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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.72 by root, Mon Mar 5 02:27:22 2007 UTC vs.
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <cmath>
26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
29#include <tod.h> 31#include <tod.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 41 */
233 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
234 233
235 if (depl) 234 if (depl)
236 { 235 {
237 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 239
241 depl->destroy (); 240 depl->destroy ();
242 op->update_stats (); 241 op->update_stats ();
243 } 242 }
375 force->stats.food *= 10; 374 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 378 }
379
380 force->speed_left = -1; 380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 384 change_abil (op, force);
765{ 765{
766 object *otmp; 766 object *otmp;
767 767
768 if (op->type != PLAYER) 768 if (op->type != PLAYER)
769 return 0; 769 return 0;
770
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 772 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
773 return 0; 774 return 0;
774 } 775 }
776
775 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
776 if (!otmp) 778 if (!otmp)
777 { 779 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
779 return 0; 781 return 0;
780 } 782 }
783
781 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 785 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
784 return 0; 787 return 0;
785 } 788 }
789
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
789 return 1; 793 return 1;
790} 794}
1334 1338
1335 /* Just put in some sanity check. I think there is a bug in the 1339 /* Just put in some sanity check. I think there is a bug in the
1336 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1338 */ 1342 */
1339 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1346 }
1343 goto leave; 1347 goto leave;
1344 1348
1345 case SPINNER: 1349 case SPINNER:
1571 1575
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1573 1577
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1575 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1576 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1577 1582
1578 /* gain xp from reading */ 1583 /* gain xp from reading */
1579 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1580 { /* only if not read before */ 1585 { /* only if not read before */
1581 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1737 return; 1742 return;
1738 } 1743 }
1739 1744
1740 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1741 { 1746 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1743 return; 1748 return;
1744 } 1749 }
1745 1750
1746 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1747 1752
1770 { 1775 {
1771 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1772 1777
1773 if (!spell_skill) 1778 if (!spell_skill)
1774 { 1779 {
1775 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1776 return; 1781 return;
1777 } 1782 }
1778 1783
1779 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1780 { 1785 {
1814 else 1819 else
1815 { 1820 {
1816 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1817 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1818 } 1823 }
1824
1819 decrease_ob (tmp); 1825 decrease_ob (tmp);
1820} 1826}
1821 1827
1822/** 1828/**
1823 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2290 } 2296 }
2291 2297
2292 return 0; 2298 return 0;
2293} 2299}
2294 2300
2295
2296/** 2301/**
2297 * Main apply handler. 2302 * Main apply handler.
2298 * 2303 *
2299 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2300 * 2305 *
2307 * being applied. 2312 * being applied.
2308 * 2313 *
2309 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2310 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2311 */ 2316 */
2312
2313int 2317int
2314manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2315{ 2319{
2316 if (tmp->head) 2320 if (tmp->head)
2317 tmp = tmp->head; 2321 tmp = tmp->head;
2355 case EXIT: 2359 case EXIT:
2356 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2357 return 0; 2361 return 0;
2358 2362
2359 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2360 {
2361 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));
2362 }
2363 else 2365 else
2364 { 2366 {
2365 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2366 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2367 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2368 2370
2369 op->enter_exit (tmp); 2371 op->enter_exit (tmp);
2370 } 2372 }
2373
2371 return 1; 2374 return 1;
2372 2375
2373 case SIGN: 2376 case SIGN:
2374 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2375 return 1; 2378 return 1;
2379 { 2382 {
2380 apply_book (op, tmp); 2383 apply_book (op, tmp);
2381 return 1; 2384 return 1;
2382 } 2385 }
2383 else 2386 else
2384 {
2385 return 0; 2387 return 0;
2386 }
2387 2388
2388 case SKILLSCROLL: 2389 case SKILLSCROLL:
2389 if (op->type == PLAYER) 2390 if (op->type == PLAYER)
2390 { 2391 {
2391 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2392 return 1; 2393 return 1;
2393 } 2394 }
2395 else
2394 return 0; 2396 return 0;
2395 2397
2396 case SPELLBOOK: 2398 case SPELLBOOK:
2397 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2398 { 2400 {
2399 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2400 return 1; 2402 return 1;
2401 } 2403 }
2404 else
2402 return 0; 2405 return 0;
2403 2406
2404 case SCROLL: 2407 case SCROLL:
2405 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2406 return 1; 2409 return 1;
2407 2410
2408 case POTION: 2411 case POTION:
2409 (void) apply_potion (op, tmp); 2412 apply_potion (op, tmp);
2410 return 1; 2413 return 1;
2411 2414
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed? 2416 //TODO: remove, as it is unsed?
2414 case CLOSE_CON: 2417 case CLOSE_CON:
2447 case LAMP: 2450 case LAMP:
2448 case BUILDER: 2451 case BUILDER:
2449 case SKILL_TOOL: 2452 case SKILL_TOOL:
2450 if (tmp->env != op) 2453 if (tmp->env != op)
2451 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2452 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2453 return 1; 2457 return 1;
2454 2458
2455 case DRINK: 2459 case DRINK:
2456 case FOOD: 2460 case FOOD:
2457 case FLESH: 2461 case FLESH:
2473 } 2477 }
2474 else 2478 else
2475 return 0; 2479 return 0;
2476 2480
2477 case WEAPON_IMPROVER: 2481 case WEAPON_IMPROVER:
2478 (void) check_improve_weapon (op, tmp); 2482 check_improve_weapon (op, tmp);
2479 return 1; 2483 return 1;
2480 2484
2481 case CLOCK: 2485 case CLOCK:
2482 if (op->type == PLAYER) 2486 if (op->type == PLAYER)
2483 { 2487 {
2491 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2492 new_draw_info (NDI_UNIQUE, 0, op, buf); 2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2493 return 1; 2497 return 1;
2494 } 2498 }
2495 else 2499 else
2496 {
2497 return 0; 2500 return 0;
2498 }
2499 2501
2500 case MENU: 2502 case MENU:
2501 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2502 { 2504 {
2503 shop_listing (op); 2505 shop_listing (tmp, op);
2504 return 1; 2506 return 1;
2505 } 2507 }
2506 else 2508 else
2507 {
2508 return 0; 2509 return 0;
2509 }
2510 2510
2511 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2512 apply_power_crystal (op, tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2513 return 1; 2513 return 1;
2514 2514
2517 { 2517 {
2518 apply_lighter (op, tmp); 2518 apply_lighter (op, tmp);
2519 return 1; 2519 return 1;
2520 } 2520 }
2521 else 2521 else
2522 {
2523 return 0; 2522 return 0;
2524 }
2525 2523
2526 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2527 apply_item_transformer (op, tmp); 2525 apply_item_transformer (op, tmp);
2528 return 1; 2526 return 1;
2529 2527
2582/** 2580/**
2583 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2584 * 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
2585 * we use the ground. 2583 * we use the ground.
