp; 2778 op = tmp;
2778 } 2779 }
2779 2780
2780 esrv_send_item (who, op); 2781 esrv_send_item (who, op);
2781 } 2782 }
2782 } 2783 }
2784
2783 return 0; 2785 return 0;
2784} 2786}
2785 2787
2786/** 2788/**
2787 * Returns the object that is using location 'loc'. 2789 * Returns the object that is using location 'loc'.
2795 * 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.
2796 * don't return invisible objects unless they are skill objects 2798 * don't return invisible objects unless they are skill objects
2797 * invisible other objects that use 2799 * invisible other objects that use
2798 * up body locations can be used as restrictions. 2800 * up body locations can be used as restrictions.
2799 */ 2801 */
2800object * 2802static object *
2801get_item_from_body_location (object *start, int loc) 2803get_item_from_body_location (int loc, object *start)
2802{ 2804{
2803 object *tmp;
2804
2805 if (!start) 2805 if (start)
2806 return NULL;
2807
2808 for (tmp = start; tmp; tmp = tmp->below) 2806 for (object *tmp = start; tmp; tmp = tmp->below)
2809 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))
2810 return tmp; 2808 return tmp;
2811 2809
2812 return NULL; 2810 return 0;
2813} 2811}
2814
2815
2816 2812
2817/** 2813/**
2818 * '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.
2819 * This should only be called when it is known 2815 * This should only be called when it is known
2820 * that there are objects to unapply. This makes pretty heavy 2816 * that there are objects to unapply. This makes pretty heavy
2826 * another function that does just that. 2822 * another function that does just that.
2827 */ 2823 */
2828int 2824int
2829unapply_for_ob (object *who, object *op, int aflags) 2825unapply_for_ob (object *who, object *op, int aflags)
2830{ 2826{
2831 int i; 2827 if (op->is_range ())
2832 object *tmp = NULL, *last;
2833
2834 /* If we are applying a shield or weapon, unapply any equipped shield
2835 * or weapons first - only allowed to use one weapon/shield at a time.
2836 */
2837 if (op->type == WEAPON || op->type == SHIELD)
2838 {
2839 for (tmp = who->inv; tmp; tmp = tmp->below) 2828 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2840 {
2841 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2842 {
2843 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)))
2844 { 2831 {
2845 if (aflags & AP_PRINT) 2832 if (aflags & AP_PRINT)
2846 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2847 else 2834 else
2848 unapply_special (who, tmp, aflags); 2835 unapply_special (who, tmp, aflags);
2849 } 2836 }
2850 else 2837 else
2851 { 2838 {
2852 /* 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.
2853 * 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
2854 * at least generate the message. 2841 * at least generate the message.
2855 */ 2842 */
2856 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));
2857 return 1; 2844 return 1;
2858 }
2859
2860 } 2845 }
2861 }
2862 }
2863 2846
2864 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2865 { 2848 {
2866 /* this used up a slot that we need to free */ 2849 /* this used up a slot that we need to free */
2867 if (op->body_info[i]) 2850 if (op->slot[i].info)
2868 { 2851 {
2869 last = who->inv; 2852 object *last = who->inv;
2870 2853
2871 /* 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
2872 * to free up enough slots. 2855 * to free up enough slots.
2873 */ 2856 */
2874 while ((who->body_used[i] + op->body_info[i]) < 0) 2857 while ((who->slot[i].used + op->slot[i].info) < 0)
2875 { 2858 {
2876 tmp = get_item_from_body_location (last, i); 2859 object *tmp = get_item_from_body_location (i, last);
2860
2877 if (!tmp) 2861 if (!tmp)
2878 { 2862 {
2879#if 0 2863#if 0
2880 /* 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
2881 * equipped. 2865 * equipped.
2882 */ 2866 */
2883 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);
2884#endif 2868#endif
2885 return 1; 2869 return 1;
2886 } 2870 }
2871
2887 /* 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 */
2888 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))))
2889 { 2874 {
2890 if (aflags & AP_PRINT) 2875 if (aflags & AP_PRINT)
2891 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2899 * 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
2900 * one cursed ring.) 2885 * one cursed ring.)
2901 */ 2886 */
2902 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));
2903 } 2888 }
2889
2904 last = tmp->below; 2890 last = tmp->below;
2905 } 2891 }
2906 /* 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
2907 * return in the !tmp would have kicked in. 2893 * return in the !tmp would have kicked in.
