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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.75 by elmex, Sun Apr 15 19:13:21 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:
2292 } 2296 }
2293 2297
2294 return 0; 2298 return 0;
2295} 2299}
2296 2300
2297
2298/** 2301/**
2299 * Main apply handler. 2302 * Main apply handler.
2300 * 2303 *
2301 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2302 * 2305 *
2309 * being applied. 2312 * being applied.
2310 * 2313 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2313 */ 2316 */
2314
2315int 2317int
2316manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2317{ 2319{
2318 if (tmp->head) 2320 if (tmp->head)
2319 tmp = tmp->head; 2321 tmp = tmp->head;
2357 case EXIT: 2359 case EXIT:
2358 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2359 return 0; 2361 return 0;
2360 2362
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2362 {
2363 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));
2364 }
2365 else 2365 else
2366 { 2366 {
2367 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370 2370
2371 op->enter_exit (tmp); 2371 op->enter_exit (tmp);
2372 } 2372 }
2373
2373 return 1; 2374 return 1;
2374 2375
2375 case SIGN: 2376 case SIGN:
2376 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2377 return 1; 2378 return 1;
2381 { 2382 {
2382 apply_book (op, tmp); 2383 apply_book (op, tmp);
2383 return 1; 2384 return 1;
2384 } 2385 }
2385 else 2386 else
2386 {
2387 return 0; 2387 return 0;
2388 }
2389 2388
2390 case SKILLSCROLL: 2389 case SKILLSCROLL:
2391 if (op->type == PLAYER) 2390 if (op->type == PLAYER)
2392 { 2391 {
2393 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2394 return 1; 2393 return 1;
2395 } 2394 }
2395 else
2396 return 0; 2396 return 0;
2397 2397
2398 case SPELLBOOK: 2398 case SPELLBOOK:
2399 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2400 { 2400 {
2401 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2402 return 1; 2402 return 1;
2403 } 2403 }
2404 else
2404 return 0; 2405 return 0;
2405 2406
2406 case SCROLL: 2407 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2408 return 1; 2409 return 1;
2409 2410
2410 case POTION: 2411 case POTION:
2411 (void) apply_potion (op, tmp); 2412 apply_potion (op, tmp);
2412 return 1; 2413 return 1;
2413 2414
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2416 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2417 case CLOSE_CON:
2449 case LAMP: 2450 case LAMP:
2450 case BUILDER: 2451 case BUILDER:
2451 case SKILL_TOOL: 2452 case SKILL_TOOL:
2452 if (tmp->env != op) 2453 if (tmp->env != op)
2453 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2454 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2455 return 1; 2457 return 1;
2456 2458
2457 case DRINK: 2459 case DRINK:
2458 case FOOD: 2460 case FOOD:
2459 case FLESH: 2461 case FLESH:
2475 } 2477 }
2476 else 2478 else
2477 return 0; 2479 return 0;
2478 2480
2479 case WEAPON_IMPROVER: 2481 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2482 check_improve_weapon (op, tmp);
2481 return 1; 2483 return 1;
2482 2484
2483 case CLOCK: 2485 case CLOCK:
2484 if (op->type == PLAYER) 2486 if (op->type == PLAYER)
2485 { 2487 {
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2494 new_draw_info (NDI_UNIQUE, 0, op, buf); 2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2497 return 1;
2496 } 2498 }
2497 else 2499 else
2498 {
2499 return 0; 2500 return 0;
2500 }
2501 2501
2502 case MENU: 2502 case MENU:
2503 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2504 { 2504 {
2505 shop_listing (tmp, op); 2505 shop_listing (tmp, op);
2506 return 1; 2506 return 1;
2507 } 2507 }
2508 else 2508 else
2509 {
2510 return 0; 2509 return 0;
2511 }
2512 2510
2513 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1; 2513 return 1;
2516 2514
2519 { 2517 {
2520 apply_lighter (op, tmp); 2518 apply_lighter (op, tmp);
2521 return 1; 2519 return 1;
2522 } 2520 }
2523 else 2521 else
2524 {
2525 return 0; 2522 return 0;
2526 }
2527 2523
2528 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2525 apply_item_transformer (op, tmp);
2530 return 1; 2526 return 1;
2531 2527
2584/** 2580/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2586 * 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
2587 * we use the ground. 2583 * we use the ground.
2588 */ 2584 */
2589
2590void 2585void
2591player_apply_below (object *pl) 2586player_apply_below (object *pl)
2592{ 2587{
2593 int floors = 0; 2588 int floors = 0;
2594 2589
2631 * 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.