2586 */ 2584 */
2587
2588void 2585void
2589player_apply_below (object *pl) 2586player_apply_below (object *pl)
2590{ 2587{
2591 int floors = 0; 2588 int floors = 0;
2592 2589
2629 * 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.
2630 */ 2627 */
2631static int 2628static int
2632unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2633{ 2630{
2634 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)))
2635 return RESULT_INT (0); 2633 return RESULT_INT (0);
2636 2634
2637 object *tmp2; 2635 object *tmp2;
2638 2636
2639 CLEAR_FLAG (op, FLAG_APPLIED); 2637 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
2640 switch (op->type) 2645 switch (op->type)
2641 { 2646 {
2647 case SKILL_TOOL:
2648 // unapplying a skill tool should also unapply the skill it governs
2649 // but this is hard, as it shouldn't do so when the skill can
2650 // be used for other reasons
2651 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->skill == op->skill
2653 && tmp->type == SKILL
2654 && tmp->flag [FLAG_APPLIED]
2655 && !tmp->flag [FLAG_CAN_USE_SKILL])
2656 unapply_special (who, tmp, 0);
2657
2658 change_abil (who, op);
2659 break;
2660
2642 case WEAPON: 2661 case WEAPON:
2643 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2644 2663
2645 (void) change_abil (who, op); 2664 change_abil (who, op);
2646 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2647 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2665 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2648 clear_skill (who); 2666 clear_skill (who);
2649 break; 2667 break;
2650 2668
2651 case SKILL: /* allows objects to impart skills */
2652 case SKILL_TOOL: 2669 case SKILL:
2653 if (op != who->chosen_skill) 2670 if (op != who->chosen_skill)
2654 {
2655 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2671 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2672
2673 if (who->contr)
2656 } 2674 {
2657 if (who->type == PLAYER)
2658 {
2659 if (who->contr->shoottype == range_skill)
2660 who->contr->shoottype = range_none;
2661 if (!op->invisible) 2675 if (!op->invisible)
2662 {
2663 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2664 }
2665 else 2677 else
2666 {
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2668 } 2679 }
2669 } 2680
2670 (void) change_abil (who, op); 2681 change_abil (who, op);
2671 who->chosen_skill = NULL; 2682 who->chosen_skill = 0;
2672 CLEAR_FLAG (who, FLAG_READY_SKILL); 2683 CLEAR_FLAG (who, FLAG_READY_SKILL);
2673 break; 2684 break;
2674 2685
2675 case ARMOUR: 2686 case ARMOUR:
2676 case HELMET: 2687 case HELMET:
2681 case AMULET: 2692 case AMULET:
2682 case GIRDLE: 2693 case GIRDLE:
2683 case BRACERS: 2694 case BRACERS:
2684 case CLOAK: 2695 case CLOAK:
2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2686 (void) change_abil (who, op); 2697 change_abil (who, op);
2687 break; 2698 break;
2699
2688 case LAMP: 2700 case LAMP:
2689 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2690 tmp2 = arch_to_object (op->other_arch); 2702 tmp2 = arch_to_object (op->other_arch);
2691 tmp2->x = op->x; 2703 tmp2->x = op->x;
2692 tmp2->y = op->y; 2704 tmp2->y = op->y;
2697 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2709 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2698 2710
2699 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2700 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2712 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2701 2713
2702 if (who->type == PLAYER) 2714 if (who->contr)
2703 esrv_del_item (who->contr, op->count); 2715 esrv_del_item (who->contr, op->count);
2704 2716
2705 op->destroy (); 2717 op->destroy ();
2706 insert_ob_in_ob (tmp2, who); 2718 insert_ob_in_ob (tmp2, who);
2707 who->update_stats (); 2719 who->update_stats ();
2720
2708 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2709 { 2722 {
2710 if (who->type == PLAYER) 2723 if (who->contr)
2711 { 2724 {
2712 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2713 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2714 } 2727 }
2715 } 2728 }
2716 if (who->type == PLAYER) 2729
2730 if (who->contr)
2717 esrv_send_item (who, tmp2); 2731 esrv_send_item (who, tmp2);
2732
2718 return 1; /* otherwise, an attempt to drop causes problems */ 2733 return 1; /* otherwise, an attempt to drop causes problems */
2719 break; 2734
2720 case BOW: 2735 case BOW:
2721 case WAND: 2736 case WAND:
2722 case ROD: 2737 case ROD:
2723 case HORN: 2738 case HORN:
2724 clear_skill (who); 2739 clear_skill (who);
2740
2741 if (who->contr)
2742 {
2725 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2726 if (who->type == PLAYER) 2744
2727 { 2745 if (who->contr->ranged_ob == op)
2728 who->contr->shoottype = range_none; 2746 who->contr->ranged_ob = 0;
2747
2748 if (who->current_weapon == op)
2749 who->current_weapon = 0;
2729 } 2750 }
2730 else 2751 else
2731 { 2752 {
2732 if (op->type == BOW) 2753 if (op->type == BOW)
2733 CLEAR_FLAG (who, FLAG_READY_BOW); 2754 CLEAR_FLAG (who, FLAG_READY_BOW);
2734 else 2755 else
2735 CLEAR_FLAG (who, FLAG_READY_RANGE); 2756 CLEAR_FLAG (who, FLAG_READY_RANGE);
2736 } 2757 }
2758
2737 break; 2759 break;
2738 2760
2739 case BUILDER: 2761 case BUILDER:
2762 if (who->contr)
2763 {
2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2764 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2741 who->contr->shoottype = range_none; 2765
2742 who->contr->ranges[range_builder] = NULL; 2766 if (who->contr->ranged_ob == op)