2908 */ 2894 */
2909 } /* if op is using this body location */ 2895 } /* if op is using this body location */
2910 } /* for body lcoations */ 2896 } /* for body lcoations */
2897
2911 return 0; 2898 return 0;
2912} 2899}
2913 2900
2914/** 2901/**
2915 * Checks to see if 'who' can apply object 'op'. 2902 * Checks to see if 'who' can apply object 'op'.
2916 * Returns 0 if apply can be done without anything special. 2903 * Returns 0 if apply can be done without anything special.
2917 * Otherwise returns a bitmask - potentially several of these may be 2904 * Otherwise returns a bitmask - potentially several of these may be
2918 * set, but largely depends on circumstance - in the future, processing 2905 * set, but largely depends on circumstance - in the future, processing
2919 * 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
2920 * 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?)
2921 * 2908 *
2922 * See include/define.h for detailed description of the meaning of 2909 * See include/define.h for detailed description of the meaning of
2923 * these return values. 2910 * these return values.
2924 */ 2911 */
2926can_apply_object (object *who, object *op) 2913can_apply_object (object *who, object *op)
2927{ 2914{
2928 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)))
2929 return RESULT_INT (0); 2916 return RESULT_INT (0);
2930 2917
2931 int i, retval = 0; 2918 int retval = 0;
2932 object *tmp = NULL, *ws = NULL; 2919 object *tmp = 0, *ws = 0;
2933 2920
2934 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2935 * 2 weapons, but we don't want to let them do that. So if they are
2936 * trying to equip a weapon or shield, see if they already have one
2937 * in place and store that way.
2938 */
2939 if (op->type == WEAPON || op->type == SHIELD)
2940 { 2922 {
2941 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2923 if (op->slot[i].info)
2942 { 2924 {
2943 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)
2944 { 2927 {
2945 retval = CAN_APPLY_UNAPPLY;
2946 ws = tmp;
2947 }
2948 }
2949 }
2950
2951 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2952 {
2953 if (op->body_info[i])
2954 {
2955 /* Item uses more slots than we have */
2956 if (FABS (op->body_info[i]) > who->body_info[i])
2957 {
2958 /* Could return now for efficiently - rest of info below isn' 2928 /* Could return now for efficiency - rest of info below isn't
2959 * really needed. 2929 * really needed.
2960 */ 2930 */
2961 retval |= CAN_APPLY_NEVER; 2931 retval |= CAN_APPLY_NEVER;
2962 } 2932 }
2963 else if ((who->body_used[i] + op->body_info[i]) < 0) 2933 else if ((who->slot[i].used + op->slot[i].info) < 0)
2964 { 2934 {
2965 /* in this case, equipping this would use more free spots than 2935 /* in this case, equipping this would use more free spots than
2966 * we have. 2936 * we have.
2967 */ 2937 */
2968 object *tmp1;
2969
2970 2938
2971 /* 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
2972 * enough slots to equip the new item, then just set this can 2940 * enough slots to equip the new item, then just set "can
2973 * 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
2974 * shield equipped and try to equip another shield, there is only 2942 * shield equipped and try to equip another shield, there is only
2975 * one choice. However, the check for the number of body locations 2943 * one choice. However, the check for the number of body locations
2976 * does take into the account cases where what is being applied 2944 * does take into the account cases where what is being applied
2977 * may be two handed for example. 2945 * may be two handed for example.
2978 */ 2946 */
2979 if (ws) 2947 if (ws)
2980 { 2948 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2981 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2982 { 2949 {
2983 retval |= CAN_APPLY_UNAPPLY; 2950 retval |= CAN_APPLY_UNAPPLY;
2984 continue; 2951 continue;
2985 } 2952 }
2986 }
2987 2953
2988 tmp1 = get_item_from_body_location (who->inv, i); 2954 object *tmp1 = get_item_from_body_location (i, who->inv);
2989 if (!tmp1) 2955 if (!tmp1)
2990 { 2956 {
2991#if 0 2957#if 0
2992 /* 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
2993 * join in with more stuff equipped than they are now allowed. 2959 * join in with more stuff equipped than they are now allowed.
3004 */ 2970 */
3005 retval |= CAN_APPLY_UNAPPLY; 2971 retval |= CAN_APPLY_UNAPPLY;
3006 if (!tmp) 2972 if (!tmp)
3007 tmp = tmp1; 2973 tmp = tmp1;
3008 else if (tmp != tmp1) 2974 else if (tmp != tmp1)
3009 {
3010 retval |= CAN_APPLY_UNAPPLY_MULT; 2975 retval |= CAN_APPLY_UNAPPLY_MULT;
3011 } 2976
3012 /* 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
3013 * 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
3014 * the slots, the player then has a choice. 2979 * the slots, the player then has a choice.
