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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC vs.
Revision 1.111 by root, Sun Jul 1 05:00:19 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
69 68
70 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 76 return 1;
78 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 84 return 1;
86 85
87 return 0; 86 return 0;
425 return 0; 424 return 0;
426 425
427 op = op->below; 426 op = op->below;
428 while (op != NULL) 427 while (op != NULL)
429 { 428 {
430 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
431 { 430 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 433 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
459 prev = op; 458 prev = op;
460 op = op->below; 459 op = op->below;
461 460
462 while (op != NULL) 461 while (op != NULL)
463 { 462 {
464 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
465 { 464 {
466 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
467 { 466 {
468 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
469 return; 468 return;
855 { 854 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 856 pow++;
858 } 857 }
859 858
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 860 }
862 else 861 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 863
865 if (!settings.armor_weight_linear) 864 if (!settings.armor_weight_linear)
866 { 865 {
867 int base = 100; 866 int base = 100;
868 int pow = 0; 867 int pow = 0;
871 { 870 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 872 pow++;
874 } 873 }
875 874
876 armour->weight = (armour->arch->clone.weight * base) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
877 } 876 }
878 else 877 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 878 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 879
881 if (armour->weight <= 0) 880 if (armour->weight <= 0)
882 { 881 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 883 armour->weight = 1;
885 } 884 }
886 885
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 887
889 if (op->type == PLAYER) 888 if (op->type == PLAYER)
890 { 889 {
891 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
944 943
945 price_in = cost * item->value; 944 price_in = cost * item->value;
946 } 945 }
947 else 946 else
948 { 947 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0; 950 return 0;
952 951
953 if (CONV_NEED (converter)) 952 if (CONV_NEED (converter))
954 { 953 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008 1007
1009 /** 1008 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1009 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
1012 */ 1011 */
1013 } 1012 }
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1014 return 1;
1016} 1015}
1245 */ 1244 */
1246static void 1245static void
1247apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1248{ 1247{
1249 readable_message_type *msgType; 1248 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1249
1252 if (sign->msg == NULL) 1250 if (sign->msg == NULL)
1253 { 1251 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return; 1253 return;
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1275 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1279 return; 1277 return;
1280 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1281 msgType = get_readable_message_type (sign); 1283 msgType = get_readable_message_type (sign);
1284
1285 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 }
1284} 1294}
1285 1295
1286/** 1296/**
1287 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1312 */ 1322 */
1313 if (recursion_depth >= 500) 1323 if (recursion_depth >= 500)
1314 { 1324 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1326 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1327 return;
1318 } 1328 }
1329
1319 recursion_depth++; 1330 recursion_depth++;
1320 if (trap->head) 1331 if (trap->head)
1321 trap = trap->head; 1332 trap = trap->head;
1322 1333
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1518 } 1529 }
1519 goto leave; 1530 goto leave;
1520 1531
1521 default: 1532 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1535 goto leave;
1525 } 1536 }
1526 1537
1527leave: 1538leave:
1528 recursion_depth--; 1539 recursion_depth--;
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1879 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1880 identify (tmp);
1870 1881
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1882 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872 1883
1873
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1884 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1885 decrease_ob (tmp);
1876} 1886}
1877 1887
1878/** 1888/**
1881 * chest. 1891 * chest.
1882 */ 1892 */
1883static void 1893static void
1884apply_treasure (object *op, object *tmp) 1894apply_treasure (object *op, object *tmp)
1885{ 1895{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1896 /* 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 1897 * 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 1898 * 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 1899 * prevents people fromt moving chests to more difficult maps to get better
1893 * treasure 1900 * treasure
1894 */ 1901 */
1895
1896 treas = tmp->inv; 1902 object *treas = tmp->inv;
1897 if (treas == NULL) 1903
1904 if (!treas)
1898 { 1905 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1906 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp); 1907 decrease_ob (tmp);
1901 return; 1908 return;
1902 } 1909 }
1910
1903 while (tmp->inv) 1911 while (tmp->inv)
1904 { 1912 {
1905 treas = tmp->inv; 1913 treas = tmp->inv;
1906 1914
1907 treas->remove (); 1915 treas->remove ();
2030 shstr_cmp dragon_ability_force ("dragon_ability_force"); 2038 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force"); 2039 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032 2040
2033 for (tmp = op->inv; tmp; tmp = tmp->below) 2041 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2042 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2043 if (tmp->arch->archname == dragon_skin_force)
2036 skin = tmp; 2044 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2045 else if (tmp->arch->archname == dragon_ability_force)
2038 abil = tmp; 2046 abil = tmp;
2039 2047
2040 /* if either skin or ability are missing, this is an old player 2048 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2049 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2050 if (skin == NULL || abil == NULL)
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2558 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2551 return 0; 2559 return 0;
2552 } 2560 }
2553 } 2561 }
2554 2562
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; 2563 pl->contr->last_used = op;
2568 2564
2569 tmp = manual_apply (pl, op, aflag); 2565 tmp = manual_apply (pl, op, aflag);
2570 if (!quiet) 2566 if (!quiet)
2571 { 2567 {
2630{ 2626{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2627 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2628 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2629 return RESULT_INT (0);
2634 2630
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2631 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2639 if (player *pl = who->contr)
2640 {
2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2643 }
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
2657 2645
2658 change_abil (who, op); 2646 change_abil (who, op);
2659 break; 2647 break;
2660 2648
2661 case WEAPON: 2649 case WEAPON:
2650 if (player *pl = who->contr)
2651 if (op == pl->combat_ob)
2652 {
2653 pl->combat_ob = 0;
2654 who->change_weapon (pl->ranged_ob);
2655 }
2656
2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2657 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2663 2658
2664 change_abil (who, op); 2659 change_abil (who, op);
2665 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2660 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2666 clear_skill (who);
2667 break; 2661 break;
2668 2662
2669 case SKILL: 2663 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) 2664 if (who->contr)
2674 { 2665 {
2675 if (!op->invisible) 2666 if (!op->invisible)
2676 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));
2677 else 2668 else
2678 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);
2679 } 2670 }
2680 2671
2681 change_abil (who, op); 2672 change_abil (who, op);
2682 who->chosen_skill = 0;
2683 CLEAR_FLAG (who, FLAG_READY_SKILL); 2673 CLEAR_FLAG (who, FLAG_READY_SKILL);
2684 break; 2674 break;
2685 2675
2686 case ARMOUR: 2676 case ARMOUR:
2687 case HELMET: 2677 case HELMET:
2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2697 change_abil (who, op); 2687 change_abil (who, op);
2698 break; 2688 break;
2699 2689
2700 case LAMP: 2690 case LAMP:
2691 {
2701 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);
2693
2702 tmp2 = arch_to_object (op->other_arch); 2694 object *tmp2 = arch_to_object (op->other_arch);
2703 tmp2->x = op->x; 2695 tmp2->x = op->x;
2704 tmp2->y = op->y; 2696 tmp2->y = op->y;
2705 tmp2->map = op->map; 2697 tmp2->map = op->map;
2706 tmp2->below = op->below; 2698 tmp2->below = op->below;
2707 tmp2->above = op->above; 2699 tmp2->above = op->above;
2708 tmp2->stats.food = op->stats.food; 2700 tmp2->stats.food = op->stats.food;
2709 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2701 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2710 2702
2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2703 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2712 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2704 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2713 2705
2714 if (who->contr) 2706 if (who->contr)
2715 esrv_del_item (who->contr, op->count); 2707 esrv_del_item (who->contr, op->count);
2716 2708
2717 op->destroy (); 2709 op->destroy ();
2718 insert_ob_in_ob (tmp2, who); 2710 insert_ob_in_ob (tmp2, who);
2719 who->update_stats (); 2711 who->update_stats ();
2720 2712
2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2713 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2722 { 2714 {
2723 if (who->contr) 2715 if (who->contr)
2724 { 2716 {
2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2717 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2718 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2727 } 2719 }
2728 } 2720 }
2729 2721
2730 if (who->contr) 2722 if (who->contr)
2731 esrv_send_item (who, tmp2); 2723 esrv_send_item (who, tmp2);
2724 }
2732 2725
2733 return 1; /* otherwise, an attempt to drop causes problems */ 2726 return 1; /* otherwise, an attempt to drop causes problems */
2734 2727
2735 case BOW: 2728 case BOW:
2736 case WAND: 2729 case WAND:
2737 case ROD: 2730 case ROD:
2738 case HORN: 2731 case HORN:
2739 clear_skill (who);
2740
2741 if (who->contr) 2732 if (player *pl = who->contr)
2733 {
2734 if (op == pl->ranged_ob)
2742 { 2735 {
2736 pl->ranged_ob = 0;
2737 who->change_weapon (pl->combat_ob);
2738 }
2739
2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2740 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 } 2741 }
2751 else 2742 else
2752 { 2743 {
2744 who->change_skill (0);
2745
2753 if (op->type == BOW) 2746 if (op->type == BOW)
2754 CLEAR_FLAG (who, FLAG_READY_BOW); 2747 CLEAR_FLAG (who, FLAG_READY_BOW);
2755 else 2748 else
2756 CLEAR_FLAG (who, FLAG_READY_RANGE); 2749 CLEAR_FLAG (who, FLAG_READY_RANGE);
2757 } 2750 }
2758 2751
2759 break; 2752 break;
2760 2753
2761 case BUILDER: 2754 case BUILDER:
2762 if (who->contr) 2755 if (who->contr)
2763 {
2764 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2756 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; 2757 break;
2770 2758
2771 default: 2759 default:
2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2760 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2773 break; 2761 break;
2968 /* This is sort of an error, but happens a lot when old players 2956 /* 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. 2957 * join in with more stuff equipped than they are now allowed.
2970 */ 2958 */
2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 2959 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2972#endif 2960#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; 2961 retval |= CAN_APPLY_NEVER;
2976 } 2962 }
2977 else 2963 else
2978 { 2964 {
2979 /* need to unapply something. However, if this something 2965 /* need to unapply something. However, if this something
3051 * AP_UNAPPLY=always unapply). 3037 * AP_UNAPPLY=always unapply).
3052 * 3038 *
3053 * Optional flags: 3039 * Optional flags:
3054 * AP_NO_MERGE: don't merge an unapplied object with other objects 3040 * AP_NO_MERGE: don't merge an unapplied object with other objects
3055 * AP_IGNORE_CURSE: unapply cursed items 3041 * AP_IGNORE_CURSE: unapply cursed items
3042 * AP_NO_READY: do not ready skills when applying skill tools
3056 * 3043 *
3057 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3058 * 3045 *
3059 * apply_special() doesn't check for unpaid items. 3046 * apply_special() doesn't check for unpaid items.
3060 */ 3047 */
3098 switch (op->slottype ()) 3085 switch (op->slottype ())
3099 { 3086 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break; 3087 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break; 3088 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 } 3089 }
3090
3091 splay (op);
3103 3092
3104 /* Can't just apply this object. Lets see what not and what to do */ 3093 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3094 if (int i = can_apply_object (who, op))
3106 { 3095 {
3107 if (i & CAN_APPLY_NEVER) 3096 if (i & CAN_APPLY_NEVER)
3146 } 3135 }
3147 else 3136 else
3148 /* While experience will be credited properly, we want to change the 3137 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3138 * skill so that the dam and wc get updated
3150 */ 3139 */
3151 change_skill (who, skop, 0); 3140 who->change_skill (skop);
3152 } 3141 }
3153 3142
3154 if (who->type == PLAYER 3143 if (who->type == PLAYER
3155 && op->item_power 3144 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3145 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3176 switch (op->type) 3165 switch (op->type)
3177 { 3166 {
3178 case WEAPON: 3167 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3168 if (!check_weapon_power (who, op->last_eat))
3180 { 3169 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3170 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3182 "It would consume your soul!."); 3171 "It would consume your soul!.");
3183 3172
3184 if (tmp) 3173 if (tmp)
3185 insert_ob_in_ob (tmp, who); 3174 insert_ob_in_ob (tmp, who);
3186 3175
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3195 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; 3196 return 1;
3208 } 3197 }
3209 3198
3210 SET_FLAG (op, FLAG_APPLIED); 3199 SET_FLAG (op, FLAG_APPLIED);
3211 change_skill (who, skop, 1); 3200 who->change_skill (skop);
3212 3201
3213 if (who->contr) 3202 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3203 who->change_weapon (who->contr->combat_ob = op);
3215 3204
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)); 3205 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220 3206
3207 SET_FLAG (who, FLAG_READY_WEAPON);
3221 change_abil (who, op); 3208 change_abil (who, op);
3222 break; 3209 break;
3223 3210
3224 case ARMOUR: 3211 case ARMOUR:
3225 case HELMET: 3212 case HELMET:
3282 return 0; 3269 return 0;
3283 3270
3284 case SKILL_TOOL: 3271 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill 3272 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED); 3273 SET_FLAG (op, FLAG_APPLIED);
3274
3275 if (!(aflags & AP_NO_READY))
3276 {
3287 skop = find_skill_by_name (who, op->skill); 3277 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED]) 3278 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY); 3279 apply_special (who, skop, AP_APPLY);
3280 }
3290 break; 3281 break;
3291 3282
3292 case SKILL: 3283 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) 3284 if (player *pl = who->contr)
3300 { 3285 {
3301 if (IS_COMBAT_SKILL (op->subtype)) 3286 if (IS_COMBAT_SKILL (op->subtype))
3302 { 3287 {
3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3288 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3304 { 3289 {
3305 for (object *item = who->inv; item; item = item->below) 3290 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3291 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 { 3292 {
3293 if (item->skill == op->skill)
3294 {
3308 who->change_weapon (pl->combat_ob = item); 3295 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon; 3296 goto found_weapon;
3297 }
3310 } 3298 }
3311 3299
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3300 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; 3301 return 1;