2632 */ 2627 */
2633static int 2628static int
2634unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2635{ 2630{
2636 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)))
2637 return RESULT_INT (0); 2633 return RESULT_INT (0);
2638 2634
2639 object *tmp2; 2635 object *tmp2;
2640 2636
2641 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
2642 switch (op->type) 2645 switch (op->type)
2643 { 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
2644 case WEAPON: 2661 case WEAPON:
2645 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));
2646 2663
2647 (void) change_abil (who, op); 2664 change_abil (who, op);
2648 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2649 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2665 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2650 clear_skill (who); 2666 clear_skill (who);
2651 break; 2667 break;
2652 2668
2653 case SKILL: /* allows objects to impart skills */
2654 case SKILL_TOOL: 2669 case SKILL:
2655 if (op != who->chosen_skill) 2670 if (op != who->chosen_skill)
2656 {
2657 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)
2658 } 2674 {
2659 if (who->type == PLAYER)
2660 {
2661 if (who->contr->shoottype == range_skill)
2662 who->contr->shoottype = range_none;
2663 if (!op->invisible) 2675 if (!op->invisible)
2664 {
2665 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));
2666 }
2667 else 2677 else
2668 {
2669 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);
2670 } 2679 }
2671 } 2680
2672 (void) change_abil (who, op); 2681 change_abil (who, op);
2673 who->chosen_skill = NULL; 2682 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2683 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2684 break;
2676 2685
2677 case ARMOUR: 2686 case ARMOUR:
2678 case HELMET: 2687 case HELMET:
2683 case AMULET: 2692 case AMULET:
2684 case GIRDLE: 2693 case GIRDLE:
2685 case BRACERS: 2694 case BRACERS:
2686 case CLOAK: 2695 case CLOAK:
2687 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));
2688 (void) change_abil (who, op); 2697 change_abil (who, op);
2689 break; 2698 break;
2699
2690 case LAMP: 2700 case LAMP:
2691 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);
2692 tmp2 = arch_to_object (op->other_arch); 2702 tmp2 = arch_to_object (op->other_arch);
2693 tmp2->x = op->x; 2703 tmp2->x = op->x;
2694 tmp2->y = op->y; 2704 tmp2->y = op->y;
2699 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2709 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2700 2710
2701 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2702 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2712 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2703 2713
2704 if (who->type == PLAYER) 2714 if (who->contr)
2705 esrv_del_item (who->contr, op->count); 2715 esrv_del_item (who->contr, op->count);
2706 2716
2707 op->destroy (); 2717 op->destroy ();
2708 insert_ob_in_ob (tmp2, who); 2718 insert_ob_in_ob (tmp2, who);
2709 who->update_stats (); 2719 who->update_stats ();
2720
2710 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2711 { 2722 {
2712 if (who->type == PLAYER) 2723 if (who->contr)
2713 { 2724 {
2714 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!");
2715 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2716 } 2727 }
2717 } 2728 }
2718 if (who->type == PLAYER) 2729
2730 if (who->contr)
2719 esrv_send_item (who, tmp2); 2731 esrv_send_item (who, tmp2);
2732
2720 return 1; /* otherwise, an attempt to drop causes problems */ 2733 return 1; /* otherwise, an attempt to drop causes problems */
2721 break; 2734
2722 case BOW: 2735 case BOW:
2723 case WAND: 2736 case WAND:
2724 case ROD: 2737 case ROD:
2725 case HORN: 2738 case HORN:
2726 clear_skill (who); 2739 clear_skill (who);
2740
2741 if (who->contr)
2742 {
2727 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));
2728 if (who->type == PLAYER) 2744
2729 { 2745 if (who->contr->ranged_ob == op)
2730 who->contr->shoottype = range_none; 2746 who->contr->ranged_ob = 0;
2747
2748 if (who->current_weapon == op)
2749 who->current_weapon = 0;
2731 } 2750 }
2732 else 2751 else
2733 { 2752 {
2734 if (op->type == BOW) 2753 if (op->type == BOW)
2735 CLEAR_FLAG (who, FLAG_READY_BOW); 2754 CLEAR_FLAG (who, FLAG_READY_BOW);
2736 else 2755 else
2737 CLEAR_FLAG (who, FLAG_READY_RANGE); 2756 CLEAR_FLAG (who, FLAG_READY_RANGE);
2738 } 2757 }
2758
2739 break; 2759 break;
2740 2760
2741 case BUILDER: 2761 case BUILDER:
2762 if (who->contr)
2763 {
2742 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));
2743 who->contr->shoottype = range_none; 2765
2744 who->contr->ranges[range_builder] = NULL; 2766 if (who->contr->ranged_ob == op)
2767 who->contr->ranged_ob = 0;
2768 }
2745 break; 2769 break;
2746 2770
2747 default: 2771 default:
2748 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));
2749 break; 2773 break;
2751 2775
2752 who->update_stats (); 2776 who->update_stats ();
2753 2777
2754 if (!(aflags & AP_NO_MERGE)) 2778 if (!(aflags & AP_NO_MERGE))
2755 { 2779 {
2756 object *tmp;
2757
2758 tmp = merge_ob (op, NULL); 2780 object *tmp = merge_ob (op, 0);
2759 if (who->type == PLAYER) 2781
2782 if (who->contr)
2760 { 2783 {
2761 if (tmp) 2784 if (tmp)
2762 { /* it was merged */ 2785 { /* it was merged */
2763 esrv_del_item (who->contr, op->count); 2786 esrv_del_item (who->contr, op->count);
2764 op = tmp; 2787 op = tmp;
2765 } 2788 }
2766 2789
2767 esrv_send_item (who, op); 2790 esrv_send_item (who, op);
2768 } 2791 }
2769 } 2792 }
2793
2770 return 0; 2794 return 0;
2771} 2795}
2772 2796
2773/** 2797/**
2774 * Returns the object that is using location 'loc'. 2798 * Returns the object that is using location 'loc'.
2775 * Note that 'start' is the first object to start examing - we 2799 * Note that 'start' is the first object to start examing - we
2776 * 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
2777 * something like: 2801 * something like:
2778 * tmp = get_item_from_body_location(who->inv, 1); 2802 * tmp = get_next_item_from_body_location(who->inv, 1);
2779 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2803 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2780 * to find the second object that may use this location, etc. 2804 * to find the second object that may use this location, etc.
2781 * Returns NULL if no match is found. 2805 * Returns NULL if no match is found.
2782 * 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.
2783 * don't return invisible objects unless they are skill objects 2807 * don't return invisible objects unless they are skill objects
2784 * invisible other objects that use 2808 * invisible other objects that use
2785 * up body locations can be used as restrictions. 2809 * up body locations can be used as restrictions.
2786 */ 2810 */
2787object * 2811static object *
2788get_item_from_body_location (object *start, int loc) 2812get_next_item_from_body_location (int loc, object *start)
2789{ 2813{
2790 object *tmp;
2791
2792 if (!start)
2793 return NULL;
2794
2795 for (tmp = start; tmp; tmp = tmp->below) 2814 for (object *tmp = start; tmp; tmp = tmp->below)
2796 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))
2797 return tmp; 2818 return tmp;
2798 2819
2799 return NULL; 2820 return 0;
2800} 2821}
2801
2802
2803 2822
2804/** 2823/**
2805 * '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.
2806 * This should only be called when it is known 2825 * This should only be called when it is known
2807 * that there are objects to unapply. This makes pretty heavy 2826 * that there are objects to unapply. This makes pretty heavy
2813 * another function that does just that. 2832 * another function that does just that.
2814 */ 2833 */
2815int 2834int
2816unapply_for_ob (object *who, object *op, int aflags) 2835unapply_for_ob (object *who, object *op, int aflags)
2817{ 2836{
2818 int i; 2837 if (op->is_range ())
2819 object *tmp = NULL, *last;
2820
2821 /* If we are applying a shield or weapon, unapply any equipped shield
2822 * or weapons first - only allowed to use one weapon/shield at a time.
2823 */
2824 if (op->type == WEAPON || op->type == SHIELD)
2825 {
2826 for (tmp = who->inv; tmp; tmp = tmp->below) 2838 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2827 {
2828 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2829 {
2830 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)))
2831 { 2841 {
2832 if (aflags & AP_PRINT) 2842 if (aflags & AP_PRINT)
2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2834 else 2844 else
2835 unapply_special (who, tmp, aflags); 2845 unapply_special (who, tmp, aflags);
2836 } 2846 }
2837 else 2847 else
2838 { 2848 {
2839 /* 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.
2840 * 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
2841 * at least generate the message. 2851 * at least generate the message.
2842 */ 2852 */
2843 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));
2844 return 1; 2854 return 1;
2845 }
2846
2847 } 2855 }
2848 }
2849 }
2850 2856
2851 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2852 { 2858 {
2853 /* this used up a slot that we need to free */ 2859 /* this used up a slot that we need to free */
2854 if (op->body_info[i]) 2860 if (op->slot[i].info)
2855 { 2861 {
2856 last = who->inv; 2862 object *last = who->inv;
2857 2863
2858 /* 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
2859 * to free up enough slots. 2865 * to free up enough slots.
2860 */ 2866 */
2861 while ((who->body_used[i] + op->body_info[i]) < 0) 2867 while ((who->slot[i].used + op->slot[i].info) < 0)
2862 { 2868 {
2863 tmp = get_item_from_body_location (last, i); 2869 object *tmp = get_next_item_from_body_location (i, last);
2870
2864 if (!tmp) 2871 if (!tmp)
2865 { 2872 {
2866#if 0 2873#if 0
2867 /* 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
2868 * equipped. 2875 * equipped.
2869 */ 2876 */
2870 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);
2871#endif 2878#endif
2872 return 1; 2879 return 1;
2873 } 2880 }
2881
2874 /* 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 */
2875 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))))
2876 { 2884 {
2877 if (aflags & AP_PRINT) 2885 if (aflags & AP_PRINT)
2878 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2886 * 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
2887 * one cursed ring.) 2895 * one cursed ring.)
2888 */ 2896 */
2889 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));
2890 } 2898 }
2899
2891 last = tmp->below; 2900 last = tmp->below;
2892 } 2901 }
2893 /* 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
2894 * return in the !tmp would have kicked in. 2903 * return in the !tmp would have kicked in.
2895 */ 2904 */
2896 } /* if op is using this body location */ 2905 } /* if op is using this body location */
2897 } /* for body lcoations */ 2906 } /* for body lcoations */
2907
2898 return 0; 2908 return 0;
2899} 2909}
2900 2910
2901/** 2911/**
2902 * Checks to see if 'who' can apply object 'op'. 2912 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2913 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2914 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2915 * set, but largely depends on circumstance - in the future, processing
2906 * 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
2907 * 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?)
2908 * 2918 *
2909 * See include/define.h for detailed description of the meaning of 2919 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2920 * these return values.
2911 */ 2921 */
2912int 2922int
2913can_apply_object (object *who, object *op) 2923can_apply_object (object *who, object *op)
2914{ 2924{
2915 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)))
2916 return RESULT_INT (0); 2926 return RESULT_INT (0);
2917 2927
2918 int i, retval = 0; 2928 int retval = 0;
2919 object *tmp = NULL, *ws = NULL; 2929 object *tmp = 0, *ws = 0;
2920 2930
2921 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2931 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 * 2 weapons, but we don't want to let them do that. So if they are
2923 * trying to equip a weapon or shield, see if they already have one
2924 * in place and store that way.
2925 */
2926 if (op->type == WEAPON || op->type == SHIELD)
2927 { 2932 {
2928 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2933 if (op->slot[i].info)
2929 { 2934 {
2930 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)
2931 { 2937 {
2932 retval = CAN_APPLY_UNAPPLY;
2933 ws = tmp;
2934 }
2935 }
2936 }
2937
2938
2939 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2940 {
2941 if (op->body_info[i])
2942 {
2943 /* Item uses more slots than we have */
2944 if (FABS (op->body_info[i]) > who->body_info[i])
2945 {
2946 /* Could return now for efficiently - rest of info below isn' 2938 /* Could return now for efficiency - rest of info below isn't
2947 * really needed. 2939 * really needed.
2948 */ 2940 */
2949 retval |= CAN_APPLY_NEVER; 2941 retval |= CAN_APPLY_NEVER;
2950 } 2942 }
2951 else if ((who->body_used[i] + op->body_info[i]) < 0) 2943 else if (who->slot[i].used + op->slot[i].info < 0)
2952 { 2944 {
2953 /* in this case, equipping this would use more free spots than 2945 /* in this case, equipping this would use more free spots than
2954 * we have. 2946 * we have.
2955 */ 2947 */
2956 object *tmp1;
2957
2958 2948
2959 /* 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
2960 * enough slots to equip the new item, then just set this can 2950 * enough slots to equip the new item, then just set "can
2961 * 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
2962 * shield equipped and try to equip another shield, there is only 2952 * shield equipped and try to equip another shield, there is only
2963 * one choice. However, the check for the number of body locations 2953 * one choice. However, the check for the number of body locations
2964 * does take into the account cases where what is being applied 2954 * does take into the account cases where what is being applied
2965 * may be two handed for example. 2955 * may be two handed for example.
2966 */ 2956 */
2967 if (ws) 2957 if (ws)
2968 { 2958 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2969 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2970 { 2959 {
2971 retval |= CAN_APPLY_UNAPPLY; 2960 retval |= CAN_APPLY_UNAPPLY;
2972 continue; 2961 continue;
2973 } 2962 }
2974 }
2975 2963
2976 tmp1 = get_item_from_body_location (who->inv, i); 2964 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2977 if (!tmp1) 2965 if (!tmp1)
2978 { 2966 {
2979#if 0 2967#if 0
2980 /* 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
2981 * join in with more stuff equipped than they are now allowed. 2969 * join in with more stuff equipped than they are now allowed.
2982 */ 2970 */
2983 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);
2984#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
2985 retval |= CAN_APPLY_NEVER; 2975 retval |= CAN_APPLY_NEVER;
2986 } 2976 }
2987 else 2977 else
2988 { 2978 {
2989 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
2990 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
2991 * to apply multiple objects 2981 * to apply multiple objects
2992 */ 2982 */
2993 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
2984
2994 if (!tmp) 2985 if (!tmp)
2995 tmp = tmp1; 2986 tmp = tmp1;
2996 else if (tmp != tmp1) 2987 else if (tmp != tmp1)
2997 {
2998 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
2999 } 2989
3000 /* 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
3001 * 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
3002 * the slots, the player then has a choice. 2992 * the slots, the player then has a choice.
3003 */ 2993 */
3004 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)
3005 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2996 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3006 2997
3007 /* Does unequippint 'tmp1' free up enough slots for this to be 2998 /* Does unequippint 'tmp1' free up enough slots for this to be
3008 * equipped? If not, there must be something else to unapply. 2999 * equipped? If not, there must be something else to unapply.
3009 */ 3000 */
3010 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)
3011 retval |= CAN_APPLY_UNAPPLY_MULT; 3002 retval |= CAN_APPLY_UNAPPLY_MULT;
3012
3013 } 3003 }
3014 } /* if not enough free slots */ 3004 } /* if not enough free slots */
3015 } /* if this object uses location i */ 3005 } /* if this object uses location i */
3016 } /* for i -> num_body_locations loop */ 3006 } /* for i -> num_body_locations loop */
3017 3007
3022 * 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
3023 * all use the same location. 3013 * all use the same location.
3024 */ 3014 */
3025 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3015 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3026 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3017
3027 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3018 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3028 retval |= CAN_APPLY_RESTRICTION; 3019 retval |= CAN_APPLY_RESTRICTION;
3029 3020
3030
3031 if (who->type != PLAYER) 3021 if (who->type != PLAYER)
3032 { 3022 {
3033 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))
3034 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3035 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3026 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3036 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3037 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3029 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3038 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3031
3039 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3032 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3040 retval |= CAN_APPLY_RESTRICTION; 3033 retval |= CAN_APPLY_RESTRICTION;
3041 } 3034 }
3035
3042 return retval; 3036 return retval;
3043} 3037}
3044
3045
3046 3038
3047/** 3039/**
3048 * 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.
3049 * 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,
3050 * 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
3069int 3061int
3070apply_special (object *who, object *op, int aflags) 3062apply_special (object *who, object *op, int aflags)
3071{ 3063{
3072 int basic_flag = aflags & AP_BASIC_FLAGS; 3064 int basic_flag = aflags & AP_BASIC_FLAGS;
3073 object *tmp, *tmp2, *skop = NULL; 3065 object *tmp, *tmp2, *skop = NULL;
3074 int i;
3075 3066
3076 if (who == NULL) 3067 if (who == NULL)
3077 { 3068 {
3078 LOG (llevError, "apply_special() from object without environment.\n"); 3069 LOG (llevError, "apply_special() from object without environment.\n");
3079 return 1; 3070 return 1;
3089 if (basic_flag == AP_APPLY) 3080 if (basic_flag == AP_APPLY)
3090 return 0; 3081 return 0;
3091 3082
3092 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)))
3093 { 3084 {
3094 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));
3095 return 1; 3086 return 1;
3096 } 3087 }
3088
3097 return unapply_special (who, op, aflags); 3089 return unapply_special (who, op, aflags);
3098 } 3090 }
3099 3091
3100 if (basic_flag == AP_UNAPPLY) 3092 if (basic_flag == AP_UNAPPLY)
3101 return 0; 3093 return 0;
3102 3094
3103 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 }
3104 3103
3105 /* 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 */
3106 if (i) 3105 if (int i = can_apply_object (who, op))
3107 { 3106 {
3108 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3109 { 3108 {
3110 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));
3111 return 1; 3110 return 1;
3113 else if (i & CAN_APPLY_RESTRICTION) 3112 else if (i & CAN_APPLY_RESTRICTION)
3114 { 3113 {
3115 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));
3116 return 1; 3115 return 1;
3117 } 3116 }
3117
3118 if (who->type != PLAYER) 3118 if (who->type != PLAYER)
3119 { 3119 {
3120 /* Some error, so don't try to equip something more */ 3120 /* Some error, so don't try to equip something more */
3121 if (unapply_for_ob (who, op, aflags)) 3121 if (unapply_for_ob (who, op, aflags))
3122 return 1; 3122 return 1;
3128 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:");
3129 unapply_for_ob (who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3130 return 1;
3131 } 3131 }
3132 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))
3133 {
3134 i = unapply_for_ob (who, op, aflags); 3133 if (unapply_for_ob (who, op, aflags))
3135 if (i)
3136 return 1; 3134 return 1;
3137 }
3138 } 3135 }
3139 } 3136 }
3140 3137
3141 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3142 { 3139 {
3143 skop = find_skill_by_name (who, op->skill); 3140 skop = find_skill_by_name (who, op->skill);
3141
3144 if (!skop) 3142 if (!skop)
3145 { 3143 {
3146 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);
3147 return 1; 3145 return 1;
3148 } 3146 }
3149 else 3147 else
3150 {
3151 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3153 */ 3150 */
3154 change_skill (who, skop, 0); 3151 change_skill (who, skop, 0);
3155 }
3156 } 3152 }
3157 3153
3154 if (who->type == PLAYER
3155 && op->item_power
3158 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)
3159 { 3157 {
3160 new_draw_info (NDI_UNIQUE, 0, who, 3158 new_draw_info (NDI_UNIQUE, 0, who,
3161 "Equipping that combined with other items would consume your soul! " 3159 "Equipping that combined with other items would consume your soul! "
3162 "[use the skills command to check your available item power]"); 3160 "[use the skills command to check your available item power]");
3163 return 1; 3161 return 1;
3164 } 3162 }
3165 3163
3166
3167 /* 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.
3168 * Note that we don't have the checks for can_use_... 3165 * Note that we don't have the checks for can_use_...
3169 * below - that is already taken care of by can_apply_object. 3166 * below - that is already taken care of by can_apply_object.
3170 */ 3167 */
3171
3172 if (op->nrof > 1) 3168 if (op->nrof > 1)
3173 tmp = get_split_ob (op, op->nrof - 1); 3169 tmp = get_split_ob (op, op->nrof - 1);
3174 else 3170 else
3175 tmp = NULL; 3171 tmp = 0;
3176 3172
3177 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)))
3178 return RESULT_INT (0); 3174 return RESULT_INT (0);
3179 3175
3180 switch (op->type) 3176 switch (op->type)
3181 { 3177 {
3182 case WEAPON: 3178 case WEAPON:
3183 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3184 { 3180 {
3185 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"
3186 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3183
3187 if (tmp != NULL) 3184 if (tmp)
3188 (void) insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3186
3189 return 1; 3187 return 1;
3190 } 3188 }
3191 3189
3192 //TODO: this obviously fails for players using a shiorter prefix 3190 //TODO: this obviously fails for players using a shorter prefix
3193 // i.e. "R" can use Ragnarok's swors. 3191 // i.e. "R" can use Ragnarok's sword.
3194 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3195 { 3193 {
3196 /* 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. */
3197 /* (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) */
3198 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.");
3201 insert_ob_in_ob (tmp, who); 3199 insert_ob_in_ob (tmp, who);
3202 3200
3203 return 1; 3201 return 1;
3204 } 3202 }
3205 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
3206 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3207
3208 if (skop)
3209 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
3210 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3211 SET_FLAG (who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3212 3218
3213 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));
3214 3220
3215 (void) change_abil (who, op); 3221 change_abil (who, op);
3216 break; 3222 break;
3217 3223
3218 case ARMOUR: 3224 case ARMOUR:
3219 case HELMET: 3225 case HELMET:
3220 case SHIELD: 3226 case SHIELD:
3225 case CLOAK: 3231 case CLOAK:
3226 case RING: 3232 case RING:
3227 case AMULET: 3233 case AMULET:
3228 SET_FLAG (op, FLAG_APPLIED); 3234 SET_FLAG (op, FLAG_APPLIED);
3229 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));
3230 (void) change_abil (who, op); 3236 change_abil (who, op);
3231 break; 3237 break;
3238
3232 case LAMP: 3239 case LAMP:
3233 if (op->stats.food < 1) 3240 if (op->stats.food < 1)
3234 { 3241 {
3235 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);
3236 return 1; 3243 return 1;
3237 } 3244 }
3245
3238 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);
3239 tmp2 = arch_to_object (op->other_arch); 3247 tmp2 = arch_to_object (op->other_arch);
3240 tmp2->stats.food = op->stats.food; 3248 tmp2->stats.food = op->stats.food;
3241 SET_FLAG (tmp2, FLAG_APPLIED); 3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3242 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3243 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3244 insert_ob_in_ob (tmp2, who); 3254 insert_ob_in_ob (tmp2, who);
3245 3255
3246 /* Remove the old lantern */ 3256 /* Remove the old lantern */
3247 if (who->type == PLAYER) 3257 if (who->type == PLAYER)
3248 esrv_del_item (who->contr, op->count); 3258 esrv_del_item (who->contr, op->count);
3249 3259
3250 op->destroy (); 3260 op->destroy ();
3251 3261
3252 /* insert the portion that was split off */ 3262 /* insert the portion that was split off */
3253 if (tmp != NULL) 3263 if (tmp)
3254 { 3264 {
3255 (void) insert_ob_in_ob (tmp, who); 3265 insert_ob_in_ob (tmp, who);
3256 if (who->type == PLAYER) 3266 if (who->type == PLAYER)
3257 esrv_send_item (who, tmp); 3267 esrv_send_item (who, tmp);
3258 } 3268 }
3269
3259 who->update_stats (); 3270 who->update_stats ();
3271
3260 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3261 {
3262 if (who->type == PLAYER) 3273 if (who->type == PLAYER)
3263 { 3274 {
3264 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!");
3265 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3266 } 3277 }
3267 } 3278
3268 if (who->type == PLAYER) 3279 if (who->type == PLAYER)
3269 esrv_send_item (who, tmp2); 3280 esrv_send_item (who, tmp2);
3281
3270 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);
3271 break; 3290 break;
3272 3291
3273 /* this part is needed for skill-tools */
3274 case SKILL: 3292 case SKILL:
3275 case SKILL_TOOL:
3276 if (who->chosen_skill) 3293 if (who->chosen_skill)
3277 { 3294 {
3278 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3279 return 1; 3296 return 1;
3280 } 3297 }
3281 if (who->type == PLAYER) 3298
3299 if (player *pl = who->contr)
3300 {
3301 if (IS_COMBAT_SKILL (op->subtype))
3282 { 3302 {
3283 who->contr->shoottype = range_skill; 3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3284 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
3285 if (!op->invisible) 3355 if (!op->invisible)
3286 { 3356 {
3287 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));
3288 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);
3289 } 3359 }
3290 else 3360 else
3291 {
3292 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);
3293 } 3362 }
3294 } 3363
3295 SET_FLAG (op, FLAG_APPLIED); 3364 SET_FLAG (op, FLAG_APPLIED);
3296 (void) change_abil (who, op); 3365 change_abil (who, op);
3297 who->chosen_skill = op; 3366 who->chosen_skill = op;
3298 SET_FLAG (who, FLAG_READY_SKILL); 3367 SET_FLAG (who, FLAG_READY_SKILL);
3299 break; 3368 break;
3300 3369
3301 case BOW: 3370 case BOW:
3302 if (!check_weapon_power (who, op->last_eat)) 3371 if (!check_weapon_power (who, op->last_eat))
3303 { 3372 {
3304 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.");
3305 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
3306 if (tmp != NULL) 3376 if (tmp)
3307 (void) insert_ob_in_ob (tmp, who); 3377 insert_ob_in_ob (tmp, who);
3378
3308 return 1; 3379 return 1;
3309 } 3380 }
3381
3310 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3311 { 3383 {
3312 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.");
3313 if (tmp != NULL) 3385 if (tmp)
3314 (void) insert_ob_in_ob (tmp, who); 3386 insert_ob_in_ob (tmp, who);
3387
3315 return 1; 3388 return 1;
3316 } 3389 }
3390
3317 /*FALLTHROUGH*/ case WAND: 3391 /*FALLTHROUGH*/
3392 case WAND:
3318 case ROD: 3393 case ROD:
3319 case HORN: 3394 case HORN:
3320 /* 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
3321 SET_FLAG (op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3322 if (skop)
3323 change_skill (who, skop, 0); 3404 change_skill (who, skop, 0);
3405
3406 if (who->contr)
3407 {
3408 who->contr->ranged_ob = op;
3409
3324 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));
3325 3411
3326 if (who->type == PLAYER)
3327 {
3328 if (op->type == BOW) 3412 if (op->type == BOW)
3329 { 3413 {
3414 who->current_weapon = op;
3330 (void) change_abil (who, op); 3415 change_abil (who, op);
3331 new_draw_info_format (NDI_UNIQUE, 0, who, 3416 new_draw_info_format (NDI_UNIQUE, 0, who,
3332 "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));
3333 who->contr->shoottype = range_bow;
3334 }
3335 else
3336 {
3337 who->contr->shoottype = range_misc;
3338 } 3418 }
3339 } 3419 }
3340 else 3420 else
3341 { 3421 {
3342 if (op->type == BOW) 3422 if (op->type == BOW)
3343 SET_FLAG (who, FLAG_READY_BOW); 3423 SET_FLAG (who, FLAG_READY_BOW);
3344 else 3424 else
3345 SET_FLAG (who, FLAG_READY_RANGE); 3425 SET_FLAG (who, FLAG_READY_RANGE);
3346 } 3426 }
3427
3347 break; 3428 break;
3348 3429
3349 case BUILDER: 3430 case BUILDER:
3350 if (who->contr->ranges[range_builder]) 3431 if (who->type == PLAYER)
3432 {
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3351 unapply_special (who, who->contr->ranges[range_builder], 0); 3434 unapply_special (who, who->contr->ranged_ob, 0);
3352 who->contr->shoottype = range_builder; 3435
3353 who->contr->ranges[range_builder] = op;
3354 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 }
3355 break; 3440 break;
3356 3441
3357 default: 3442 default:
3358 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));
3359 } /* end of switch op->type */ 3444 } /* end of switch op->type */
3360 3445
3361 SET_FLAG (op, FLAG_APPLIED); 3446 SET_FLAG (op, FLAG_APPLIED);
3362 3447
3363 if (tmp != NULL) 3448 if (tmp)
3364 tmp = insert_ob_in_ob (tmp, who); 3449 tmp = insert_ob_in_ob (tmp, who);
3365 3450
3366 who->update_stats (); 3451 who->update_stats ();
3367 3452
3368 /* We exclude spell casting objects. The fire code will set the 3453 /* We exclude spell casting objects. The fire code will set the
3378 { 3463 {
3379 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!");
3380 SET_FLAG (op, FLAG_KNOWN_CURSED); 3465 SET_FLAG (op, FLAG_KNOWN_CURSED);
3381 } 3466 }
3382 } 3467 }
3468
3383 if (who->type == PLAYER) 3469 if (who->type == PLAYER)
3384 { 3470 {
3385 /* if multiple objects were applied, update both slots */ 3471 /* if multiple objects were applied, update both slots */
3386 if (tmp) 3472 if (tmp)
3387 esrv_send_item (who, tmp); 3473 esrv_send_item (who, tmp);
3474
3388 esrv_send_item (who, op); 3475 esrv_send_item (who, op);
3389 } 3476 }
3477
3390 return 0; 3478 return 0;
3391} 3479}
3392
3393 3480
3394int 3481int
3395monster_apply_special (object *who, object *op, int aflags) 3482monster_apply_special (object *who, object *op, int aflags)
3396{ 3483{
3397 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3556 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3643 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3557 { 3644 {
3558 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3645 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3559 tmp->randomitems = NULL; 3646 tmp->randomitems = NULL;
3560 } 3647 }
3648
3561 // close all containers 3649 // close all containers
3562 else if (tmp->type == CONTAINER) 3650 else if (tmp->type == CONTAINER)
3563 tmp->flag [FLAG_APPLIED] = 0; 3651 tmp->flag [FLAG_APPLIED] = 0;
3564 3652
3565 tmp = above; 3653 tmp = above;
3575 * Handles player eating food that temporarily changes status (resistances, stats). 3663 * Handles player eating food that temporarily changes status (resistances, stats).
3576 * This used to call cast_change_attr(), but 3664 * This used to call cast_change_attr(), but
3577 * 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
3578 * the food changes, just grab a force and use that instead. 3666 * the food changes, just grab a force and use that instead.
3579 */ 3667 */
3580
3581void 3668void
3582eat_special_food (object *who, object *food) 3669eat_special_food (object *who, object *food)
3583{ 3670{
3584 object *force; 3671 object *force;
3585 int i, did_one = 0; 3672 int i, did_one = 0;
3586 sint8 k;
3587 3673
3588 force = get_archetype (FORCE_NAME); 3674 force = get_archetype (FORCE_NAME);
3589 3675
3590 for (i = 0; i < NUM_STATS; i++) 3676 for (i = 0; i < NUM_STATS; i++)
3591 { 3677 if (sint8 k = food->stats.stat (i))
3592 k = get_attr_value (&food->stats, i);
3593 if (k)
3594 { 3678 {
3595 set_attr_value (&force->stats, i, k); 3679 force->stats.stat (i) = k;
3596 did_one = 1; 3680 did_one = 1;
3597 } 3681 }
3598 }
3599 3682
3600 /* check if we can protect the eater */ 3683 /* check if we can protect the eater */
3601 for (i = 0; i < NROFATTACKS; i++) 3684 for (i = 0; i < NROFATTACKS; i++)
3602 { 3685 {
3603 if (food->resist[i] > 0) 3686 if (food->resist[i] > 0)
3764 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!");
3765 blind_player (op, op, power); 3848 blind_player (op, op, power);
3766 } 3849 }
3767 else if (failure <= -80) 3850 else if (failure <= -80)
3768 { /* blast the immediate area */ 3851 { /* blast the immediate area */
3769 object *tmp;
3770
3771 tmp = get_archetype (LOOSE_MANA); 3852 object *tmp = get_archetype (LOOSE_MANA);
3772 cast_magic_storm (op, tmp, power); 3853 cast_magic_storm (op, tmp, power);
3773 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3774 tmp->destroy (); 3855 tmp->destroy ();
3775 } 3856 }
3776 } 3857 }
3777} 3858}
3778 3859
3798 */ 3879 */
3799 int i, j; 3880 int i, j;
3800 3881
3801 for (i = 0; i < NUM_STATS; i++) 3882 for (i = 0; i < NUM_STATS; i++)
3802 { 3883 {
3803 sint8 stat = get_attr_value (stats, i);
3804 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);
3805 3886
3806 stat += get_attr_value (ns, i);
3807 if (stat > 20 + race_bonus) 3887 if (stat > 20 + race_bonus)
3808 { 3888 {
3809 excess_stat++; 3889 excess_stat++;
3810 stat = 20 + race_bonus; 3890 stat = 20 + race_bonus;
3811 } 3891 }
3812 set_attr_value (stats, i, stat); 3892
3893 stats->stat (i) = stat;
3813 } 3894 }
3814 3895
3815 for (j = 0; excess_stat > 0 && j < 100; j++) 3896 for (j = 0; excess_stat > 0 && j < 100; j++)
3816 { /* try 100 times to assign excess stats */ 3897 { /* try 100 times to assign excess stats */
3817 int i = rndm (0, 6); 3898 int i = rndm (0, 6);
3818 int stat = get_attr_value (stats, i);
3819 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3820 3899
3821 if (i == CHA) 3900 if (i == CHA)
3822 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);
3823 if (stat < 20 + race_bonus) 3905 if (stat < 20 + race_bonus)
3824 { 3906 {
3825 change_attr_value (stats, i, 1); 3907 change_attr_value (stats, i, 1);
3826 excess_stat--; 3908 excess_stat--;
3827 } 3909 }
3830 /* insert the randomitems from the change's treasurelist into 3912 /* insert the randomitems from the change's treasurelist into
3831 * the player ref: player.c 3913 * the player ref: player.c
3832 */ 3914 */
3833 if (change->randomitems != NULL) 3915 if (change->randomitems != NULL)
3834 give_initial_items (pl, change->randomitems); 3916 give_initial_items (pl, change->randomitems);
3835
3836 3917
3837 /* set up the face, for some races. */ 3918 /* set up the face, for some races. */
3838 3919
3839 /* first, look for the force object banning 3920 /* first, look for the force object banning
3840 * 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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