3015 */ 2980 */
3016 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)
3017 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2983 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3018 2984
3019 /* Does unequippint 'tmp1' free up enough slots for this to be 2985 /* Does unequippint 'tmp1' free up enough slots for this to be
3020 * equipped? If not, there must be something else to unapply. 2986 * equipped? If not, there must be something else to unapply.
3021 */ 2987 */
3022 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)
3023 retval |= CAN_APPLY_UNAPPLY_MULT; 2989 retval |= CAN_APPLY_UNAPPLY_MULT;
3024
3025 } 2990 }
3026 } /* if not enough free slots */ 2991 } /* if not enough free slots */
3027 } /* if this object uses location i */ 2992 } /* if this object uses location i */
3028 } /* for i -> num_body_locations loop */ 2993 } /* for i -> num_body_locations loop */
3029 2994
3042 3007
3043 if (who->type != PLAYER) 3008 if (who->type != PLAYER)
3044 { 3009 {
3045 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))
3046 retval |= CAN_APPLY_RESTRICTION; 3011 retval |= CAN_APPLY_RESTRICTION;
3012
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3013 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3014 retval |= CAN_APPLY_RESTRICTION;
3015
3049 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3016 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3050 retval |= CAN_APPLY_RESTRICTION; 3017 retval |= CAN_APPLY_RESTRICTION;
3018
3051 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3019 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3052 retval |= CAN_APPLY_RESTRICTION; 3020 retval |= CAN_APPLY_RESTRICTION;
3053 } 3021 }
3054 3022
3055 return retval; 3023 return retval;
3080int 3048int
3081apply_special (object *who, object *op, int aflags) 3049apply_special (object *who, object *op, int aflags)
3082{ 3050{
3083 int basic_flag = aflags & AP_BASIC_FLAGS; 3051 int basic_flag = aflags & AP_BASIC_FLAGS;
3084 object *tmp, *tmp2, *skop = NULL; 3052 object *tmp, *tmp2, *skop = NULL;
3085 int i;
3086 3053
3087 if (who == NULL) 3054 if (who == NULL)
3088 { 3055 {
3089 LOG (llevError, "apply_special() from object without environment.\n"); 3056 LOG (llevError, "apply_special() from object without environment.\n");
3090 return 1; 3057 return 1;
3100 if (basic_flag == AP_APPLY) 3067 if (basic_flag == AP_APPLY)
3101 return 0; 3068 return 0;
3102 3069
3103 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)))
3104 { 3071 {
3105 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));
3106 return 1; 3073 return 1;
3107 } 3074 }
3075
3108 return unapply_special (who, op, aflags); 3076 return unapply_special (who, op, aflags);
3109 } 3077 }
3110 3078
3111 if (basic_flag == AP_UNAPPLY) 3079 if (basic_flag == AP_UNAPPLY)
3112 return 0; 3080 return 0;
3113 3081
3114 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 }
3115 3106
3116 /* 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 */
3117 if (i) 3108 if (int i = can_apply_object (who, op))
3118 { 3109 {
3119 if (i & CAN_APPLY_NEVER) 3110 if (i & CAN_APPLY_NEVER)
3120 { 3111 {
3121 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));
3122 return 1; 3113 return 1;
3124 else if (i & CAN_APPLY_RESTRICTION) 3115 else if (i & CAN_APPLY_RESTRICTION)
3125 { 3116 {
3126 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));
3127 return 1; 3118 return 1;
3128 } 3119 }
3120
3129 if (who->type != PLAYER) 3121 if (who->type != PLAYER)
3130 { 3122 {
3131 /* Some error, so don't try to equip something more */ 3123 /* Some error, so don't try to equip something more */
3132 if (unapply_for_ob (who, op, aflags)) 3124 if (unapply_for_ob (who, op, aflags))
3133 return 1; 3125 return 1;
3139 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:");
3140 unapply_for_ob (who, op, AP_PRINT); 3132 unapply_for_ob (who, op, AP_PRINT);
3141 return 1; 3133 return 1;
3142 } 3134 }
3143 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))
3144 {
3145 i = unapply_for_ob (who, op, aflags); 3136 if (unapply_for_ob (who, op, aflags))
3146 if (i)
3147 return 1; 3137 return 1;
3148 }
3149 } 3138 }
3150 } 3139 }
3151 3140
3152 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3141 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3153 { 3142 {
3154 skop = find_skill_by_name (who, op->skill); 3143 skop = find_skill_by_name (who, op->skill);
3144
3155 if (!skop) 3145 if (!skop)
3156 { 3146 {
3157 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);
3158 return 1; 3148 return 1;
3159 } 3149 }
3162 * skill so that the dam and wc get updated 3152 * skill so that the dam and wc get updated
3163 */ 3153 */
3164 change_skill (who, skop, 0); 3154 change_skill (who, skop, 0);
3165 } 3155 }
3166 3156
3157 if (who->type == PLAYER
3158 && op->item_power
3167 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)
3168 { 3160 {
3169 new_draw_info (NDI_UNIQUE, 0, who, 3161 new_draw_info (NDI_UNIQUE, 0, who,
3170 "Equipping that combined with other items would consume your soul! " 3162 "Equipping that combined with other items would consume your soul! "
3171 "[use the skills command to check your available item power]"); 3163 "[use the skills command to check your available item power]");
3172 return 1; 3164 return 1;
3173 } 3165 }
3174 3166
3175
3176 /* 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.