3314 3302
3315 found_weapon:; 3303 found_weapon:;
3316 } 3304 }
3317 else 3305 else
3322 if (skill_flags [op->subtype] & SF_NEED_BOW) 3310 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 { 3311 {
3324 for (object *item = who->inv; item; item = item->below) 3312 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3313 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 { 3314 {
3315 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3316 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3317 goto found_bow;
3329 } 3318 }
3330 3319
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3320 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1; 3321 return 1;
3333 3322
3334 found_bow:; 3323 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 } 3324 }
3351 else 3325 else
3352 who->change_weapon (pl->ranged_ob = op); 3326 who->change_weapon (pl->ranged_ob = op);
3353 } 3327 }
3354 3328
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3359 } 3333 }
3360 else 3334 else
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3335 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3362 } 3336 }
3363 3337 else
3338 {
3364 SET_FLAG (op, FLAG_APPLIED); 3339 SET_FLAG (op, FLAG_APPLIED);
3365 change_abil (who, op); 3340 change_abil (who, op);
3366 who->chosen_skill = op; 3341 who->chosen_skill = op;
3367 SET_FLAG (who, FLAG_READY_SKILL); 3342 SET_FLAG (who, FLAG_READY_SKILL);
3343 }
3344
3368 break; 3345 break;
3369 3346
3370 case BOW: 3347 case BOW:
3371 if (!check_weapon_power (who, op->last_eat)) 3348 if (!check_weapon_power (who, op->last_eat))
3372 { 3349 {
3399 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3376 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; 3377 return 1;
3401 } 3378 }
3402 3379
3403 SET_FLAG (op, FLAG_APPLIED); 3380 SET_FLAG (op, FLAG_APPLIED);
3404 change_skill (who, skop, 0); 3381 who->change_skill (skop);
3405 3382
3406 if (who->contr) 3383 if (who->contr)
3407 { 3384 {
3408 who->contr->ranged_ob = op; 3385 who->contr->ranged_ob = op;
3409 3386
3428 break; 3405 break;
3429 3406
3430 case BUILDER: 3407 case BUILDER:
3431 if (who->type == PLAYER) 3408 if (who->type == PLAYER)
3432 { 3409 {
3410 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3411 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3434 unapply_special (who, who->contr->ranged_ob, 0); 3412 unapply_special (who, who->contr->ranged_ob, 0);
3435 3413
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3414 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3437 3415
3879 */ 3857 */
3880 int i, j; 3858 int i, j;
3881 3859
3882 for (i = 0; i < NUM_STATS; i++) 3860 for (i = 0; i < NUM_STATS; i++)
3883 { 3861 {
3884 int race_bonus = pl->arch->clone.stats.stat (i); 3862 int race_bonus = pl->arch->stats.stat (i);
3885 sint8 stat = stats->stat (i) + ns->stat (i); 3863 sint8 stat = stats->stat (i) + ns->stat (i);
3886 3864
3887 if (stat > 20 + race_bonus) 3865 if (stat > 20 + race_bonus)
3888 { 3866 {
3889 excess_stat++; 3867 excess_stat++;
3899 3877
3900 if (i == CHA) 3878 if (i == CHA)
3901 continue; /* exclude cha from this */ 3879 continue; /* exclude cha from this */
3902 3880
3903 int stat = stats->stat (i); 3881 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i); 3882 int race_bonus = pl->arch->stats.stat (i);
3905 if (stat < 20 + race_bonus) 3883 if (stat < 20 + race_bonus)
3906 { 3884 {
3907 change_attr_value (stats, i, 1); 3885 change_attr_value (stats, i, 1);
3908 excess_stat--; 3886 excess_stat--;
3909 } 3887 }
3978 { 3956 {
3979 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3957 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3980 return; 3958 return;
3981 } 3959 }
3982 /* check whether they are compatible or not */ 3960 /* check whether they are compatible or not */
3983 find = strstr (marked->slaying, transformer->arch->name); 3961 find = strstr (marked->slaying, transformer->arch->archname);
3984 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3962 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3985 { 3963 {
3986 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3964 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3987 return; 3965 return;
3988 } 3966 }
3989 find += strlen (transformer->arch->name) + 1; 3967 find += strlen (transformer->arch->archname) + 1;
3990 /* Item can be used, now find how many and what it yields */ 3968 /* Item can be used, now find how many and what it yields */
3991 if (isdigit (*(find))) 3969 if (isdigit (*(find)))
3992 { 3970 {
3993 yield = atoi (find); 3971 yield = atoi (find);
3994 if (yield < 1) 3972 if (yield < 1)

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