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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.80 by root, Thu May 3 04:50:27 2007 UTC vs.
Revision 1.97 by root, Tue May 15 19:07:15 2007 UTC

232 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
233 233
234 if (depl) 234 if (depl)
235 { 235 {
236 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
237 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
239 239
240 depl->destroy (); 240 depl->destroy ();
241 op->update_stats (); 241 op->update_stats ();
242 } 242 }
374 force->stats.food *= 10; 374 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 } 378 }
379
379 force->speed_left = -1; 380 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 384 change_abil (op, force);
1337 1338
1338 /* 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
1339 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1340 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1341 */ 1342 */
1342 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1343 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1344 /* 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); */
1345 } 1346 }
1346 goto leave; 1347 goto leave;
1347 1348
1348 case SPINNER: 1349 case SPINNER:
2358 case EXIT: 2359 case EXIT:
2359 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2360 return 0; 2361 return 0;
2361 2362
2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2363 {
2364 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));
2365 }
2366 else 2365 else
2367 { 2366 {
2368 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2369 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2370 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2371 2370
2372 op->enter_exit (tmp); 2371 op->enter_exit (tmp);
2373 } 2372 }
2373
2374 return 1; 2374 return 1;
2375 2375
2376 case SIGN: 2376 case SIGN:
2377 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2378 return 1; 2378 return 1;
2382 { 2382 {
2383 apply_book (op, tmp); 2383 apply_book (op, tmp);
2384 return 1; 2384 return 1;
2385 } 2385 }
2386 else 2386 else
2387 {
2388 return 0; 2387 return 0;
2389 }
2390 2388
2391 case SKILLSCROLL: 2389 case SKILLSCROLL:
2392 if (op->type == PLAYER) 2390 if (op->type == PLAYER)
2393 { 2391 {
2394 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2395 return 1; 2393 return 1;
2396 } 2394 }
2395 else
2397 return 0; 2396 return 0;
2398 2397
2399 case SPELLBOOK: 2398 case SPELLBOOK:
2400 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2401 { 2400 {
2402 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2403 return 1; 2402 return 1;
2404 } 2403 }
2404 else
2405 return 0; 2405 return 0;
2406 2406
2407 case SCROLL: 2407 case SCROLL:
2408 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2409 return 1; 2409 return 1;
2410 2410
2411 case POTION: 2411 case POTION:
2412 (void) apply_potion (op, tmp); 2412 apply_potion (op, tmp);
2413 return 1; 2413 return 1;
2414 2414
2415 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed? 2416 //TODO: remove, as it is unsed?
2417 case CLOSE_CON: 2417 case CLOSE_CON:
2477 } 2477 }
2478 else 2478 else
2479 return 0; 2479 return 0;
2480 2480
2481 case WEAPON_IMPROVER: 2481 case WEAPON_IMPROVER:
2482 (void) check_improve_weapon (op, tmp); 2482 check_improve_weapon (op, tmp);
2483 return 1; 2483 return 1;
2484 2484
2485 case CLOCK: 2485 case CLOCK:
2486 if (op->type == PLAYER) 2486 if (op->type == PLAYER)
2487 { 2487 {
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2496 new_draw_info (NDI_UNIQUE, 0, op, buf); 2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2497 return 1;
2498 } 2498 }
2499 else 2499 else
2500 {
2501 return 0; 2500 return 0;
2502 }
2503 2501
2504 case MENU: 2502 case MENU:
2505 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2506 { 2504 {
2507 shop_listing (tmp, op); 2505 shop_listing (tmp, op);
2508 return 1; 2506 return 1;
2509 } 2507 }
2510 else 2508 else
2511 {
2512 return 0; 2509 return 0;
2513 }
2514 2510
2515 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2516 apply_power_crystal (op, tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2517 return 1; 2513 return 1;
2518 2514
2521 { 2517 {
2522 apply_lighter (op, tmp); 2518 apply_lighter (op, tmp);
2523 return 1; 2519 return 1;
2524 } 2520 }
2525 else 2521 else
2526 {
2527 return 0; 2522 return 0;
2528 }
2529 2523
2530 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2531 apply_item_transformer (op, tmp); 2525 apply_item_transformer (op, tmp);
2532 return 1; 2526 return 1;
2533 2527
2586/** 2580/**
2587 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2588 * 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
2589 * we use the ground. 2583 * we use the ground.