3177 * Note that we don't have the checks for can_use_... 3168 * Note that we don't have the checks for can_use_...
3178 * below - that is already taken care of by can_apply_object. 3169 * below - that is already taken care of by can_apply_object.
3179 */ 3170 */
3180
3181 if (op->nrof > 1) 3171 if (op->nrof > 1)
3182 tmp = get_split_ob (op, op->nrof - 1); 3172 tmp = get_split_ob (op, op->nrof - 1);
3183 else 3173 else
3184 tmp = NULL; 3174 tmp = 0;
3185 3175
3186 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)))
3187 return RESULT_INT (0); 3177 return RESULT_INT (0);
3188 3178
3189 switch (op->type) 3179 switch (op->type)
3190 { 3180 {
3191 case WEAPON: 3181 case WEAPON:
3192 if (!check_weapon_power (who, op->last_eat)) 3182 if (!check_weapon_power (who, op->last_eat))
3193 { 3183 {
3194 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"
3195 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3185 "It would consume your soul!.");
3186
3196 if (tmp != NULL) 3187 if (tmp)
3197 (void) insert_ob_in_ob (tmp, who); 3188 insert_ob_in_ob (tmp, who);
3189
3198 return 1; 3190 return 1;
3199 } 3191 }
3200 3192
3201 //TODO: this obviously fails for players using a shiorter prefix 3193 //TODO: this obviously fails for players using a shorter prefix
3202 // i.e. "R" can use Ragnarok's swors. 3194 // i.e. "R" can use Ragnarok's sword.
3203 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3204 { 3196 {
3205 /* 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. */
3206 /* (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) */
3207 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.");
3210 insert_ob_in_ob (tmp, who); 3202 insert_ob_in_ob (tmp, who);
3211 3203
3212 return 1; 3204 return 1;
3213 } 3205 }
3214 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
3215 SET_FLAG (op, FLAG_APPLIED); 3213 SET_FLAG (op, FLAG_APPLIED);
3216
3217 if (skop)
3218 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);
3219 3218
3220 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3219 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3221 SET_FLAG (who, FLAG_READY_WEAPON); 3220 SET_FLAG (who, FLAG_READY_WEAPON);
3222 3221
3223 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));
3241 break; 3240 break;
3242 3241
3243 case LAMP: 3242 case LAMP:
3244 if (op->stats.food < 1) 3243 if (op->stats.food < 1)
3245 { 3244 {
3246 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);
3247 return 1; 3246 return 1;
3248 } 3247 }
3249 3248
3250 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);
3251 tmp2 = arch_to_object (op->other_arch); 3250 tmp2 = arch_to_object (op->other_arch);
3272 } 3271 }
3273 3272
3274 who->update_stats (); 3273 who->update_stats ();
3275 3274
3276 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3277 {
3278 if (who->type == PLAYER) 3276 if (who->type == PLAYER)
3279 { 3277 {
3280 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!");
3281 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3282 } 3280 }
3283 }
3284 3281
3285 if (who->type == PLAYER) 3282 if (who->type == PLAYER)
3286 esrv_send_item (who, tmp2); 3283 esrv_send_item (who, tmp2);
3287 3284
3288 return 0; 3285 return 0;
3294 { 3291 {
3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3292 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3296 return 1; 3293 return 1;
3297 } 3294 }
3298 3295
3299 if (who->type == PLAYER) 3296 if (player *pl = who->contr)
3297 {
3298 if (IS_COMBAT_SKILL (op->subtype))
3300 { 3299 {
3301 who->contr->ranged_skill = who; 3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3302 who->contr->ranged_ob = 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 }
3303 3351
3304 if (!op->invisible) 3352 if (!op->invisible)
