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/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC vs.
Revision 1.103 by root, Fri May 18 01:01:02 2007 UTC

1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1869 identify (tmp);
1870 1870
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872 1872
1873
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1874 decrease_ob (tmp);
1876} 1875}
1877 1876
1878/** 1877/**
1881 * chest. 1880 * chest.
1882 */ 1881 */
1883static void 1882static void
1884apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
1885{ 1884{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1885 /* Nice side effect of new treasure creation method is that the treasure
1890 * for the chest is done when the chest is created, and put into the chest 1886 * for the chest is done when the chest is created, and put into the chest
1891 * inventory. So that when the chest burns up, the items still exist. Also 1887 * inventory. So that when the chest burns up, the items still exist. Also
1892 * prevents people fromt moving chests to more difficult maps to get better 1888 * prevents people fromt moving chests to more difficult maps to get better
1893 * treasure 1889 * treasure
1894 */ 1890 */
1895
1896 treas = tmp->inv; 1891 object *treas = tmp->inv;
1897 if (treas == NULL) 1892
1893 if (!treas)
1898 { 1894 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp); 1896 decrease_ob (tmp);
1901 return; 1897 return;
1902 } 1898 }
1899
1903 while (tmp->inv) 1900 while (tmp->inv)
1904 { 1901 {
1905 treas = tmp->inv; 1902 treas = tmp->inv;
1906 1903
1907 treas->remove (); 1904 treas->remove ();
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2551 return 0; 2548 return 0;
2552 } 2549 }
2553 } 2550 }
2554 2551
2555 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2556 * applied.
2557 */
2558 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2559 {
2560 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2561 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2562 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2563 op->destroy ();
2564 return 1;
2565 }
2566
2567 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2568 2553
2569 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2570 if (!quiet) 2555 if (!quiet)
2571 { 2556 {
2630{ 2615{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2618 return RESULT_INT (0);
2634 2619
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2621
2639 if (player *pl = who->contr) 2622 if (player *pl = who->contr)
2640 { 2623 {
2641 if (op == pl->ranged_ob) pl->ranged_ob = 0; 2624 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2642 if (op == pl->combat_ob) pl->combat_ob = 0; 2625 if (op == pl->combat_ob) pl->combat_ob = 0;
2626
2627 if (op == who->current_weapon)
2628 who->change_weapon (pl->combat_ob ? pl->combat_ob : pl->ranged_ob);
2643 } 2629 }
2630 else if (op == who->current_weapon)
2631 who->change_weapon (0);
2644 2632
2645 switch (op->type) 2633 switch (op->type)
2646 { 2634 {
2647 case SKILL_TOOL: 2635 case SKILL_TOOL:
2648 // unapplying a skill tool should also unapply the skill it governs 2636 // unapplying a skill tool should also unapply the skill it governs
2661 case WEAPON: 2649 case WEAPON:
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2650 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2663 2651
2664 change_abil (who, op); 2652 change_abil (who, op);
2665 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2653 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2666 clear_skill (who);
2667 break; 2654 break;
2668 2655
2669 case SKILL: 2656 case SKILL:
2670 if (op != who->chosen_skill)
2671 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2672
2673 if (who->contr) 2657 if (who->contr)
2674 { 2658 {
2675 if (!op->invisible) 2659 if (!op->invisible)
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2660 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2677 else 2661 else
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2679 } 2663 }
2680 2664
2681 change_abil (who, op); 2665 change_abil (who, op);
2682 who->chosen_skill = 0;
2683 CLEAR_FLAG (who, FLAG_READY_SKILL); 2666 CLEAR_FLAG (who, FLAG_READY_SKILL);
2684 break; 2667 break;
2685 2668
2686 case ARMOUR: 2669 case ARMOUR:
2687 case HELMET: 2670 case HELMET:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2679 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2697 change_abil (who, op); 2680 change_abil (who, op);
2698 break; 2681 break;
2699 2682
2700 case LAMP: 2683 case LAMP:
2684 {
2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2686
2702 tmp2 = arch_to_object (op->other_arch); 2687 object *tmp2 = arch_to_object (op->other_arch);
2703 tmp2->x = op->x; 2688 tmp2->x = op->x;
2704 tmp2->y = op->y; 2689 tmp2->y = op->y;
2705 tmp2->map = op->map; 2690 tmp2->map = op->map;
2706 tmp2->below = op->below; 2691 tmp2->below = op->below;
2707 tmp2->above = op->above; 2692 tmp2->above = op->above;
2708 tmp2->stats.food = op->stats.food; 2693 tmp2->stats.food = op->stats.food;
2709 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2694 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2710 2695
2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2696 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2712 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2697 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2713 2698
2714 if (who->contr) 2699 if (who->contr)
2715 esrv_del_item (who->contr, op->count); 2700 esrv_del_item (who->contr, op->count);
2716 2701
2717 op->destroy (); 2702 op->destroy ();
2718 insert_ob_in_ob (tmp2, who); 2703 insert_ob_in_ob (tmp2, who);
2719 who->update_stats (); 2704 who->update_stats ();
2720 2705
2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2706 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2722 { 2707 {
2723 if (who->contr) 2708 if (who->contr)
2724 { 2709 {
2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2710 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2711 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2727 } 2712 }
2728 } 2713 }
2729 2714
2730 if (who->contr) 2715 if (who->contr)
2731 esrv_send_item (who, tmp2); 2716 esrv_send_item (who, tmp2);
2717 }
2732 2718
2733 return 1; /* otherwise, an attempt to drop causes problems */ 2719 return 1; /* otherwise, an attempt to drop causes problems */
2734 2720
2735 case BOW: 2721 case BOW:
2736 case WAND: 2722 case WAND:
2737 case ROD: 2723 case ROD:
2738 case HORN: 2724 case HORN:
2739 clear_skill (who);
2740
2741 if (who->contr) 2725 if (who->contr)
2742 {
2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2726 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2744
2745 if (who->contr->ranged_ob == op)
2746 who->contr->ranged_ob = 0;
2747
2748 if (who->current_weapon == op)
2749 who->current_weapon = 0;
2750 }
2751 else 2727 else
2752 { 2728 {
2729 who->change_skill (0);
2730
2753 if (op->type == BOW) 2731 if (op->type == BOW)
2754 CLEAR_FLAG (who, FLAG_READY_BOW); 2732 CLEAR_FLAG (who, FLAG_READY_BOW);
2755 else 2733 else
2756 CLEAR_FLAG (who, FLAG_READY_RANGE); 2734 CLEAR_FLAG (who, FLAG_READY_RANGE);
2757 } 2735 }
2758 2736
2759 break; 2737 break;
2760 2738
2761 case BUILDER: 2739 case BUILDER:
2762 if (who->contr) 2740 if (who->contr)
2763 {
2764 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2741 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2765
2766 if (who->contr->ranged_ob == op)
2767 who->contr->ranged_ob = 0;
2768 }
2769 break; 2742 break;
2770 2743
2771 default: 2744 default:
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2773 break; 2746 break;
2968 /* This is sort of an error, but happens a lot when old players 2941 /* This is sort of an error, but happens a lot when old players
2969 * join in with more stuff equipped than they are now allowed. 2942 * join in with more stuff equipped than they are now allowed.
2970 */ 2943 */
2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 2944 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2972#endif 2945#endif
2973 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2974 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2975 retval |= CAN_APPLY_NEVER; 2946 retval |= CAN_APPLY_NEVER;
2976 } 2947 }
2977 else 2948 else
2978 { 2949 {
2979 /* need to unapply something. However, if this something 2950 /* need to unapply something. However, if this something
3051 * AP_UNAPPLY=always unapply). 3022 * AP_UNAPPLY=always unapply).
3052 * 3023 *
3053 * Optional flags: 3024 * Optional flags:
3054 * AP_NO_MERGE: don't merge an unapplied object with other objects 3025 * AP_NO_MERGE: don't merge an unapplied object with other objects
3055 * AP_IGNORE_CURSE: unapply cursed items 3026 * AP_IGNORE_CURSE: unapply cursed items
3027 * AP_NO_READY: do not ready skills when applying skill tools
3056 * 3028 *
3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3029 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3058 * 3030 *
3059 * apply_special() doesn't check for unpaid items. 3031 * apply_special() doesn't check for unpaid items.