2767 who->contr->ranged_ob = 0;
2768 }
2743 break; 2769 break;
2744 2770
2745 default: 2771 default:
2746 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2747 break; 2773 break;
2749 2775
2750 who->update_stats (); 2776 who->update_stats ();
2751 2777
2752 if (!(aflags & AP_NO_MERGE)) 2778 if (!(aflags & AP_NO_MERGE))
2753 { 2779 {
2754 object *tmp;
2755
2756 tmp = merge_ob (op, NULL); 2780 object *tmp = merge_ob (op, 0);
2757 if (who->type == PLAYER) 2781
2782 if (who->contr)
2758 { 2783 {
2759 if (tmp) 2784 if (tmp)
2760 { /* it was merged */ 2785 { /* it was merged */
2761 esrv_del_item (who->contr, op->count); 2786 esrv_del_item (who->contr, op->count);
2762 op = tmp; 2787 op = tmp;
2763 } 2788 }
2764 2789
2765 esrv_send_item (who, op); 2790 esrv_send_item (who, op);
2766 } 2791 }
2767 } 2792 }
2793
2768 return 0; 2794 return 0;
2769} 2795}
2770 2796
2771/** 2797/**
2772 * Returns the object that is using location 'loc'. 2798 * Returns the object that is using location 'loc'.
2773 * Note that 'start' is the first object to start examing - we 2799 * Note that 'start' is the first object to start examing - we
2774 * then go through the below of this. In this way, you can do 2800 * then go through the below of this. In this way, you can do
2775 * something like: 2801 * something like:
2776 * tmp = get_item_from_body_location(who->inv, 1); 2802 * tmp = get_next_item_from_body_location(who->inv, 1);
2777 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2803 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2778 * to find the second object that may use this location, etc. 2804 * to find the second object that may use this location, etc.
2779 * Returns NULL if no match is found. 2805 * Returns NULL if no match is found.
2780 * loc is the index into the array we are looking for a match. 2806 * loc is the index into the array we are looking for a match.
2781 * don't return invisible objects unless they are skill objects 2807 * don't return invisible objects unless they are skill objects
2782 * invisible other objects that use 2808 * invisible other objects that use
2783 * up body locations can be used as restrictions. 2809 * up body locations can be used as restrictions.
2784 */ 2810 */
2785object * 2811static object *
2786get_item_from_body_location (object *start, int loc) 2812get_next_item_from_body_location (int loc, object *start)
2787{ 2813{
2788 object *tmp;
2789
2790 if (!start)
2791 return NULL;
2792
2793 for (tmp = start; tmp; tmp = tmp->below) 2814 for (object *tmp = start; tmp; tmp = tmp->below)
2794 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2815 if (tmp->flag [FLAG_APPLIED]
2816 && tmp->slot[loc].info
2817 && (!tmp->invisible || tmp->type == SKILL))
2795 return tmp; 2818 return tmp;
2796 2819
2797 return NULL; 2820 return 0;
2798} 2821}
2799
2800
2801 2822
2802/** 2823/**
2803 * 'op' wants to apply an object, but can't because of other equipment. 2824 * 'op' wants to apply an object, but can't because of other equipment.
2804 * This should only be called when it is known 2825 * This should only be called when it is known
2805 * that there are objects to unapply. This makes pretty heavy 2826 * that there are objects to unapply. This makes pretty heavy
2811 * another function that does just that. 2832 * another function that does just that.
2812 */ 2833 */
2813int 2834int
2814unapply_for_ob (object *who, object *op, int aflags) 2835unapply_for_ob (object *who, object *op, int aflags)
2815{ 2836{
2816 int i; 2837 if (op->is_range ())
2817 object *tmp = NULL, *last;
2818
2819 /* If we are applying a shield or weapon, unapply any equipped shield
2820 * or weapons first - only allowed to use one weapon/shield at a time.
2821 */
2822 if (op->type == WEAPON || op->type == SHIELD)
2823 {
2824 for (tmp = who->inv; tmp; tmp = tmp->below) 2838 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2825 {
2826 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2827 {
2828 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2840 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2829 { 2841 {
2830 if (aflags & AP_PRINT) 2842 if (aflags & AP_PRINT)
2831 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2832 else 2844 else
2833 unapply_special (who, tmp, aflags); 2845 unapply_special (who, tmp, aflags);
2834 } 2846 }
2835 else 2847 else
2836 { 2848 {
2837 /* In this case, we want to try and remove a cursed item. 2849 /* In this case, we want to try and remove a cursed item.
2838 * While we know it won't work, we want unapply_special to 2850 * While we know it won't work, we want unapply_special to
2839 * at least generate the message. 2851 * at least generate the message.
2840 */ 2852 */
2841 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2853 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2842 return 1; 2854 return 1;
2843 }
2844
2845 } 2855 }
2846 }
2847 }
2848 2856
2849 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2850 { 2858 {
2851 /* this used up a slot that we need to free */ 2859 /* this used up a slot that we need to free */
2852 if (op->body_info[i]) 2860 if (op->slot[i].info)
2853 { 2861 {
2854 last = who->inv; 2862 object *last = who->inv;
2855 2863
2856 /* We do a while loop - may need to remove several items in order 2864 /* We do a while loop - may need to remove several items in order
2857 * to free up enough slots. 2865 * to free up enough slots.
2858 */ 2866 */
2859 while ((who->body_used[i] + op->body_info[i]) < 0) 2867 while ((who->slot[i].used + op->slot[i].info) < 0)
2860 { 2868 {
2861 tmp = get_item_from_body_location (last, i); 2869 object *tmp = get_next_item_from_body_location (i, last);
2870
2862 if (!tmp) 2871 if (!tmp)
2863 { 2872 {
2864#if 0 2873#if 0
2865 /* Not a bug - we'll get this if the player has cursed items 2874 /* Not a bug - we'll get this if the player has cursed items
2866 * equipped. 2875 * equipped.
2867 */ 2876 */
2868 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2877 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2869#endif 2878#endif
2870 return 1; 2879 return 1;
2871 } 2880 }
2881
2872 /* If we are just printing, we don't care about cursed status */ 2882 /* If we are just printing, we don't care about cursed status */
2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2883 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2874 { 2884 {
2875 if (aflags & AP_PRINT) 2885 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2884 * so it may not be critical (eg, putting on a ring and you have 2894 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 2895 * one cursed ring.)
2886 */ 2896 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2897 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2888 } 2898 }
2899
2889 last = tmp->below; 2900 last = tmp->below;
2890 } 2901 }
2891 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2892 * return in the !tmp would have kicked in. 2903 * return in the !tmp would have kicked in.
2893 */ 2904 */
2894 } /* if op is using this body location */ 2905 } /* if op is using this body location */
2895 } /* for body lcoations */ 2906 } /* for body lcoations */
2907
2896 return 0; 2908 return 0;
2897} 2909}
2898 2910
2899/** 2911/**
2900 * Checks to see if 'who' can apply object 'op'. 2912 * Checks to see if 'who' can apply object 'op'.
2901 * Returns 0 if apply can be done without anything special. 2913 * Returns 0 if apply can be done without anything special.
2902 * Otherwise returns a bitmask - potentially several of these may be 2914 * Otherwise returns a bitmask - potentially several of these may be
2903 * set, but largely depends on circumstance - in the future, processing 2915 * set, but largely depends on circumstance - in the future, processing
2904 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2916 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2905 * is set, do we really are what the other flags may be?) 2917 * is set, do we really care what the other flags may be?)
2906 * 2918 *
2907 * See include/define.h for detailed description of the meaning of 2919 * See include/define.h for detailed description of the meaning of
2908 * these return values. 2920 * these return values.
2909 */ 2921 */
2910int 2922int
2911can_apply_object (object *who, object *op) 2923can_apply_object (object *who, object *op)
2912{ 2924{
2913 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2925 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2914 return RESULT_INT (0); 2926 return RESULT_INT (0);
2915 2927
2916 int i, retval = 0; 2928 int retval = 0;
2917 object *tmp = NULL, *ws = NULL; 2929 object *tmp = 0, *ws = 0;
2918 2930
2919 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2931 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2920 * 2 weapons, but we don't want to let them do that. So if they are
2921 * trying to equip a weapon or shield, see if they already have one
2922 * in place and store that way.
2923 */
2924 if (op->type == WEAPON || op->type == SHIELD)
2925 { 2932 {
2926 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2933 if (op->slot[i].info)
2927 { 2934 {
2928 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2935 /* Item uses more slots than we have */
2936 if (who->slot[i].info + op->slot [i].info < 0)
2929 { 2937 {
2930 retval = CAN_APPLY_UNAPPLY;
2931 ws = tmp;
2932 }
2933 }
2934 }
2935
2936
2937 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2938 {
2939 if (op->body_info[i])
2940 {
2941 /* Item uses more slots than we have */
2942 if (FABS (op->body_info[i]) > who->body_info[i])
2943 {
2944 /* Could return now for efficiently - rest of info below isn' 2938 /* Could return now for efficiency - rest of info below isn't
2945 * really needed. 2939 * really needed.
2946 */ 2940 */
2947 retval |= CAN_APPLY_NEVER; 2941 retval |= CAN_APPLY_NEVER;
2948 } 2942 }
2949 else if ((who->body_used[i] + op->body_info[i]) < 0) 2943 else if (who->slot[i].used + op->slot[i].info < 0)
2950 { 2944 {
2951 /* in this case, equipping this would use more free spots than 2945 /* in this case, equipping this would use more free spots than
2952 * we have. 2946 * we have.
2953 */ 2947 */
2954 object *tmp1;
2955
2956 2948
2957 /* if we have an applied weapon/shield, and unapply it would free 2949 /* if we have an applied weapon/shield, and unapply it would free
2958 * enough slots to equip the new item, then just set this can 2950 * enough slots to equip the new item, then just set "can
2959 * continue. We don't care about the logic below - if you have 2951 * apply unapply". We don't care about the logic below - if you have a
2960 * shield equipped and try to equip another shield, there is only 2952 * shield equipped and try to equip another shield, there is only
2961 * one choice. However, the check for the number of body locations 2953 * one choice. However, the check for the number of body locations
2962 * does take into the account cases where what is being applied 2954 * does take into the account cases where what is being applied
2963 * may be two handed for example. 2955 * may be two handed for example.
2964 */ 2956 */
2965 if (ws) 2957 if (ws)
2966 { 2958 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2967 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2968 { 2959 {
2969 retval |= CAN_APPLY_UNAPPLY; 2960 retval |= CAN_APPLY_UNAPPLY;
2970 continue; 2961 continue;
2971 } 2962 }
2972 }
2973 2963
2974 tmp1 = get_item_from_body_location (who->inv, i); 2964 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2975 if (!tmp1) 2965 if (!tmp1)
2976 { 2966 {
2977#if 0 2967#if 0
2978 /* This is sort of an error, but happens a lot when old players 2968 /* This is sort of an error, but happens a lot when old players
2979 * join in with more stuff equipped than they are now allowed. 2969 * join in with more stuff equipped than they are now allowed.
2980 */ 2970 */
2981 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2982#endif 2972#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
2983 retval |= CAN_APPLY_NEVER; 2975 retval |= CAN_APPLY_NEVER;
2984 } 2976 }
2985 else 2977 else
2986 { 2978 {
2987 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
2988 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
2989 * to apply multiple objects 2981 * to apply multiple objects
2990 */ 2982 */
2991 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
2984
2992 if (!tmp) 2985 if (!tmp)
2993 tmp = tmp1; 2986 tmp = tmp1;
2994 else if (tmp != tmp1) 2987 else if (tmp != tmp1)
2995 {
2996 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
2997 } 2989
2998 /* This object isn't using up all the slots, so there must 2990 /* This object isn't using up all the slots, so there must
2999 * be another. If so, and it the new item doesn't need all 2991 * be another. If so, and it the new item doesn't need all
3000 * the slots, the player then has a choice. 2992 * the slots, the player then has a choice.
3001 */ 2993 */
3002 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2994 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2995 && abs (op->slot[i].info) < who->slot[i].info)
3003 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2996 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3004 2997
3005 /* Does unequippint 'tmp1' free up enough slots for this to be 2998 /* Does unequippint 'tmp1' free up enough slots for this to be
3006 * equipped? If not, there must be something else to unapply. 2999 * equipped? If not, there must be something else to unapply.
3007 */ 3000 */
3008 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3001 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3009 retval |= CAN_APPLY_UNAPPLY_MULT; 3002 retval |= CAN_APPLY_UNAPPLY_MULT;
3010
3011 } 3003 }
3012 } /* if not enough free slots */ 3004 } /* if not enough free slots */
3013 } /* if this object uses location i */ 3005 } /* if this object uses location i */
3014 } /* for i -> num_body_locations loop */ 3006 } /* for i -> num_body_locations loop */
3015 3007
3020 * and weapons all use the same slot. Similar for horn/rod/wand - they 3012 * and weapons all use the same slot. Similar for horn/rod/wand - they
3021 * all use the same location. 3013 * all use the same location.
3022 */ 3014 */
3023 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3015 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3024 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3017
3025 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3018 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3026 retval |= CAN_APPLY_RESTRICTION; 3019 retval |= CAN_APPLY_RESTRICTION;
3027 3020
3028
3029 if (who->type != PLAYER) 3021 if (who->type != PLAYER)
3030 { 3022 {
3031 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3023 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3032 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3033 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3026 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3034 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3035 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3029 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3036 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3031
3037 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3032 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3038 retval |= CAN_APPLY_RESTRICTION; 3033 retval |= CAN_APPLY_RESTRICTION;
3039 } 3034 }
3035
3040 return retval; 3036 return retval;
3041} 3037}
3042
3043
3044 3038
3045/** 3039/**
3046 * who is the object using the object. It can be a monster. 3040 * who is the object using the object. It can be a monster.
3047 * op is the object they are using. op is an equipment type item, 3041 * op is the object they are using. op is an equipment type item,
3048 * eg, one which you put on and keep on for a while, and not something 3042 * eg, one which you put on and keep on for a while, and not something
3067int 3061int
3068apply_special (object *who, object *op, int aflags) 3062apply_special (object *who, object *op, int aflags)
3069{ 3063{
3070 int basic_flag = aflags & AP_BASIC_FLAGS; 3064 int basic_flag = aflags & AP_BASIC_FLAGS;
3071 object *tmp, *tmp2, *skop = NULL; 3065 object *tmp, *tmp2, *skop = NULL;
3072 int i;
3073 3066
3074 if (who == NULL) 3067 if (who == NULL)
3075 { 3068 {
3076 LOG (llevError, "apply_special() from object without environment.\n"); 3069 LOG (llevError, "apply_special() from object without environment.\n");
3077 return 1; 3070 return 1;
3087 if (basic_flag == AP_APPLY) 3080 if (basic_flag == AP_APPLY)
3088 return 0; 3081 return 0;
3089 3082
3090 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3091 { 3084 {
3092 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3093 return 1; 3086 return 1;
3094 } 3087 }
3088
3095 return unapply_special (who, op, aflags); 3089 return unapply_special (who, op, aflags);
3096 } 3090 }
3097 3091
3098 if (basic_flag == AP_UNAPPLY) 3092 if (basic_flag == AP_UNAPPLY)
3099 return 0; 3093 return 0;
3100 3094
3101 i = can_apply_object (who, op); 3095 // if the item is combat/ranged, wield the relevant slot first
3096 // to resolve conflicts.
3097 if (player *pl = who->contr)
3098 switch (op->slottype ())
3099 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 }
3102 3103
3103 /* Can't just apply this object. Lets see what not and what to do */ 3104 /* Can't just apply this object. Lets see what not and what to do */
3104 if (i) 3105 if (int i = can_apply_object (who, op))
3105 { 3106 {
3106 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3107 { 3108 {
3108 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3109 return 1; 3110 return 1;
3111 else if (i & CAN_APPLY_RESTRICTION) 3112 else if (i & CAN_APPLY_RESTRICTION)
3112 { 3113 {
3113 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3114 return 1; 3115 return 1;
3115 } 3116 }
3117
3116 if (who->type != PLAYER) 3118 if (who->type != PLAYER)
3117 { 3119 {
3118 /* Some error, so don't try to equip something more */ 3120 /* Some error, so don't try to equip something more */
3119 if (unapply_for_ob (who, op, aflags)) 3121 if (unapply_for_ob (who, op, aflags))
3120 return 1; 3122 return 1;
3126 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3127 unapply_for_ob (who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3128 return 1; 3130 return 1;
3129 } 3131 }
3130 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3131 {
3132 i = unapply_for_ob (who, op, aflags); 3133 if (unapply_for_ob (who, op, aflags))
3133 if (i)
3134 return 1; 3134 return 1;
3135 }
3136 } 3135 }
3137 } 3136 }
3138 3137
3139 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3140 { 3139 {
3141 skop = find_skill_by_name (who, op->skill); 3140 skop = find_skill_by_name (who, op->skill);
3141
3142 if (!skop) 3142 if (!skop)
3143 { 3143 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3145 return 1; 3145 return 1;
3146 } 3146 }
3147 else 3147 else
3148 {
3149 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3150 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3151 */ 3150 */
3152 change_skill (who, skop, 0); 3151 change_skill (who, skop, 0);
3153 }
3154 } 3152 }
3155 3153
3154 if (who->type == PLAYER
3155 && op->item_power
3156 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3157 {
3158 new_draw_info (NDI_UNIQUE, 0, who, 3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3159 "Equipping that combined with other items would consume your soul! "
3160 "[use the skills command to check your available item power]"); 3160 "[use the skills command to check your available item power]");
3161 return 1; 3161 return 1;
3162 } 3162 }
3163 3163
3164
3165 /* Ok. We are now at the state where we can apply the new object. 3164 /* Ok. We are now at the state where we can apply the new object.
3166 * Note that we don't have the checks for can_use_... 3165 * Note that we don't have the checks for can_use_...
3167 * below - that is already taken care of by can_apply_object. 3166 * below - that is already taken care of by can_apply_object.
3168 */ 3167 */
3169
3170 if (op->nrof > 1) 3168 if (op->nrof > 1)
3171 tmp = get_split_ob (op, op->nrof - 1); 3169 tmp = get_split_ob (op, op->nrof - 1);
3172 else 3170 else
3173 tmp = NULL; 3171 tmp = 0;
3174 3172
3175 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3176 return RESULT_INT (0); 3174 return RESULT_INT (0);
3177 3175
3178 switch (op->type) 3176 switch (op->type)
3179 { 3177 {
3180 case WEAPON: 3178 case WEAPON:
3181 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3182 { 3180 {
3183 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3184 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3183
3185 if (tmp != NULL) 3184 if (tmp)
3186 (void) insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3186
3187 return 1; 3187 return 1;
3188 } 3188 }
3189 3189
3190 //TODO: this obviously fails for players using a shiorter prefix 3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's swors. 3191 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3193 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3194 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3199 insert_ob_in_ob (tmp, who); 3199 insert_ob_in_ob (tmp, who);
3200 3200
3201 return 1; 3201 return 1;
3202 } 3202 }
3203 3203
3204 if (!skop)
3205 {
3206 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;
3208 }
3209
3204 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3205
3206 if (skop)
3207 change_skill (who, skop, 1); 3211 change_skill (who, skop, 1);
3212
3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3215
3208 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3209 SET_FLAG (who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3210 3218
3211 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3212 3220
3213 (void) change_abil (who, op); 3221 change_abil (who, op);
3214 break; 3222 break;
3215 3223
3216 case ARMOUR: 3224 case ARMOUR:
3217 case HELMET: 3225 case HELMET:
3218 case SHIELD: 3226 case SHIELD:
3223 case CLOAK: 3231 case CLOAK:
3224 case RING: 3232 case RING:
3225 case AMULET: 3233 case AMULET:
3226 SET_FLAG (op, FLAG_APPLIED); 3234 SET_FLAG (op, FLAG_APPLIED);
3227 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3228 (void) change_abil (who, op); 3236 change_abil (who, op);
3229 break; 3237 break;
3238
3230 case LAMP: 3239 case LAMP:
3231 if (op->stats.food < 1) 3240 if (op->stats.food < 1)
3232 { 3241 {
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3234 return 1; 3243 return 1;
3235 } 3244 }
3245
3236 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3237 tmp2 = arch_to_object (op->other_arch); 3247 tmp2 = arch_to_object (op->other_arch);
3238 tmp2->stats.food = op->stats.food; 3248 tmp2->stats.food = op->stats.food;
3239 SET_FLAG (tmp2, FLAG_APPLIED); 3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3240 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3241 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3242 insert_ob_in_ob (tmp2, who); 3254 insert_ob_in_ob (tmp2, who);
3243 3255
3244 /* Remove the old lantern */ 3256 /* Remove the old lantern */
3245 if (who->type == PLAYER) 3257 if (who->type == PLAYER)
3246 esrv_del_item (who->contr, op->count); 3258 esrv_del_item (who->contr, op->count);
3247 3259
3248 op->destroy (); 3260 op->destroy ();
3249 3261
3250 /* insert the portion that was split off */ 3262 /* insert the portion that was split off */
3251 if (tmp != NULL) 3263 if (tmp)
3252 { 3264 {
3253 (void) insert_ob_in_ob (tmp, who); 3265 insert_ob_in_ob (tmp, who);
3254 if (who->type == PLAYER) 3266 if (who->type == PLAYER)
3255 esrv_send_item (who, tmp); 3267 esrv_send_item (who, tmp);
3256 } 3268 }
3269
3257 who->update_stats (); 3270 who->update_stats ();
3271
3258 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3259 {
3260 if (who->type == PLAYER) 3273 if (who->type == PLAYER)
3261 { 3274 {
3262 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3275 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3263 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3264 } 3277 }
3265 } 3278
3266 if (who->type == PLAYER) 3279 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp2); 3280 esrv_send_item (who, tmp2);
3281
3268 return 0; 3282 return 0;
3283
3284 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED);
3287 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY);
3269 break; 3290 break;
3270 3291
3271 /* this part is needed for skill-tools */
3272 case SKILL: 3292 case SKILL:
3273 case SKILL_TOOL:
3274 if (who->chosen_skill) 3293 if (who->chosen_skill)
3275 { 3294 {
3276 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3277 return 1; 3296 return 1;
3278 } 3297 }
3279 if (who->type == PLAYER) 3298
3299 if (player *pl = who->contr)
3300 {
3301 if (IS_COMBAT_SKILL (op->subtype))
3280 { 3302 {
3281 who->contr->shoottype = range_skill; 3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3282 who->contr->ranges[range_skill] = op; 3304 {
3305 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 {
3308 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon;
3310 }
3311
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3313 return 1;
3314
3315 found_weapon:;
3316 }
3317 else
3318 who->change_weapon (pl->combat_ob = op);
3319 }
3320 else if (IS_RANGED_SKILL (op->subtype))
3321 {
3322 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 {
3324 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 {
3327 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow;
3329 }
3330
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1;
3333
3334 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 }
3351 else
3352 who->change_weapon (pl->ranged_ob = op);
3353 }
3354
3283 if (!op->invisible) 3355 if (!op->invisible)
3284 { 3356 {
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3286 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3287 } 3359 }
3288 else 3360 else
3289 {
3290 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3291 } 3362 }
3292 } 3363
3293 SET_FLAG (op, FLAG_APPLIED); 3364 SET_FLAG (op, FLAG_APPLIED);
3294 (void) change_abil (who, op); 3365 change_abil (who, op);
3295 who->chosen_skill = op; 3366 who->chosen_skill = op;
3296 SET_FLAG (who, FLAG_READY_SKILL); 3367 SET_FLAG (who, FLAG_READY_SKILL);
3297 break; 3368 break;
3298 3369
3299 case BOW: 3370 case BOW:
3300 if (!check_weapon_power (who, op->last_eat)) 3371 if (!check_weapon_power (who, op->last_eat))
3301 { 3372 {
3302 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3373 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3303 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3374 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3375
3304 if (tmp != NULL) 3376 if (tmp)
3305 (void) insert_ob_in_ob (tmp, who); 3377 insert_ob_in_ob (tmp, who);
3378
3306 return 1; 3379 return 1;
3307 } 3380 }
3381
3308 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3309 { 3383 {
3310 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3384 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3311 if (tmp != NULL) 3385 if (tmp)
3312 (void) insert_ob_in_ob (tmp, who); 3386 insert_ob_in_ob (tmp, who);
3387
3313 return 1; 3388 return 1;
3314 } 3389 }
3390
3315 /*FALLTHROUGH*/ case WAND: 3391 /*FALLTHROUGH*/
3392 case WAND:
3316 case ROD: 3393 case ROD:
3317 case HORN: 3394 case HORN:
3318 /* check for skill, alter player status */ 3395 /* check for skill, alter player status */
3396
3397 if (!skop)
3398 {
3399 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;
3401 }
3402
3319 SET_FLAG (op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3320 if (skop)
3321 change_skill (who, skop, 0); 3404 change_skill (who, skop, 0);
3405
3406 if (who->contr)
3407 {
3408 who->contr->ranged_ob = op;
3409
3322 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3323 3411
3324 if (who->type == PLAYER)
3325 {
3326 if (op->type == BOW) 3412 if (op->type == BOW)
3327 { 3413 {
3414 who->current_weapon = op;
3328 (void) change_abil (who, op); 3415 change_abil (who, op);
3329 new_draw_info_format (NDI_UNIQUE, 0, who, 3416 new_draw_info_format (NDI_UNIQUE, 0, who,
3330 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3417 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3331 who->contr->shoottype = range_bow;
3332 }
3333 else
3334 {
3335 who->contr->shoottype = range_misc;
3336 } 3418 }
3337 } 3419 }
3338 else 3420 else
3339 { 3421 {
3340 if (op->type == BOW) 3422 if (op->type == BOW)
3341 SET_FLAG (who, FLAG_READY_BOW); 3423 SET_FLAG (who, FLAG_READY_BOW);
3342 else 3424 else
3343 SET_FLAG (who, FLAG_READY_RANGE); 3425 SET_FLAG (who, FLAG_READY_RANGE);
3344 } 3426 }
3427
3345 break; 3428 break;
3346 3429
3347 case BUILDER: 3430 case BUILDER:
3348 if (who->contr->ranges[range_builder]) 3431 if (who->type == PLAYER)
3432 {
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3349 unapply_special (who, who->contr->ranges[range_builder], 0); 3434 unapply_special (who, who->contr->ranged_ob, 0);
3350 who->contr->shoottype = range_builder; 3435
3351 who->contr->ranges[range_builder] = op;
3352 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3437
3438 who->contr->ranged_ob = op;
3439 }
3353 break; 3440 break;
3354 3441
3355 default: 3442 default:
3356 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3443 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3357 } /* end of switch op->type */ 3444 } /* end of switch op->type */
3358 3445
3359 SET_FLAG (op, FLAG_APPLIED); 3446 SET_FLAG (op, FLAG_APPLIED);
3360 3447
3361 if (tmp != NULL) 3448 if (tmp)
3362 tmp = insert_ob_in_ob (tmp, who); 3449 tmp = insert_ob_in_ob (tmp, who);
3363 3450
3364 who->update_stats (); 3451 who->update_stats ();
3365 3452
3366 /* We exclude spell casting objects. The fire code will set the 3453 /* We exclude spell casting objects. The fire code will set the
3376 { 3463 {
3377 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3464 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3378 SET_FLAG (op, FLAG_KNOWN_CURSED); 3465 SET_FLAG (op, FLAG_KNOWN_CURSED);
3379 } 3466 }
3380 } 3467 }
3468
3381 if (who->type == PLAYER) 3469 if (who->type == PLAYER)
3382 { 3470 {
3383 /* if multiple objects were applied, update both slots */ 3471 /* if multiple objects were applied, update both slots */
3384 if (tmp) 3472 if (tmp)
3385 esrv_send_item (who, tmp); 3473 esrv_send_item (who, tmp);
3474
3386 esrv_send_item (who, op); 3475 esrv_send_item (who, op);
3387 } 3476 }
3477
3388 return 0; 3478 return 0;
3389} 3479}
3390
3391 3480
3392int 3481int
3393monster_apply_special (object *who, object *op, int aflags) 3482monster_apply_special (object *who, object *op, int aflags)
3394{ 3483{
3395 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3554 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3643 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3555 { 3644 {
3556 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3645 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3557 tmp->randomitems = NULL; 3646 tmp->randomitems = NULL;
3558 } 3647 }
3648
3559 // close all containers 3649 // close all containers
3560 else if (tmp->type == CONTAINER) 3650 else if (tmp->type == CONTAINER)
3561 tmp->flag [FLAG_APPLIED] = 0; 3651 tmp->flag [FLAG_APPLIED] = 0;
3562 3652
3563 tmp = above; 3653 tmp = above;
3573 * Handles player eating food that temporarily changes status (resistances, stats). 3663 * Handles player eating food that temporarily changes status (resistances, stats).