3305 { 3353 {
3306 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));
3307 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);
3317 break; 3365 break;
3318 3366
3319 case BOW: 3367 case BOW:
3320 if (!check_weapon_power (who, op->last_eat)) 3368 if (!check_weapon_power (who, op->last_eat))
3321 { 3369 {
3322 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.");
3323 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!.");
3324 3372
3325 if (tmp) 3373 if (tmp)
3326 insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3327 3375
3329 } 3377 }
3330 3378
3331 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3332 { 3380 {
3333 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.");
3334 if (tmp != NULL) 3382 if (tmp)
3335 insert_ob_in_ob (tmp, who); 3383 insert_ob_in_ob (tmp, who);
3336 3384
3337 return 1; 3385 return 1;
3338 } 3386 }
3339 3387
3340 /*FALLTHROUGH*/ 3388 /*FALLTHROUGH*/
3341 case WAND: 3389 case WAND:
3342 case ROD: 3390 case ROD:
3343 case HORN: 3391 case HORN:
3344 /* 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
3345 SET_FLAG (op, FLAG_APPLIED); 3400 SET_FLAG (op, FLAG_APPLIED);
3346 if (skop)
3347 change_skill (who, skop, 0); 3401 change_skill (who, skop, 0);
3348 3402
3349 if (who->type == PLAYER) 3403 if (who->contr)
3350 { 3404 {
3405 who->contr->ranged_ob = op;
3406
3351 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));
3352 3408
3353 if (op->type == BOW) 3409 if (op->type == BOW)
3354 { 3410 {
3411 who->current_weapon = op;
3355 change_abil (who, op); 3412 change_abil (who, op);
3356 new_draw_info_format (NDI_UNIQUE, 0, who, 3413 new_draw_info_format (NDI_UNIQUE, 0, who,
3357 "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));
3358 } 3415 }
3359
3360 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3361 who->contr->ranged_ob = op;
3362 } 3416 }
3363 else 3417 else
3364 { 3418 {
3365 if (op->type == BOW) 3419 if (op->type == BOW)
3366 SET_FLAG (who, FLAG_READY_BOW); 3420 SET_FLAG (who, FLAG_READY_BOW);
3376 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3377 unapply_special (who, who->contr->ranged_ob, 0); 3431 unapply_special (who, who->contr->ranged_ob, 0);
3378 3432
3379 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));
3380 3434
3381 who->contr->ranged_skill = who;
3382 who->contr->ranged_ob = op; 3435 who->contr->ranged_ob = op;
3383 } 3436 }
3384 break; 3437 break;
3385 3438
3386 default: 3439 default:
3387 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));
3388 } /* end of switch op->type */ 3441 } /* end of switch op->type */
3389 3442
3390 SET_FLAG (op, FLAG_APPLIED); 3443 SET_FLAG (op, FLAG_APPLIED);
3391 3444
3392 if (tmp != NULL) 3445 if (tmp)
3393 tmp = insert_ob_in_ob (tmp, who); 3446 tmp = insert_ob_in_ob (tmp, who);
3394 3447
3395 who->update_stats (); 3448 who->update_stats ();
3396 3449
3397 /* We exclude spell casting objects. The fire code will set the 3450 /* We exclude spell casting objects. The fire code will set the
3587 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3640 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3588 { 3641 {
3589 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3642 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3590 tmp->randomitems = NULL; 3643 tmp->randomitems = NULL;
3591 } 3644 }
3645
3592 // close all containers 3646 // close all containers
3593 else if (tmp->type == CONTAINER) 3647 else if (tmp->type == CONTAINER)
3594 tmp->flag [FLAG_APPLIED] = 0; 3648 tmp->flag [FLAG_APPLIED] = 0;
3595 3649
3596 tmp = above; 3650 tmp = above;
3606 * Handles player eating food that temporarily changes status (resistances, stats). 3660 * Handles player eating food that temporarily changes status (resistances, stats).
