… | |
… | |
232 | depl = present_arch_in_ob (at, op); |
232 | depl = present_arch_in_ob (at, op); |
233 | |
233 | |
234 | if (depl) |
234 | if (depl) |
235 | { |
235 | { |
236 | for (i = 0; i < NUM_STATS; i++) |
236 | for (i = 0; i < NUM_STATS; i++) |
237 | if (get_attr_value (&depl->stats, i)) |
237 | if (depl->stats.stat (i)) |
238 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
238 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
239 | |
239 | |
240 | depl->destroy (); |
240 | depl->destroy (); |
241 | op->update_stats (); |
241 | op->update_stats (); |
242 | } |
242 | } |
… | |
… | |
374 | force->stats.food *= 10; |
374 | force->stats.food *= 10; |
375 | for (i = 0; i < NROFATTACKS; i++) |
375 | for (i = 0; i < NROFATTACKS; i++) |
376 | if (force->resist[i] > 0) |
376 | if (force->resist[i] > 0) |
377 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
377 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
378 | } |
378 | } |
|
|
379 | |
379 | force->speed_left = -1; |
380 | force->speed_left = -1; |
380 | force = insert_ob_in_ob (force, op); |
381 | force = insert_ob_in_ob (force, op); |
381 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
382 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
382 | SET_FLAG (force, FLAG_APPLIED); |
383 | SET_FLAG (force, FLAG_APPLIED); |
383 | change_abil (op, force); |
384 | change_abil (op, force); |
… | |
… | |
2579 | /** |
2580 | /** |
2580 | * player_apply_below attempts to apply the object 'below' the player. |
2581 | * player_apply_below attempts to apply the object 'below' the player. |
2581 | * 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 |
2582 | * we use the ground. |
2583 | * we use the ground. |
2583 | */ |
2584 | */ |
2584 | |
|
|
2585 | void |
2585 | void |
2586 | player_apply_below (object *pl) |
2586 | player_apply_below (object *pl) |
2587 | { |
2587 | { |
2588 | int floors = 0; |
2588 | int floors = 0; |
2589 | |
2589 | |
… | |
… | |
2943 | * one choice. However, the check for the number of body locations |
2943 | * one choice. However, the check for the number of body locations |
2944 | * does take into the account cases where what is being applied |
2944 | * does take into the account cases where what is being applied |
2945 | * may be two handed for example. |
2945 | * may be two handed for example. |
2946 | */ |
2946 | */ |
2947 | if (ws) |
2947 | if (ws) |
2948 | { |
|
|
2949 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
2948 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
2950 | { |
2949 | { |
2951 | retval |= CAN_APPLY_UNAPPLY; |
2950 | retval |= CAN_APPLY_UNAPPLY; |
2952 | continue; |
2951 | continue; |
2953 | } |
2952 | } |
2954 | } |
|
|
2955 | |
2953 | |
2956 | object *tmp1 = get_item_from_body_location (i, who->inv); |
2954 | object *tmp1 = get_item_from_body_location (i, who->inv); |
2957 | if (!tmp1) |
2955 | if (!tmp1) |
2958 | { |
2956 | { |
2959 | #if 0 |
2957 | #if 0 |
… | |
… | |
3069 | if (basic_flag == AP_APPLY) |
3067 | if (basic_flag == AP_APPLY) |
3070 | return 0; |
3068 | return 0; |
3071 | |
3069 | |
3072 | 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))) |
3073 | { |
3071 | { |
3074 | 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)); |
3075 | return 1; |
3073 | return 1; |
3076 | } |
3074 | } |
3077 | |
3075 | |
3078 | return unapply_special (who, op, aflags); |
3076 | return unapply_special (who, op, aflags); |
3079 | } |
3077 | } |
3080 | |
3078 | |
3081 | if (basic_flag == AP_UNAPPLY) |
3079 | if (basic_flag == AP_UNAPPLY) |
3082 | return 0; |
3080 | return 0; |
|
|
3081 | |
|
|
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 | } |
3083 | |
3106 | |
3084 | /* 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 */ |
3085 | if (int i = can_apply_object (who, op)) |
3108 | if (int i = can_apply_object (who, op)) |
3086 | { |
3109 | { |
3087 | if (i & CAN_APPLY_NEVER) |