3060 */ 3032 */
3146 } 3118 }
3147 else 3119 else
3148 /* While experience will be credited properly, we want to change the 3120 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3121 * skill so that the dam and wc get updated
3150 */ 3122 */
3151 change_skill (who, skop, 0); 3123 who->change_skill (skop);
3152 } 3124 }
3153 3125
3154 if (who->type == PLAYER 3126 if (who->type == PLAYER
3155 && op->item_power 3127 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3128 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3178 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3207 return 1; 3179 return 1;
3208 } 3180 }
3209 3181
3210 SET_FLAG (op, FLAG_APPLIED); 3182 SET_FLAG (op, FLAG_APPLIED);
3211 change_skill (who, skop, 1); 3183 who->change_skill (skop);
3212 3184
3213 if (who->contr) 3185 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3186 who->change_weapon (who->contr->combat_ob = op);
3215 3187
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3217 SET_FLAG (who, FLAG_READY_WEAPON);
3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3188 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220 3189
3190 SET_FLAG (who, FLAG_READY_WEAPON);
3221 change_abil (who, op); 3191 change_abil (who, op);
3222 break; 3192 break;
3223 3193
3224 case ARMOUR: 3194 case ARMOUR:
3225 case HELMET: 3195 case HELMET:
3282 return 0; 3252 return 0;
3283 3253
3284 case SKILL_TOOL: 3254 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill 3255 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED); 3256 SET_FLAG (op, FLAG_APPLIED);
3257
3258 if (!(aflags & AP_NO_READY))
3259 {
3287 skop = find_skill_by_name (who, op->skill); 3260 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED]) 3261 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY); 3262 apply_special (who, skop, AP_APPLY);
3263 }
3290 break; 3264 break;
3291 3265
3292 case SKILL: 3266 case SKILL:
3293 if (who->chosen_skill)
3294 {
3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3296 return 1;
3297 }
3298
3299 if (player *pl = who->contr) 3267 if (player *pl = who->contr)
3300 { 3268 {
3301 if (IS_COMBAT_SKILL (op->subtype)) 3269 if (IS_COMBAT_SKILL (op->subtype))
3302 { 3270 {
3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3271 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3304 { 3272 {
3305 for (object *item = who->inv; item; item = item->below) 3273 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3274 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 { 3275 {
3276 if (item->skill == op->skill)
3277 {
3308 who->change_weapon (pl->combat_ob = item); 3278 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon; 3279 goto found_weapon;
3280 }
3310 } 3281 }
3311 3282
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3283 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3313 return 1; 3284 return 1;
3314 3285
3315 found_weapon:; 3286 found_weapon:;
3316 } 3287 }
3317 else 3288 else
3322 if (skill_flags [op->subtype] & SF_NEED_BOW) 3293 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 { 3294 {
3324 for (object *item = who->inv; item; item = item->below) 3295 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3296 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 { 3297 {
3298 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3299 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3300 goto found_bow;
3329 } 3301 }
3330 3302
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3303 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1; 3304 return 1;
3333 3305
3334 found_bow:; 3306 found_bow:;
3335 }
3336 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3337 {
3338 for (object *item = who->inv; item; item = item->below)
3339 if (item->flag [FLAG_APPLIED]
3340 && (item->type == WAND || item->type == ROD || item->type == HORN))
3341 {
3342 who->change_weapon (pl->ranged_ob = item);
3343 goto found_item;
3344 }
3345
3346 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3347 return 1;
3348
3349 found_item:;
3350 } 3307 }
3351 else 3308 else
3352 who->change_weapon (pl->ranged_ob = op); 3309 who->change_weapon (pl->ranged_ob = op);
3353 } 3310 }
3354 3311
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3315 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3359 } 3316 }
3360 else 3317 else
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3318 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3362 } 3319 }
3363 3320 else
3321 {
3364 SET_FLAG (op, FLAG_APPLIED); 3322 SET_FLAG (op, FLAG_APPLIED);
3365 change_abil (who, op); 3323 change_abil (who, op);
3366 who->chosen_skill = op; 3324 who->chosen_skill = op;
3367 SET_FLAG (who, FLAG_READY_SKILL); 3325 SET_FLAG (who, FLAG_READY_SKILL);
3326 }
3327
3368 break; 3328 break;
3369 3329
3370 case BOW: 3330 case BOW:
3371 if (!check_weapon_power (who, op->last_eat)) 3331 if (!check_weapon_power (who, op->last_eat))
3372 { 3332 {
3399 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3359 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3400 return 1; 3360 return 1;
3401 } 3361 }
3402 3362
3403 SET_FLAG (op, FLAG_APPLIED); 3363 SET_FLAG (op, FLAG_APPLIED);
3404 change_skill (who, skop, 0); 3364 who->change_skill (skop);
3405 3365
3406 if (who->contr) 3366 if (who->contr)
3407 { 3367 {
3408 who->contr->ranged_ob = op; 3368 who->contr->ranged_ob = op;
3409 3369
3428 break; 3388 break;
3429 3389
3430 case BUILDER: 3390 case BUILDER:
3431 if (who->type == PLAYER) 3391 if (who->type == PLAYER)
3432 { 3392 {
3393 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3394 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3434 unapply_special (who, who->contr->ranged_ob, 0); 3395 unapply_special (who, who->contr->ranged_ob, 0);
3435 3396
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3437 3398

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