3607 * This used to call cast_change_attr(), but 3661 * This used to call cast_change_attr(), but
3608 * 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
3609 * the food changes, just grab a force and use that instead. 3663 * the food changes, just grab a force and use that instead.
3610 */ 3664 */
3611
3612void 3665void
3613eat_special_food (object *who, object *food) 3666eat_special_food (object *who, object *food)
3614{ 3667{
3615 object *force; 3668 object *force;
3616 int i, did_one = 0; 3669 int i, did_one = 0;
3617 sint8 k;
3618 3670
3619 force = get_archetype (FORCE_NAME); 3671 force = get_archetype (FORCE_NAME);
3620 3672
3621 for (i = 0; i < NUM_STATS; i++) 3673 for (i = 0; i < NUM_STATS; i++)
3622 { 3674 if (sint8 k = food->stats.stat (i))
3623 k = get_attr_value (&food->stats, i);
3624 if (k)
3625 { 3675 {
3626 set_attr_value (&force->stats, i, k); 3676 force->stats.stat (i) = k;
3627 did_one = 1; 3677 did_one = 1;
3628 } 3678 }
3629 }
3630 3679
3631 /* check if we can protect the eater */ 3680 /* check if we can protect the eater */
3632 for (i = 0; i < NROFATTACKS; i++) 3681 for (i = 0; i < NROFATTACKS; i++)
3633 { 3682 {
3634 if (food->resist[i] > 0) 3683 if (food->resist[i] > 0)
3795 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!");
3796 blind_player (op, op, power); 3845 blind_player (op, op, power);
3797 } 3846 }
3798 else if (failure <= -80) 3847 else if (failure <= -80)
3799 { /* blast the immediate area */ 3848 { /* blast the immediate area */
3800 object *tmp;
3801
3802 tmp = get_archetype (LOOSE_MANA); 3849 object *tmp = get_archetype (LOOSE_MANA);
3803 cast_magic_storm (op, tmp, power); 3850 cast_magic_storm (op, tmp, power);
3804 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3851 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3805 tmp->destroy (); 3852 tmp->destroy ();
3806 } 3853 }
3807 } 3854 }
3808} 3855}
3809 3856
3829 */ 3876 */
3830 int i, j; 3877 int i, j;
3831 3878
3832 for (i = 0; i < NUM_STATS; i++) 3879 for (i = 0; i < NUM_STATS; i++)
3833 { 3880 {
3834 sint8 stat = get_attr_value (stats, i);
3835 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);
3836 3883
3837 stat += get_attr_value (ns, i);
3838 if (stat > 20 + race_bonus) 3884 if (stat > 20 + race_bonus)
3839 { 3885 {
3840 excess_stat++; 3886 excess_stat++;
3841 stat = 20 + race_bonus; 3887 stat = 20 + race_bonus;
3842 } 3888 }
3843 set_attr_value (stats, i, stat); 3889
3890 stats->stat (i) = stat;
3844 } 3891 }
3845 3892
3846 for (j = 0; excess_stat > 0 && j < 100; j++) 3893 for (j = 0; excess_stat > 0 && j < 100; j++)
3847 { /* try 100 times to assign excess stats */ 3894 { /* try 100 times to assign excess stats */
3848 int i = rndm (0, 6); 3895 int i = rndm (0, 6);
3849 int stat = get_attr_value (stats, i);
3850 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3851 3896
3852 if (i == CHA) 3897 if (i == CHA)
3853 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);
3854 if (stat < 20 + race_bonus) 3902 if (stat < 20 + race_bonus)
3855 { 3903 {
3856 change_attr_value (stats, i, 1); 3904 change_attr_value (stats, i, 1);
3857 excess_stat--; 3905 excess_stat--;
3858 } 3906 }
3861 /* insert the randomitems from the change's treasurelist into 3909 /* insert the randomitems from the change's treasurelist into
3862 * the player ref: player.c 3910 * the player ref: player.c
3863 */ 3911 */
3864 if (change->randomitems != NULL) 3912 if (change->randomitems != NULL)
3865 give_initial_items (pl, change->randomitems); 3913 give_initial_items (pl, change->randomitems);
3866
3867 3914
3868 /* set up the face, for some races. */ 3915 /* set up the face, for some races. */
3869 3916
3870 /* first, look for the force object banning 3917 /* first, look for the force object banning
3871 * changing the face. Certain races never change face with class. 3918 * changing the face. Certain races never change face with class.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines