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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.78 by root, Mon Apr 30 05:54:14 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);
1338 1338
1339 /* 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
1340 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1342 */ 1342 */
1343 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1345 /* 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); */
1346 } 1346 }
1347 goto leave; 1347 goto leave;
1348 1348
1349 case SPINNER: 1349 case SPINNER:
2296 } 2296 }
2297 2297
2298 return 0; 2298 return 0;
2299} 2299}
2300 2300
2301
2302/** 2301/**
2303 * Main apply handler. 2302 * Main apply handler.
2304 * 2303 *
2305 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2306 * 2305 *
2313 * being applied. 2312 * being applied.
2314 * 2313 *
2315 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2316 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2317 */ 2316 */
2318
2319int 2317int
2320manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2321{ 2319{
2322 if (tmp->head) 2320 if (tmp->head)
2323 tmp = tmp->head; 2321 tmp = tmp->head;
2361 case EXIT: 2359 case EXIT:
2362 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2363 return 0; 2361 return 0;
2364 2362
2365 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2366 {
2367 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));
2368 }
2369 else 2365 else
2370 { 2366 {
2371 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2372 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2373 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2374 2370
2375 op->enter_exit (tmp); 2371 op->enter_exit (tmp);
2376 } 2372 }
2373
2377 return 1; 2374 return 1;
2378 2375
2379 case SIGN: 2376 case SIGN:
2380 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2381 return 1; 2378 return 1;
2385 { 2382 {
2386 apply_book (op, tmp); 2383 apply_book (op, tmp);
2387 return 1; 2384 return 1;
2388 } 2385 }
2389 else 2386 else
2390 {
2391 return 0; 2387 return 0;
2392 }
2393 2388
2394 case SKILLSCROLL: 2389 case SKILLSCROLL:
2395 if (op->type == PLAYER) 2390 if (op->type == PLAYER)
2396 { 2391 {
2397 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2398 return 1; 2393 return 1;
2399 } 2394 }
2395 else
2400 return 0; 2396 return 0;
2401 2397
2402 case SPELLBOOK: 2398 case SPELLBOOK:
2403 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2404 { 2400 {
2405 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2406 return 1; 2402 return 1;
2407 } 2403 }
2404 else
2408 return 0; 2405 return 0;
2409 2406
2410 case SCROLL: 2407 case SCROLL:
2411 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2412 return 1; 2409 return 1;
2413 2410
2414 case POTION: 2411 case POTION:
2415 (void) apply_potion (op, tmp); 2412 apply_potion (op, tmp);
2416 return 1; 2413 return 1;
2417 2414
2418 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2419 //TODO: remove, as it is unsed? 2416 //TODO: remove, as it is unsed?
2420 case CLOSE_CON: 2417 case CLOSE_CON:
2453 case LAMP: 2450 case LAMP:
2454 case BUILDER: 2451 case BUILDER:
2455 case SKILL_TOOL: 2452 case SKILL_TOOL:
2456 if (tmp->env != op) 2453 if (tmp->env != op)
2457 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2458 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2459 return 1; 2457 return 1;
2460 2458
2461 case DRINK: 2459 case DRINK:
2462 case FOOD: 2460 case FOOD:
2463 case FLESH: 2461 case FLESH:
2479 } 2477 }
2480 else 2478 else
2481 return 0; 2479 return 0;
2482 2480
2483 case WEAPON_IMPROVER: 2481 case WEAPON_IMPROVER:
2484 (void) check_improve_weapon (op, tmp); 2482 check_improve_weapon (op, tmp);
2485 return 1; 2483 return 1;
2486 2484
2487 case CLOCK: 2485 case CLOCK:
2488 if (op->type == PLAYER) 2486 if (op->type == PLAYER)
2489 { 2487 {
2497 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2498 new_draw_info (NDI_UNIQUE, 0, op, buf); 2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2499 return 1; 2497 return 1;
2500 } 2498 }
2501 else 2499 else
2502 {
2503 return 0; 2500 return 0;
2504 }
2505 2501
2506 case MENU: 2502 case MENU:
2507 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2508 { 2504 {
2509 shop_listing (tmp, op); 2505 shop_listing (tmp, op);
2510 return 1; 2506 return 1;
2511 } 2507 }
2512 else 2508 else
2513 {
2514 return 0; 2509 return 0;
2515 }
2516 2510
2517 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2518 apply_power_crystal (op, tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2519 return 1; 2513 return 1;
2520 2514
2523 { 2517 {
2524 apply_lighter (op, tmp); 2518 apply_lighter (op, tmp);
2525 return 1; 2519 return 1;
2526 } 2520 }
2527 else 2521 else
2528 {
2529 return 0; 2522 return 0;
2530 }
2531 2523
2532 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2533 apply_item_transformer (op, tmp); 2525 apply_item_transformer (op, tmp);
2534 return 1; 2526 return 1;
2535 2527
2588/** 2580/**
2589 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2590 * 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
2591 * we use the ground. 2583 * we use the ground.
2592 */ 2584 */
2593
2594void 2585void
2595player_apply_below (object *pl) 2586player_apply_below (object *pl)
2596{ 2587{
2597 int floors = 0; 2588 int floors = 0;
2598 2589
2635 * 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.
2636 */ 2627 */
2637static int 2628static int
2638unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2639{ 2630{
2640 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)))
2641 return RESULT_INT (0); 2633 return RESULT_INT (0);
2642 2634
2643 object *tmp2; 2635 object *tmp2;
2644 2636
2645 CLEAR_FLAG (op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2646 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
2647 switch (op->type) 2645 switch (op->type)
2648 { 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
2649 case WEAPON: 2661 case WEAPON:
2650 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));
2651 2663
2652 (void) change_abil (who, op); 2664 change_abil (who, op);
2653 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2654 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2665 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2655 clear_skill (who); 2666 clear_skill (who);
2656 break; 2667 break;
2657 2668
2658 case SKILL: /* allows objects to impart skills */
2659 case SKILL_TOOL: 2669 case SKILL:
2660 if (op != who->chosen_skill) 2670 if (op != who->chosen_skill)
2661 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");
2662 2672
2663 if (who->type == PLAYER) 2673 if (who->contr)
2664 {
2665 if (who->contr->ranged_ob == op)
2666 { 2674 {
2667 who->contr->ranged_skill = 0;
2668 who->contr->ranged_ob = 0;
2669 }
2670
2671 if (!op->invisible) 2675 if (!op->invisible)
2672 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));
2673 else 2677 else
2674 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);
2675 } 2679 }
2688 case AMULET: 2692 case AMULET:
2689 case GIRDLE: 2693 case GIRDLE:
2690 case BRACERS: 2694 case BRACERS:
2691 case CLOAK: 2695 case CLOAK:
2692 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));
2693 (void) change_abil (who, op); 2697 change_abil (who, op);
2694 break; 2698 break;
2699
2695 case LAMP: 2700 case LAMP:
2696 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);
2697 tmp2 = arch_to_object (op->other_arch); 2702 tmp2 = arch_to_object (op->other_arch);
2698 tmp2->x = op->x; 2703 tmp2->x = op->x;
2699 tmp2->y = op->y; 2704 tmp2->y = op->y;
2704 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2709 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2705 2710
2706 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2707 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2712 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2708 2713
2709 if (who->type == PLAYER) 2714 if (who->contr)
2710 esrv_del_item (who->contr, op->count); 2715 esrv_del_item (who->contr, op->count);
2711 2716
2712 op->destroy (); 2717 op->destroy ();
2713 insert_ob_in_ob (tmp2, who); 2718 insert_ob_in_ob (tmp2, who);
2714 who->update_stats (); 2719 who->update_stats ();
2720
2715 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2716 { 2722 {
2717 if (who->type == PLAYER) 2723 if (who->contr)
2718 { 2724 {
2719 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!");
2720 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2721 } 2727 }
2722 } 2728 }
2723 if (who->type == PLAYER) 2729
2730 if (who->contr)
2724 esrv_send_item (who, tmp2); 2731 esrv_send_item (who, tmp2);
2732
2725 return 1; /* otherwise, an attempt to drop causes problems */ 2733 return 1; /* otherwise, an attempt to drop causes problems */
2726 break;
2727 2734
2728 case BOW: 2735 case BOW:
2729 case WAND: 2736 case WAND:
2730 case ROD: 2737 case ROD:
2731 case HORN: 2738 case HORN:
2732 clear_skill (who); 2739 clear_skill (who);
2733 if (who->type == PLAYER) 2740
2741 if (who->contr)
2734 { 2742 {
2735 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));
2736 2744
2737 who->contr->ranged_skill = 0; 2745 if (who->contr->ranged_ob == op)
2738 who->contr->ranged_ob = 0; 2746 who->contr->ranged_ob = 0;
2747
2748 if (who->current_weapon == op)
2749 who->current_weapon = 0;
2739 } 2750 }
2740 else 2751 else
2741 { 2752 {
2742 if (op->type == BOW) 2753 if (op->type == BOW)
2743 CLEAR_FLAG (who, FLAG_READY_BOW); 2754 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 } 2757 }
2747 2758
2748 break; 2759 break;
2749 2760
2750 case BUILDER: 2761 case BUILDER:
2751 if (who->type == PLAYER) 2762 if (who->contr)
2752 { 2763 {
2753 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));
2754 2765
2755 who->contr->ranged_skill = 0; 2766 if (who->contr->ranged_ob == op)
2756 who->contr->ranged_ob = 0; 2767 who->contr->ranged_ob = 0;
2757 } 2768 }
2758 break; 2769 break;
2759 2770
2760 default: 2771 default:
2761 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));
2764 2775
2765 who->update_stats (); 2776 who->update_stats ();
2766 2777
2767 if (!(aflags & AP_NO_MERGE)) 2778 if (!(aflags & AP_NO_MERGE))
2768 { 2779 {
2769 object *tmp;
2770
2771 tmp = merge_ob (op, NULL); 2780 object *tmp = merge_ob (op, 0);
2772 if (who->type == PLAYER) 2781
2782 if (who->contr)
2773 { 2783 {
2774 if (tmp) 2784 if (tmp)
2775 { /* it was merged */ 2785 { /* it was merged */
2776 esrv_del_item (who->contr, op->count); 2786 esrv_del_item (who->contr, op->count);
2777 op = tmp; 2787 op = tmp;
2778 } 2788 }
2779 2789
2780 esrv_send_item (who, op); 2790 esrv_send_item (who, op);
2781 } 2791 }
2782 } 2792 }
2793
2783 return 0; 2794 return 0;
2784} 2795}
2785 2796
2786/** 2797/**
2787 * Returns the object that is using location 'loc'. 2798 * Returns the object that is using location 'loc'.
2788 * Note that 'start' is the first object to start examing - we 2799 * Note that 'start' is the first object to start examing - we
2789 * 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
2790 * something like: 2801 * something like:
2791 * tmp = get_item_from_body_location(who->inv, 1); 2802 * tmp = get_next_item_from_body_location(who->inv, 1);
2792 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2803 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2793 * to find the second object that may use this location, etc. 2804 * to find the second object that may use this location, etc.
2794 * Returns NULL if no match is found. 2805 * Returns NULL if no match is found.
2795 * 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.
2796 * don't return invisible objects unless they are skill objects 2807 * don't return invisible objects unless they are skill objects
2797 * invisible other objects that use 2808 * invisible other objects that use
2798 * up body locations can be used as restrictions. 2809 * up body locations can be used as restrictions.
2799 */ 2810 */
2800object * 2811static object *
2801get_item_from_body_location (object *start, int loc) 2812get_next_item_from_body_location (int loc, object *start)
2802{ 2813{
2803 object *tmp;
2804
2805 if (!start)
2806 return NULL;
2807
2808 for (tmp = start; tmp; tmp = tmp->below) 2814 for (object *tmp = start; tmp; tmp = tmp->below)
2809 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))
2810 return tmp; 2818 return tmp;
2811 2819
2812 return NULL; 2820 return 0;
2813} 2821}
2814
2815
2816 2822
2817/** 2823/**
2818 * '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.
2819 * This should only be called when it is known 2825 * This should only be called when it is known
2820 * that there are objects to unapply. This makes pretty heavy 2826 * that there are objects to unapply. This makes pretty heavy
2826 * another function that does just that. 2832 * another function that does just that.