3110 | if (i & CAN_APPLY_NEVER) |
… | |
… | |
3189 | |
3212 | |
3190 | SET_FLAG (op, FLAG_APPLIED); |
3213 | SET_FLAG (op, FLAG_APPLIED); |
3191 | change_skill (who, skop, 1); |
3214 | change_skill (who, skop, 1); |
3192 | |
3215 | |
3193 | if (who->contr) |
3216 | if (who->contr) |
3194 | who->set_weapon (who->contr->combat_ob = op); |
3217 | who->change_weapon (who->contr->combat_ob = op); |
3195 | |
3218 | |
3196 | if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
3219 | if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
3197 | SET_FLAG (who, FLAG_READY_WEAPON); |
3220 | SET_FLAG (who, FLAG_READY_WEAPON); |
3198 | |
3221 | |
3199 | 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)); |
… | |
… | |
3277 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
3300 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
3278 | { |
3301 | { |
3279 | for (object *item = who->inv; item; item = item->below) |
3302 | for (object *item = who->inv; item; item = item->below) |
3280 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
3303 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
3281 | { |
3304 | { |
3282 | who->set_weapon (pl->combat_ob = item); |
3305 | who->change_weapon (pl->combat_ob = item); |
3283 | goto found_weapon; |
3306 | goto found_weapon; |
3284 | } |
3307 | } |
3285 | |
3308 | |
3286 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); |
3309 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); |
3287 | return 1; |
3310 | return 1; |
3288 | |
3311 | |
3289 | found_weapon:; |
3312 | found_weapon:; |
3290 | } |
3313 | } |
3291 | else |
3314 | else |
3292 | who->set_weapon (pl->combat_ob = op); |
3315 | who->change_weapon (pl->combat_ob = op); |
3293 | } |
3316 | } |
3294 | else if (IS_RANGED_SKILL (op->subtype)) |
3317 | else if (IS_RANGED_SKILL (op->subtype)) |
3295 | { |
3318 | { |
3296 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
3319 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
3297 | { |
3320 | { |
3298 | for (object *item = who->inv; item; item = item->below) |
3321 | for (object *item = who->inv; item; item = item->below) |
3299 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
3322 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
3300 | { |
3323 | { |
3301 | who->set_weapon (pl->ranged_ob = item); |
3324 | who->change_weapon (pl->ranged_ob = item); |
3302 | goto found_bow; |
3325 | goto found_bow; |
3303 | } |
3326 | } |
3304 | |
3327 | |
3305 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); |
3328 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); |
3306 | return 1; |
3329 | return 1; |
… | |
… | |
3311 | { |
3334 | { |
3312 | for (object *item = who->inv; item; item = item->below) |
3335 | for (object *item = who->inv; item; item = item->below) |
3313 | if (item->flag [FLAG_APPLIED] |
3336 | if (item->flag [FLAG_APPLIED] |
3314 | && (item->type == WAND || item->type == ROD || item->type == HORN)) |
3337 | && (item->type == WAND || item->type == ROD || item->type == HORN)) |
3315 | { |
3338 | { |
3316 | who->set_weapon (pl->ranged_ob = item); |
3339 | who->change_weapon (pl->ranged_ob = item); |
3317 | goto found_item; |
3340 | goto found_item; |
3318 | } |
3341 | } |
3319 | |
3342 | |
3320 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill"); |
3343 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill"); |
3321 | return 1; |
3344 | return 1; |
3322 | |
3345 | |
3323 | found_item:; |
3346 | found_item:; |
3324 | } |
3347 | } |
3325 | else |
3348 | else |
3326 | who->set_weapon (pl->ranged_ob = op); |
3349 | who->change_weapon (pl->ranged_ob = op); |
3327 | } |
3350 | } |
3328 | |
3351 | |
3329 | if (!op->invisible) |
3352 | if (!op->invisible) |
3330 | { |
3353 | { |
3331 | 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)); |
… | |
… | |
3637 | * Handles player eating food that temporarily changes status (resistances, stats). |