3574 * This used to call cast_change_attr(), but 3664 * This used to call cast_change_attr(), but
3575 * that doesn't work with the new spell code. Since we know what 3665 * that doesn't work with the new spell code. Since we know what
3576 * the food changes, just grab a force and use that instead. 3666 * the food changes, just grab a force and use that instead.
3577 */ 3667 */
3578
3579void 3668void
3580eat_special_food (object *who, object *food) 3669eat_special_food (object *who, object *food)
3581{ 3670{
3582 object *force; 3671 object *force;
3583 int i, did_one = 0; 3672 int i, did_one = 0;
3584 sint8 k;
3585 3673
3586 force = get_archetype (FORCE_NAME); 3674 force = get_archetype (FORCE_NAME);
3587 3675
3588 for (i = 0; i < NUM_STATS; i++) 3676 for (i = 0; i < NUM_STATS; i++)
3589 { 3677 if (sint8 k = food->stats.stat (i))
3590 k = get_attr_value (&food->stats, i);
3591 if (k)
3592 { 3678 {
3593 set_attr_value (&force->stats, i, k); 3679 force->stats.stat (i) = k;
3594 did_one = 1; 3680 did_one = 1;
3595 } 3681 }
3596 }
3597 3682
3598 /* check if we can protect the eater */ 3683 /* check if we can protect the eater */
3599 for (i = 0; i < NROFATTACKS; i++) 3684 for (i = 0; i < NROFATTACKS; i++)
3600 { 3685 {
3601 if (food->resist[i] > 0) 3686 if (food->resist[i] > 0)
3762 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3847 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3763 blind_player (op, op, power); 3848 blind_player (op, op, power);
3764 } 3849 }
3765 else if (failure <= -80) 3850 else if (failure <= -80)
3766 { /* blast the immediate area */ 3851 { /* blast the immediate area */
3767 object *tmp;
3768
3769 tmp = get_archetype (LOOSE_MANA); 3852 object *tmp = get_archetype (LOOSE_MANA);
3770 cast_magic_storm (op, tmp, power); 3853 cast_magic_storm (op, tmp, power);
3771 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3772 tmp->destroy (); 3855 tmp->destroy ();
3773 } 3856 }
3774 } 3857 }
3775} 3858}
3776 3859
3796 */ 3879 */
3797 int i, j; 3880 int i, j;
3798 3881
3799 for (i = 0; i < NUM_STATS; i++) 3882 for (i = 0; i < NUM_STATS; i++)
3800 { 3883 {
3801 sint8 stat = get_attr_value (stats, i);
3802 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3884 int race_bonus = pl->arch->clone.stats.stat (i);
3885 sint8 stat = stats->stat (i) + ns->stat (i);
3803 3886
3804 stat += get_attr_value (ns, i);
3805 if (stat > 20 + race_bonus) 3887 if (stat > 20 + race_bonus)
3806 { 3888 {
3807 excess_stat++; 3889 excess_stat++;
3808 stat = 20 + race_bonus; 3890 stat = 20 + race_bonus;
3809 } 3891 }
3810 set_attr_value (stats, i, stat); 3892
3893 stats->stat (i) = stat;
3811 } 3894 }
3812 3895
3813 for (j = 0; excess_stat > 0 && j < 100; j++) 3896 for (j = 0; excess_stat > 0 && j < 100; j++)
3814 { /* try 100 times to assign excess stats */ 3897 { /* try 100 times to assign excess stats */
3815 int i = rndm (0, 6); 3898 int i = rndm (0, 6);
3816 int stat = get_attr_value (stats, i);
3817 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3818 3899
3819 if (i == CHA) 3900 if (i == CHA)
3820 continue; /* exclude cha from this */ 3901 continue; /* exclude cha from this */
3902
3903 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i);
3821 if (stat < 20 + race_bonus) 3905 if (stat < 20 + race_bonus)
3822 { 3906 {
3823 change_attr_value (stats, i, 1); 3907 change_attr_value (stats, i, 1);
3824 excess_stat--; 3908 excess_stat--;
3825 } 3909 }
3828 /* insert the randomitems from the change's treasurelist into 3912 /* insert the randomitems from the change's treasurelist into
3829 * the player ref: player.c 3913 * the player ref: player.c
3830 */ 3914 */
3831 if (change->randomitems != NULL) 3915 if (change->randomitems != NULL)
3832 give_initial_items (pl, change->randomitems); 3916 give_initial_items (pl, change->randomitems);
3833
3834 3917
3835 /* set up the face, for some races. */ 3918 /* set up the face, for some races. */
3836 3919
3837 /* first, look for the force object banning 3920 /* first, look for the force object banning
3838 * changing the face. Certain races never change face with class. 3921 * changing the face. Certain races never change face with class.

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