2827 */ 2833 */
2828int 2834int
2829unapply_for_ob (object *who, object *op, int aflags) 2835unapply_for_ob (object *who, object *op, int aflags)
2830{ 2836{
2831 int i; 2837 if (op->is_range ())
2832 object *tmp = NULL, *last;
2833
2834 /* If we are applying a shield or weapon, unapply any equipped shield
2835 * or weapons first - only allowed to use one weapon/shield at a time.
2836 */
2837 if (op->type == WEAPON || op->type == SHIELD)
2838 {
2839 for (tmp = who->inv; tmp; tmp = tmp->below) 2838 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2840 {
2841 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2842 {
2843 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)))
2844 { 2841 {
2845 if (aflags & AP_PRINT) 2842 if (aflags & AP_PRINT)
2846 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2847 else 2844 else
2848 unapply_special (who, tmp, aflags); 2845 unapply_special (who, tmp, aflags);
2849 } 2846 }
2850 else 2847 else
2851 { 2848 {
2852 /* 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.
2853 * 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
2854 * at least generate the message. 2851 * at least generate the message.
2855 */ 2852 */
2856 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));
2857 return 1; 2854 return 1;
2858 }
2859
2860 } 2855 }
2861 }
2862 }
2863 2856
2864 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2865 { 2858 {
2866 /* this used up a slot that we need to free */ 2859 /* this used up a slot that we need to free */
2867 if (op->body_info[i]) 2860 if (op->slot[i].info)
2868 { 2861 {
2869 last = who->inv; 2862 object *last = who->inv;
2870 2863
2871 /* 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
2872 * to free up enough slots. 2865 * to free up enough slots.
2873 */ 2866 */
2874 while ((who->body_used[i] + op->body_info[i]) < 0) 2867 while ((who->slot[i].used + op->slot[i].info) < 0)
2875 { 2868 {
2876 tmp = get_item_from_body_location (last, i); 2869 object *tmp = get_next_item_from_body_location (i, last);
2870
2877 if (!tmp) 2871 if (!tmp)
2878 { 2872 {
2879#if 0 2873#if 0
2880 /* 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
2881 * equipped. 2875 * equipped.
2882 */ 2876 */
2883 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);
2884#endif 2878#endif
2885 return 1; 2879 return 1;
2886 } 2880 }
2881
2887 /* 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 */
2888 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))))
2889 { 2884 {
2890 if (aflags & AP_PRINT) 2885 if (aflags & AP_PRINT)
2891 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2899 * 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
2900 * one cursed ring.) 2895 * one cursed ring.)
2901 */ 2896 */
2902 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));
2903 } 2898 }
2899
2904 last = tmp->below; 2900 last = tmp->below;
2905 } 2901 }
2906 /* 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
2907 * return in the !tmp would have kicked in. 2903 * return in the !tmp would have kicked in.
2908 */ 2904 */
2909 } /* if op is using this body location */ 2905 } /* if op is using this body location */
2910 } /* for body lcoations */ 2906 } /* for body lcoations */
2907
2911 return 0; 2908 return 0;
2912} 2909}
2913 2910
2914/** 2911/**
2915 * Checks to see if 'who' can apply object 'op'. 2912 * Checks to see if 'who' can apply object 'op'.
2916 * Returns 0 if apply can be done without anything special. 2913 * Returns 0 if apply can be done without anything special.
2917 * Otherwise returns a bitmask - potentially several of these may be 2914 * Otherwise returns a bitmask - potentially several of these may be
2918 * set, but largely depends on circumstance - in the future, processing 2915 * set, but largely depends on circumstance - in the future, processing
2919 * 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
2920 * 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?)
2921 * 2918 *
2922 * See include/define.h for detailed description of the meaning of 2919 * See include/define.h for detailed description of the meaning of
2923 * these return values. 2920 * these return values.
2924 */ 2921 */
2925int 2922int
2929 return RESULT_INT (0); 2926 return RESULT_INT (0);
2930 2927
2931 int retval = 0; 2928 int retval = 0;
2932 object *tmp = 0, *ws = 0; 2929 object *tmp = 0, *ws = 0;
2933 2930
2934 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2935 * 2 weapons, but we don't want to let them do that. So if they are
2936 * trying to equip a weapon or shield, see if they already have one
2937 * in place and store that way.
2938 */
2939 if (op->type == WEAPON || op->type == BOW || op->type == SHIELD)
2940 {
2941 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2942 {
2943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2944 {
2945 retval = CAN_APPLY_UNAPPLY;
2946 ws = tmp;
2947 }
2948 }
2949 }
2950
2951 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2931 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2952 { 2932 {
2953 if (op->body_info[i]) 2933 if (op->slot[i].info)
2954 { 2934 {
2955 /* Item uses more slots than we have */ 2935 /* Item uses more slots than we have */
2956 if (abs (op->body_info[i]) > who->body_info[i]) 2936 if (who->slot[i].info + op->slot [i].info < 0)
2957 { 2937 {
2958 /* Could return now for efficiency - rest of info below isn't 2938 /* Could return now for efficiency - rest of info below isn't
2959 * really needed. 2939 * really needed.
2960 */ 2940 */
2961 retval |= CAN_APPLY_NEVER; 2941 retval |= CAN_APPLY_NEVER;
2962 } 2942 }
2963 else if ((who->body_used[i] + op->body_info[i]) < 0) 2943 else if (who->slot[i].used + op->slot[i].info < 0)
2964 { 2944 {
2965 /* in this case, equipping this would use more free spots than 2945 /* in this case, equipping this would use more free spots than
2966 * we have. 2946 * we have.
2967 */ 2947 */
2968 2948
2969 /* 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
2970 * enough slots to equip the new item, then just set this can 2950 * enough slots to equip the new item, then just set "can
2971 * 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
2972 * shield equipped and try to equip another shield, there is only 2952 * shield equipped and try to equip another shield, there is only
2973 * one choice. However, the check for the number of body locations 2953 * one choice. However, the check for the number of body locations
2974 * does take into the account cases where what is being applied 2954 * does take into the account cases where what is being applied
2975 * may be two handed for example. 2955 * may be two handed for example.
2976 */ 2956 */
2977 if (ws) 2957 if (ws)
2978 { 2958 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2979 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2980 { 2959 {
2981 retval |= CAN_APPLY_UNAPPLY; 2960 retval |= CAN_APPLY_UNAPPLY;
2982 continue; 2961 continue;
2983 } 2962 }
2984 }
2985 2963
2986 object *tmp1 = get_item_from_body_location (who->inv, i); 2964 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2987 if (!tmp1) 2965 if (!tmp1)
2988 { 2966 {
2989#if 0 2967#if 0
2990 /* 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
2991 * join in with more stuff equipped than they are now allowed. 2969 * join in with more stuff equipped than they are now allowed.
2992 */ 2970 */
2993 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);
2994#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
2995 retval |= CAN_APPLY_NEVER; 2975 retval |= CAN_APPLY_NEVER;
2996 } 2976 }
2997 else 2977 else
2998 { 2978 {
2999 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
3000 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
3001 * to apply multiple objects 2981 * to apply multiple objects
3002 */ 2982 */
3003 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
2984
3004 if (!tmp) 2985 if (!tmp)
3005 tmp = tmp1; 2986 tmp = tmp1;
3006 else if (tmp != tmp1) 2987 else if (tmp != tmp1)
3007 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
3008 2989
3009 /* 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
3010 * 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
3011 * the slots, the player then has a choice. 2992 * the slots, the player then has a choice.
3012 */ 2993 */
3013 if ((who->body_used[i] - tmp1->body_info[i] != who->body_info[i]) 2994 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3014 && abs (op->body_info[i]) < who->body_info[i]) 2995 && abs (op->slot[i].info) < who->slot[i].info)
3015 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2996 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3016 2997
3017 /* Does unequippint 'tmp1' free up enough slots for this to be 2998 /* Does unequippint 'tmp1' free up enough slots for this to be
3018 * equipped? If not, there must be something else to unapply. 2999 * equipped? If not, there must be something else to unapply.
3019 */ 3000 */
3020 if (who->body_used[i] + op->body_info[i] < tmp1->body_info[i]) 3001 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3021 retval |= CAN_APPLY_UNAPPLY_MULT; 3002 retval |= CAN_APPLY_UNAPPLY_MULT;
3022 } 3003 }
3023 } /* if not enough free slots */ 3004 } /* if not enough free slots */
3024 } /* if this object uses location i */ 3005 } /* if this object uses location i */
3025 } /* for i -> num_body_locations loop */ 3006 } /* for i -> num_body_locations loop */
3099 if (basic_flag == AP_APPLY) 3080 if (basic_flag == AP_APPLY)
3100 return 0; 3081 return 0;
3101 3082
3102 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)))
3103 { 3084 {
3104 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));
3105 return 1; 3086 return 1;
3106 } 3087 }
3107 3088
3108 return unapply_special (who, op, aflags); 3089 return unapply_special (who, op, aflags);
3109 } 3090 }
3110 3091
3111 if (basic_flag == AP_UNAPPLY) 3092 if (basic_flag == AP_UNAPPLY)
3112 return 0; 3093 return 0;
3094
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 }
3113 3103
3114 /* 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 */
3115 if (int i = can_apply_object (who, op)) 3105 if (int i = can_apply_object (who, op))
3116 { 3106 {
3117 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3138 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:");
3139 unapply_for_ob (who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3140 return 1; 3130 return 1;
3141 } 3131 }
3142 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))
3143 {
3144 if (unapply_for_ob (who, op, aflags)) 3133 if (unapply_for_ob (who, op, aflags))
3145 return 1; 3134 return 1;
3146 }
3147 } 3135 }
3148 } 3136 }
3149 3137
3150 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3151 { 3139 {
3188 switch (op->type) 3176 switch (op->type)
3189 { 3177 {
3190 case WEAPON: 3178 case WEAPON:
3191 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3192 { 3180 {
3193 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"
3194 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3183
3195 if (tmp) 3184 if (tmp)
3196 insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3186
3197 return 1; 3187 return 1;
3198 } 3188 }
3199 3189
3200 //TODO: this obviously fails for players using a shiorter prefix 3190 //TODO: this obviously fails for players using a shorter prefix
3201 // i.e. "R" can use Ragnarok's sword. 3191 // i.e. "R" can use Ragnarok's sword.
3202 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3203 { 3193 {
3204 /* 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. */
3205 /* (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) */
3209 insert_ob_in_ob (tmp, who); 3199 insert_ob_in_ob (tmp, who);
3210 3200
3211 return 1; 3201 return 1;
3212 } 3202 }
3213 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
3214 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3215
3216 if (!skop)
3217 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3218 else//TODO
3219 change_skill (who, skop, 1); 3211 change_skill (who, skop, 1);
3220 3212
3221 if (who->type == PLAYER) 3213 if (who->contr)
3222 who->contr->set_skill (skop, op); 3214 who->change_weapon (who->contr->combat_ob = op);
3223 3215
3224 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3225 SET_FLAG (who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3226 3218
3227 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));
3276 } 3268 }
3277 3269
3278 who->update_stats (); 3270 who->update_stats ();
3279 3271
3280 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3281 {
3282 if (who->type == PLAYER) 3273 if (who->type == PLAYER)
3283 { 3274 {
3284 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!");
3285 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3286 } 3277 }
3287 }
3288 3278
3289 if (who->type == PLAYER) 3279 if (who->type == PLAYER)
3290 esrv_send_item (who, tmp2); 3280 esrv_send_item (who, tmp2);
3291 3281
3292 return 0; 3282 return 0;
3293 3283
3294 /* this part is needed for skill-tools */ 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);
3290 break;
3291
3295 case SKILL: 3292 case SKILL:
3296 case SKILL_TOOL:
3297 if (who->chosen_skill) 3293 if (who->chosen_skill)
3298 { 3294 {
3299 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3300 return 1; 3296 return 1;
3301 } 3297 }
3302 3298
3303 if (who->type == PLAYER) 3299 if (player *pl = who->contr)
3300 {
3301 if (IS_COMBAT_SKILL (op->subtype))
3304 { 3302 {
3305 who->contr->set_skill (op); 3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
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 }
3306 3354
3307 if (!op->invisible) 3355 if (!op->invisible)
3308 { 3356 {
3309 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));
3310 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);
3311 } 3359 }
3312 else 3360 else
3313 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);
3314 } 3362 }
3315 3363
3316 if (who->type == PLAYER)
3317 who->contr->set_skill (op, 0);
3318
3319 SET_FLAG (op, FLAG_APPLIED); 3364 SET_FLAG (op, FLAG_APPLIED);
3320 change_abil (who, op); 3365 change_abil (who, op);
3321 who->chosen_skill = op; 3366 who->chosen_skill = op;
3322 SET_FLAG (who, FLAG_READY_SKILL); 3367 SET_FLAG (who, FLAG_READY_SKILL);
3323 break; 3368 break;
3324 3369
3325 case BOW: 3370 case BOW:
3326 if (!check_weapon_power (who, op->last_eat)) 3371 if (!check_weapon_power (who, op->last_eat))
3327 { 3372 {
3328 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.");
3329 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!.");
3330 3375
3331 if (tmp) 3376 if (tmp)
3332 insert_ob_in_ob (tmp, who); 3377 insert_ob_in_ob (tmp, who);
3333 3378
3335 } 3380 }
3336 3381
3337 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3338 { 3383 {
3339 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.");
3340 if (tmp != NULL) 3385 if (tmp)
3341 insert_ob_in_ob (tmp, who); 3386 insert_ob_in_ob (tmp, who);
3342 3387
3343 return 1; 3388 return 1;
3344 } 3389 }
3345 3390
3346 /*FALLTHROUGH*/ 3391 /*FALLTHROUGH*/
3347 case WAND: 3392 case WAND:
3348 case ROD: 3393 case ROD:
3349 case HORN: 3394 case HORN:
3350 /* 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
3351 SET_FLAG (op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3352
3353 if (!skop)
3354 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3355 else//TODO
3356 change_skill (who, skop, 0); 3404 change_skill (who, skop, 0);
3357 3405
3358 if (who->type == PLAYER) 3406 if (who->contr)
3359 { 3407 {
3360 who->contr->set_skill (skop, op); 3408 who->contr->ranged_ob = op;
3361 3409
3362 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));
3363 3411
3364 if (op->type == BOW) 3412 if (op->type == BOW)
3365 { 3413 {
3414 who->current_weapon = op;
3366 change_abil (who, op); 3415 change_abil (who, op);
3367 new_draw_info_format (NDI_UNIQUE, 0, who, 3416 new_draw_info_format (NDI_UNIQUE, 0, who,
3368 "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));
3369 } 3418 }
3370 } 3419 }
3384 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3385 unapply_special (who, who->contr->ranged_ob, 0); 3434 unapply_special (who, who->contr->ranged_ob, 0);
3386 3435
3387 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));
3388 3437
3389 who->contr->ranged_skill = who;
3390 who->contr->ranged_ob = op; 3438 who->contr->ranged_ob = op;
3391 } 3439 }
3392 break; 3440 break;
3393 3441
3394 default: 3442 default:
3395 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));
3396 } /* end of switch op->type */ 3444 } /* end of switch op->type */
3397 3445
3398 SET_FLAG (op, FLAG_APPLIED); 3446 SET_FLAG (op, FLAG_APPLIED);
3399 3447
3400 if (tmp != NULL) 3448 if (tmp)
3401 tmp = insert_ob_in_ob (tmp, who); 3449 tmp = insert_ob_in_ob (tmp, who);
3402 3450
3403 who->update_stats (); 3451 who->update_stats ();
3404 3452
3405 /* We exclude spell casting objects. The fire code will set the 3453 /* We exclude spell casting objects. The fire code will set the
3615 * Handles player eating food that temporarily changes status (resistances, stats). 3663 * Handles player eating food that temporarily changes status (resistances, stats).
3616 * This used to call cast_change_attr(), but 3664 * This used to call cast_change_attr(), but
3617 * 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
3618 * the food changes, just grab a force and use that instead. 3666 * the food changes, just grab a force and use that instead.
3619 */ 3667 */
3620
3621void 3668void
3622eat_special_food (object *who, object *food) 3669eat_special_food (object *who, object *food)
3623{ 3670{
3624 object *force; 3671 object *force;
3625 int i, did_one = 0; 3672 int i, did_one = 0;
3626 sint8 k;
3627 3673
3628 force = get_archetype (FORCE_NAME); 3674 force = get_archetype (FORCE_NAME);
3629 3675
3630 for (i = 0; i < NUM_STATS; i++) 3676 for (i = 0; i < NUM_STATS; i++)
3631 { 3677 if (sint8 k = food->stats.stat (i))
3632 k = get_attr_value (&food->stats, i);
3633 if (k)
3634 { 3678 {
3635 set_attr_value (&force->stats, i, k); 3679 force->stats.stat (i) = k;
3636 did_one = 1; 3680 did_one = 1;
3637 } 3681 }
3638 }
3639 3682
3640 /* check if we can protect the eater */ 3683 /* check if we can protect the eater */
3641 for (i = 0; i < NROFATTACKS; i++) 3684 for (i = 0; i < NROFATTACKS; i++)
3642 { 3685 {
3643 if (food->resist[i] > 0) 3686 if (food->resist[i] > 0)
3804 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!");
3805 blind_player (op, op, power); 3848 blind_player (op, op, power);
3806 } 3849 }
3807 else if (failure <= -80) 3850 else if (failure <= -80)
3808 { /* blast the immediate area */ 3851 { /* blast the immediate area */
3809 object *tmp;
3810
3811 tmp = get_archetype (LOOSE_MANA); 3852 object *tmp = get_archetype (LOOSE_MANA);
3812 cast_magic_storm (op, tmp, power); 3853 cast_magic_storm (op, tmp, power);
3813 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3814 tmp->destroy (); 3855 tmp->destroy ();
3815 } 3856 }
3816 } 3857 }
3817} 3858}
3818 3859
3838 */ 3879 */
3839 int i, j; 3880 int i, j;
3840 3881
3841 for (i = 0; i < NUM_STATS; i++) 3882 for (i = 0; i < NUM_STATS; i++)
3842 { 3883 {
3843 sint8 stat = get_attr_value (stats, i);
3844 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);
3845 3886
3846 stat += get_attr_value (ns, i);
3847 if (stat > 20 + race_bonus) 3887 if (stat > 20 + race_bonus)
3848 { 3888 {
3849 excess_stat++; 3889 excess_stat++;
3850 stat = 20 + race_bonus; 3890 stat = 20 + race_bonus;
3851 } 3891 }
3852 set_attr_value (stats, i, stat); 3892
3893 stats->stat (i) = stat;
3853 } 3894 }
3854 3895
3855 for (j = 0; excess_stat > 0 && j < 100; j++) 3896 for (j = 0; excess_stat > 0 && j < 100; j++)
3856 { /* try 100 times to assign excess stats */ 3897 { /* try 100 times to assign excess stats */
3857 int i = rndm (0, 6); 3898 int i = rndm (0, 6);
3858 int stat = get_attr_value (stats, i);
3859 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3860 3899
3861 if (i == CHA) 3900 if (i == CHA)
3862 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);
3863 if (stat < 20 + race_bonus) 3905 if (stat < 20 + race_bonus)
3864 { 3906 {
3865 change_attr_value (stats, i, 1); 3907 change_attr_value (stats, i, 1);
3866 excess_stat--; 3908 excess_stat--;
3867 } 3909 }
3870 /* insert the randomitems from the change's treasurelist into 3912 /* insert the randomitems from the change's treasurelist into
3871 * the player ref: player.c 3913 * the player ref: player.c
3872 */ 3914 */
3873 if (change->randomitems != NULL) 3915 if (change->randomitems != NULL)
3874 give_initial_items (pl, change->randomitems); 3916 give_initial_items (pl, change->randomitems);
3875
3876 3917
3877 /* set up the face, for some races. */ 3918 /* set up the face, for some races. */
3878 3919
3879 /* first, look for the force object banning 3920 /* first, look for the force object banning
3880 * 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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