3660 | * Handles player eating food that temporarily changes status (resistances, stats). |
3638 | * This used to call cast_change_attr(), but |
3661 | * This used to call cast_change_attr(), but |
3639 | * 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 |
3640 | * the food changes, just grab a force and use that instead. |
3663 | * the food changes, just grab a force and use that instead. |
3641 | */ |
3664 | */ |
3642 | |
|
|
3643 | void |
3665 | void |
3644 | eat_special_food (object *who, object *food) |
3666 | eat_special_food (object *who, object *food) |
3645 | { |
3667 | { |
3646 | object *force; |
3668 | object *force; |
3647 | int i, did_one = 0; |
3669 | int i, did_one = 0; |
3648 | sint8 k; |
|
|
3649 | |
3670 | |
3650 | force = get_archetype (FORCE_NAME); |
3671 | force = get_archetype (FORCE_NAME); |
3651 | |
3672 | |
3652 | for (i = 0; i < NUM_STATS; i++) |
3673 | for (i = 0; i < NUM_STATS; i++) |
3653 | { |
3674 | if (sint8 k = food->stats.stat (i)) |
3654 | k = get_attr_value (&food->stats, i); |
|
|
3655 | if (k) |
|
|
3656 | { |
3675 | { |
3657 | set_attr_value (&force->stats, i, k); |
3676 | force->stats.stat (i) = k; |
3658 | did_one = 1; |
3677 | did_one = 1; |
3659 | } |
3678 | } |
3660 | } |
|
|
3661 | |
3679 | |
3662 | /* check if we can protect the eater */ |
3680 | /* check if we can protect the eater */ |
3663 | for (i = 0; i < NROFATTACKS; i++) |
3681 | for (i = 0; i < NROFATTACKS; i++) |
3664 | { |
3682 | { |
3665 | if (food->resist[i] > 0) |
3683 | if (food->resist[i] > 0) |
… | |
… | |
3858 | */ |
3876 | */ |
3859 | int i, j; |
3877 | int i, j; |
3860 | |
3878 | |
3861 | for (i = 0; i < NUM_STATS; i++) |
3879 | for (i = 0; i < NUM_STATS; i++) |
3862 | { |
3880 | { |
3863 | sint8 stat = get_attr_value (stats, i); |
|
|
3864 | 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); |
3865 | |
3883 | |
3866 | stat += get_attr_value (ns, i); |
|
|
3867 | if (stat > 20 + race_bonus) |
3884 | if (stat > 20 + race_bonus) |
3868 | { |
3885 | { |
3869 | excess_stat++; |
3886 | excess_stat++; |
3870 | stat = 20 + race_bonus; |
3887 | stat = 20 + race_bonus; |
3871 | } |
3888 | } |
3872 | set_attr_value (stats, i, stat); |
3889 | |
|
|
3890 | stats->stat (i) = stat; |
3873 | } |
3891 | } |
3874 | |
3892 | |
3875 | for (j = 0; excess_stat > 0 && j < 100; j++) |
3893 | for (j = 0; excess_stat > 0 && j < 100; j++) |
3876 | { /* try 100 times to assign excess stats */ |
3894 | { /* try 100 times to assign excess stats */ |
3877 | int i = rndm (0, 6); |
3895 | int i = rndm (0, 6); |
3878 | int stat = get_attr_value (stats, i); |
|
|
3879 | int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
|
|
3880 | |
3896 | |
3881 | if (i == CHA) |
3897 | if (i == CHA) |
3882 | 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); |
3883 | if (stat < 20 + race_bonus) |
3902 | if (stat < 20 + race_bonus) |
3884 | { |
3903 | { |
3885 | change_attr_value (stats, i, 1); |
3904 | change_attr_value (stats, i, 1); |
3886 | excess_stat--; |
3905 | excess_stat--; |
3887 | } |
3906 | } |
… | |
… | |
3890 | /* insert the randomitems from the change's treasurelist into |
3909 | /* insert the randomitems from the change's treasurelist into |
3891 | * the player ref: player.c |
3910 | * the player ref: player.c |
3892 | */ |
3911 | */ |
3893 | if (change->randomitems != NULL) |
3912 | if (change->randomitems != NULL) |
3894 | give_initial_items (pl, change->randomitems); |
3913 | give_initial_items (pl, change->randomitems); |
3895 | |
|
|
3896 | |
3914 | |
3897 | /* set up the face, for some races. */ |
3915 | /* set up the face, for some races. */ |
3898 | |
3916 | |
3899 | /* first, look for the force object banning |
3917 | /* first, look for the force object banning |
3900 | * changing the face. Certain races never change face with class. |
3918 | * changing the face. Certain races never change face with class. |