2590 */ 2584 */
2591
2592void 2585void
2593player_apply_below (object *pl) 2586player_apply_below (object *pl)
2594{ 2587{
2595 int floors = 0; 2588 int floors = 0;
2596 2589
2633 * 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.
2634 */ 2627 */
2635static int 2628static int
2636unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2637{ 2630{
2638 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)))
2639 return RESULT_INT (0); 2633 return RESULT_INT (0);
2640 2634
2641 object *tmp2; 2635 object *tmp2;
2642 2636
2643 CLEAR_FLAG (op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2644 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
2645 switch (op->type) 2645 switch (op->type)
2646 { 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
2647 case WEAPON: 2661 case WEAPON:
2648 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));
2649 2663
2650 change_abil (who, op); 2664 change_abil (who, op);
2651 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2665 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2652
2653 if (who->contr)
2654 {
2655 if (who->contr->combat_ob == op)
2656 who->contr->combat_ob = 0;
2657
2658 if (who->current_weapon == op)
2659 who->current_weapon = 0;
2660 }
2661
2662 clear_skill (who); 2666 clear_skill (who);
2663 break; 2667 break;
2664 2668
2665 case SKILL: /* allows objects to impart skills */
2666 case SKILL_TOOL: 2669 case SKILL:
2667 if (op != who->chosen_skill) 2670 if (op != who->chosen_skill)
2668 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");
2669 2672
2670 if (who->contr) 2673 if (who->contr)
2671 { 2674 {
2772 2775
2773 who->update_stats (); 2776 who->update_stats ();
2774 2777
2775 if (!(aflags & AP_NO_MERGE)) 2778 if (!(aflags & AP_NO_MERGE))
2776 { 2779 {
2777 object *tmp;
2778
2779 tmp = merge_ob (op, NULL); 2780 object *tmp = merge_ob (op, 0);
2780 2781
2781 if (who->contr) 2782 if (who->contr)
2782 { 2783 {
2783 if (tmp) 2784 if (tmp)
2784 { /* it was merged */ 2785 { /* it was merged */
2796/** 2797/**
2797 * Returns the object that is using location 'loc'. 2798 * Returns the object that is using location 'loc'.
2798 * Note that 'start' is the first object to start examing - we 2799 * Note that 'start' is the first object to start examing - we
2799 * 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
2800 * something like: 2801 * something like:
2801 * tmp = get_item_from_body_location(who->inv, 1); 2802 * tmp = get_next_item_from_body_location(who->inv, 1);
2802 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2803 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2803 * to find the second object that may use this location, etc. 2804 * to find the second object that may use this location, etc.
2804 * Returns NULL if no match is found. 2805 * Returns NULL if no match is found.
2805 * 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.
2806 * don't return invisible objects unless they are skill objects 2807 * don't return invisible objects unless they are skill objects
2807 * invisible other objects that use 2808 * invisible other objects that use
2808 * up body locations can be used as restrictions. 2809 * up body locations can be used as restrictions.
2809 */ 2810 */
2810object * 2811static object *
2811get_item_from_body_location (object *start, int loc) 2812get_next_item_from_body_location (int loc, object *start)
2812{ 2813{
2813 object *tmp;
2814
2815 if (!start)
2816 return NULL;
2817
2818 for (tmp = start; tmp; tmp = tmp->below) 2814 for (object *tmp = start; tmp; tmp = tmp->below)
2819 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))
2820 return tmp; 2818 return tmp;
2821 2819
2822 return NULL; 2820 return 0;
2823} 2821}
2824
2825
2826 2822
2827/** 2823/**
2828 * '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.
2829 * This should only be called when it is known 2825 * This should only be called when it is known
2830 * that there are objects to unapply. This makes pretty heavy 2826 * that there are objects to unapply. This makes pretty heavy
2836 * another function that does just that. 2832 * another function that does just that.
2837 */ 2833 */
2838int 2834int
2839unapply_for_ob (object *who, object *op, int aflags) 2835unapply_for_ob (object *who, object *op, int aflags)
2840{ 2836{
2841 int i; 2837 if (op->is_range ())
2842 object *tmp = NULL, *last;
2843
2844 /* If we are applying a shield or weapon, unapply any equipped shield
2845 * or weapons first - only allowed to use one weapon/shield at a time.
2846 */
2847 if (op->type == WEAPON || op->type == SHIELD)
2848 {
2849 for (tmp = who->inv; tmp; tmp = tmp->below) 2838 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2850 {
2851 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2852 {
2853 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)))
2854 { 2841 {
2855 if (aflags & AP_PRINT) 2842 if (aflags & AP_PRINT)
2856 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2857 else 2844 else
2858 unapply_special (who, tmp, aflags); 2845 unapply_special (who, tmp, aflags);
2859 } 2846 }
2860 else 2847 else
2861 { 2848 {
2862 /* 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.
2863 * 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
2864 * at least generate the message. 2851 * at least generate the message.
2865 */ 2852 */
2866 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));
2867 return 1; 2854 return 1;
2868 }
2869
2870 } 2855 }
2871 }
2872 }
2873 2856
2874 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2875 { 2858 {
2876 /* this used up a slot that we need to free */ 2859 /* this used up a slot that we need to free */
2877 if (op->body_info[i]) 2860 if (op->slot[i].info)
2878 { 2861 {
2879 last = who->inv; 2862 object *last = who->inv;
2880 2863
2881 /* 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
2882 * to free up enough slots. 2865 * to free up enough slots.
2883 */ 2866 */
2884 while ((who->body_used[i] + op->body_info[i]) < 0) 2867 while ((who->slot[i].used + op->slot[i].info) < 0)
2885 { 2868 {
2886 tmp = get_item_from_body_location (last, i); 2869 object *tmp = get_next_item_from_body_location (i, last);
2870
2887 if (!tmp) 2871 if (!tmp)
2888 { 2872 {
2889#if 0 2873#if 0
2890 /* 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
2891 * equipped. 2875 * equipped.
2892 */ 2876 */
2893 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);
2894#endif 2878#endif
2895 return 1; 2879 return 1;
2896 } 2880 }
2881
2897 /* 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 */
2898 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))))
2899 { 2884 {
2900 if (aflags & AP_PRINT) 2885 if (aflags & AP_PRINT)
2901 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2909 * 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
2910 * one cursed ring.) 2895 * one cursed ring.)
2911 */ 2896 */
2912 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));
2913 } 2898 }
2899
2914 last = tmp->below; 2900 last = tmp->below;
2915 } 2901 }
2916 /* 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
2917 * return in the !tmp would have kicked in. 2903 * return in the !tmp would have kicked in.
2918 */ 2904 */
2919 } /* if op is using this body location */ 2905 } /* if op is using this body location */
2920 } /* for body lcoations */ 2906 } /* for body lcoations */
2907
2921 return 0; 2908 return 0;
2922} 2909}
2923 2910
2924/** 2911/**
2925 * Checks to see if 'who' can apply object 'op'. 2912 * Checks to see if 'who' can apply object 'op'.
2926 * Returns 0 if apply can be done without anything special. 2913 * Returns 0 if apply can be done without anything special.
2927 * Otherwise returns a bitmask - potentially several of these may be 2914 * Otherwise returns a bitmask - potentially several of these may be
2928 * set, but largely depends on circumstance - in the future, processing 2915 * set, but largely depends on circumstance - in the future, processing
2929 * 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
2930 * 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?)
2931 * 2918 *
2932 * See include/define.h for detailed description of the meaning of 2919 * See include/define.h for detailed description of the meaning of
2933 * these return values. 2920 * these return values.
2934 */ 2921 */
2935int 2922int
2939 return RESULT_INT (0); 2926 return RESULT_INT (0);
2940 2927
2941 int retval = 0; 2928 int retval = 0;
2942 object *tmp = 0, *ws = 0; 2929 object *tmp = 0, *ws = 0;
2943 2930
2944 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2945 * 2 weapons, but we don't want to let them do that. So if they are
2946 * trying to equip a weapon or shield, see if they already have one
2947 * in place and store that way.
2948 */
2949 if (op->type == WEAPON || op->type == BOW || op->type == SHIELD)
2950 {
2951 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2952 {
2953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2954 {
2955 retval = CAN_APPLY_UNAPPLY;
2956 ws = tmp;
2957 }
2958 }
2959 }
2960
2961 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2931 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2962 { 2932 {
2963 if (op->body_info[i]) 2933 if (op->slot[i].info)
2964 { 2934 {
2965 /* Item uses more slots than we have */ 2935 /* Item uses more slots than we have */
2966 if (abs (op->body_info[i]) > who->body_info[i]) 2936 if (who->slot[i].info + op->slot [i].info < 0)
2967 { 2937 {
2968 /* Could return now for efficiency - rest of info below isn't 2938 /* Could return now for efficiency - rest of info below isn't
2969 * really needed. 2939 * really needed.
2970 */ 2940 */
2971 retval |= CAN_APPLY_NEVER; 2941 retval |= CAN_APPLY_NEVER;
2972 } 2942 }
2973 else if ((who->body_used[i] + op->body_info[i]) < 0) 2943 else if (who->slot[i].used + op->slot[i].info < 0)
2974 { 2944 {
2975 /* in this case, equipping this would use more free spots than 2945 /* in this case, equipping this would use more free spots than
2976 * we have. 2946 * we have.
2977 */ 2947 */
2978 2948
2979 /* 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
2980 * enough slots to equip the new item, then just set this can 2950 * enough slots to equip the new item, then just set "can
2981 * 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
2982 * shield equipped and try to equip another shield, there is only 2952 * shield equipped and try to equip another shield, there is only
2983 * one choice. However, the check for the number of body locations 2953 * one choice. However, the check for the number of body locations
2984 * does take into the account cases where what is being applied 2954 * does take into the account cases where what is being applied
2985 * may be two handed for example. 2955 * may be two handed for example.
2986 */ 2956 */
2987 if (ws) 2957 if (ws)
2988 { 2958 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2989 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2990 { 2959 {
2991 retval |= CAN_APPLY_UNAPPLY; 2960 retval |= CAN_APPLY_UNAPPLY;
2992 continue; 2961 continue;
2993 } 2962 }
2994 }
2995 2963
2996 object *tmp1 = get_item_from_body_location (who->inv, i); 2964 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2997 if (!tmp1) 2965 if (!tmp1)
2998 { 2966 {
2999#if 0 2967#if 0
3000 /* 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
3001 * join in with more stuff equipped than they are now allowed. 2969 * join in with more stuff equipped than they are now allowed.
3002 */ 2970 */
3003 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);
3004#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
3005 retval |= CAN_APPLY_NEVER; 2975 retval |= CAN_APPLY_NEVER;
3006 } 2976 }
3007 else 2977 else
3008 { 2978 {
3009 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
3010 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
3011 * to apply multiple objects 2981 * to apply multiple objects
3012 */ 2982 */
3013 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
2984
3014 if (!tmp) 2985 if (!tmp)
3015 tmp = tmp1; 2986 tmp = tmp1;
3016 else if (tmp != tmp1) 2987 else if (tmp != tmp1)
3017 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
3018 2989
3019 /* 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
3020 * 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
3021 * the slots, the player then has a choice. 2992 * the slots, the player then has a choice.
3022 */ 2993 */
3023 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)
3024 && abs (op->body_info[i]) < who->body_info[i]) 2995 && abs (op->slot[i].info) < who->slot[i].info)
3025 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2996 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3026 2997
3027 /* Does unequippint 'tmp1' free up enough slots for this to be 2998 /* Does unequippint 'tmp1' free up enough slots for this to be
3028 * equipped? If not, there must be something else to unapply. 2999 * equipped? If not, there must be something else to unapply.
3029 */ 3000 */
3030 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)
3031 retval |= CAN_APPLY_UNAPPLY_MULT; 3002 retval |= CAN_APPLY_UNAPPLY_MULT;
3032 } 3003 }
3033 } /* if not enough free slots */ 3004 } /* if not enough free slots */
3034 } /* if this object uses location i */ 3005 } /* if this object uses location i */
3035 } /* for i -> num_body_locations loop */ 3006 } /* for i -> num_body_locations loop */
3109 if (basic_flag == AP_APPLY) 3080 if (basic_flag == AP_APPLY)
3110 return 0; 3081 return 0;
3111 3082
3112 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)))
3113 { 3084 {
3114 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));
3115 return 1; 3086 return 1;
3116 } 3087 }
3117 3088
3118 return unapply_special (who, op, aflags); 3089 return unapply_special (who, op, aflags);
3119 } 3090 }
3120 3091
3121 if (basic_flag == AP_UNAPPLY) 3092 if (basic_flag == AP_UNAPPLY)
3122 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 }
3123 3103
3124 /* 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 */
3125 if (int i = can_apply_object (who, op)) 3105 if (int i = can_apply_object (who, op))
3126 { 3106 {
3127 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3148 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:");
3149 unapply_for_ob (who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3150 return 1; 3130 return 1;
3151 } 3131 }
3152 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))
3153 {
3154 if (unapply_for_ob (who, op, aflags)) 3133 if (unapply_for_ob (who, op, aflags))
3155 return 1; 3134 return 1;
3156 }
3157 } 3135 }
3158 } 3136 }
3159 3137
3160 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3161 { 3139 {
3198 switch (op->type) 3176 switch (op->type)
3199 { 3177 {
3200 case WEAPON: 3178 case WEAPON:
3201 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3202 { 3180 {
3203 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"
3204 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3205 3183
3206 if (tmp) 3184 if (tmp)
3207 insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3208 3186
3209 return 1; 3187 return 1;
3231 3209
3232 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3233 change_skill (who, skop, 1); 3211 change_skill (who, skop, 1);
3234 3212
3235 if (who->contr) 3213 if (who->contr)
3236 {
3237 who->contr->combat_ob = op; 3214 who->change_weapon (who->contr->combat_ob = op);
3238 who->current_weapon = op;
3239 }
3240 3215
3241 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3242 SET_FLAG (who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3243 3218
3244 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));
3293 } 3268 }
3294 3269
3295 who->update_stats (); 3270 who->update_stats ();
3296 3271
3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3298 {
3299 if (who->type == PLAYER) 3273 if (who->type == PLAYER)
3300 { 3274 {
3301 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!");
3302 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3303 } 3277 }
3304 }
3305 3278
3306 if (who->type == PLAYER) 3279 if (who->type == PLAYER)
3307 esrv_send_item (who, tmp2); 3280 esrv_send_item (who, tmp2);
3308 3281
3309 return 0; 3282 return 0;
3310 3283
3311 /* 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
3312 case SKILL: 3292 case SKILL:
3313 case SKILL_TOOL:
3314 if (who->chosen_skill) 3293 if (who->chosen_skill)
3315 { 3294 {
3316 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3317 return 1; 3296 return 1;
3318 } 3297 }
3324 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3325 { 3304 {
3326 for (object *item = who->inv; item; item = item->below) 3305 for (object *item = who->inv; item; item = item->below)
3327 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3328 { 3307 {
3329 pl->combat_ob = who->current_weapon = item; 3308 who->change_weapon (pl->combat_ob = item);
3330 goto found_weapon; 3309 goto found_weapon;
3331 } 3310 }
3332 3311
3333 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3334 return 1; 3313 return 1;
3335 3314
3336 found_weapon:; 3315 found_weapon:;
3337 } 3316 }
3338 else 3317 else
3339 {
3340 pl->combat_ob = op; 3318 who->change_weapon (pl->combat_ob = op);
3341 op->current_weapon = 0;
3342 }
3343 } 3319 }
3344 else if (IS_RANGED_SKILL (op->subtype)) 3320 else if (IS_RANGED_SKILL (op->subtype))
3345 { 3321 {
3346 if (skill_flags [op->subtype] & SF_NEED_BOW) 3322 if (skill_flags [op->subtype] & SF_NEED_BOW)
3347 { 3323 {
3348 for (object *item = who->inv; item; item = item->below) 3324 for (object *item = who->inv; item; item = item->below)
3349 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3325 if (item->type == BOW && item->flag [FLAG_APPLIED])
3350 { 3326 {
3351 pl->ranged_ob = who->current_weapon = item; 3327 who->change_weapon (pl->ranged_ob = item);
3352 goto found_bow; 3328 goto found_bow;
3353 } 3329 }
3354 3330
3355 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3356 return 1; 3332 return 1;
3361 { 3337 {
3362 for (object *item = who->inv; item; item = item->below) 3338 for (object *item = who->inv; item; item = item->below)
3363 if (item->flag [FLAG_APPLIED] 3339 if (item->flag [FLAG_APPLIED]
3364 && (item->type == WAND || item->type == ROD || item->type == HORN)) 3340 && (item->type == WAND || item->type == ROD || item->type == HORN))
3365 { 3341 {
3366 pl->ranged_ob = who->current_weapon = item; 3342 who->change_weapon (pl->ranged_ob = item);
3367 goto found_item; 3343 goto found_item;
3368 } 3344 }
3369 3345
3370 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill"); 3346 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3371 return 1; 3347 return 1;
3372 3348
3373 found_item:; 3349 found_item:;
3374 } 3350 }
3375 else 3351 else
3376 {
3377 pl->ranged_ob = op; 3352 who->change_weapon (pl->ranged_ob = op);
3378 op->current_weapon = 0;
3379 }
3380 } 3353 }
3381 3354
3382 if (!op->invisible) 3355 if (!op->invisible)
3383 { 3356 {
3384 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));
3386 } 3359 }
3387 else 3360 else
3388 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);
3389 } 3362 }
3390 3363
3391 {
3392 SET_FLAG (op, FLAG_APPLIED); 3364 SET_FLAG (op, FLAG_APPLIED);
3393 change_abil (who, op); 3365 change_abil (who, op);
3394 who->chosen_skill = op; 3366 who->chosen_skill = op;
3395 SET_FLAG (who, FLAG_READY_SKILL); 3367 SET_FLAG (who, FLAG_READY_SKILL);
3396 break; 3368 break;
3397 3369
3398 case BOW: 3370 case BOW:
3399 if (!check_weapon_power (who, op->last_eat)) 3371 if (!check_weapon_power (who, op->last_eat))
3400 { 3372 {
3401 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.");
3402 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!.");
3403 3375
3404 if (tmp) 3376 if (tmp)
3405 insert_ob_in_ob (tmp, who); 3377 insert_ob_in_ob (tmp, who);
3406 3378
3408 } 3380 }
3409 3381
3410 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3411 { 3383 {
3412 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.");
3413 if (tmp != NULL) 3385 if (tmp)
3414 insert_ob_in_ob (tmp, who); 3386 insert_ob_in_ob (tmp, who);
3415 3387
3416 return 1; 3388 return 1;
3417 } 3389 }
3418 3390
3691 * Handles player eating food that temporarily changes status (resistances, stats). 3663 * Handles player eating food that temporarily changes status (resistances, stats).
3692 * This used to call cast_change_attr(), but 3664 * This used to call cast_change_attr(), but
3693 * 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
3694 * the food changes, just grab a force and use that instead. 3666 * the food changes, just grab a force and use that instead.
3695 */ 3667 */
3696
3697void 3668void
3698eat_special_food (object *who, object *food) 3669eat_special_food (object *who, object *food)
3699{ 3670{
3700 object *force; 3671 object *force;
3701 int i, did_one = 0; 3672 int i, did_one = 0;
3702 sint8 k;
3703 3673
3704 force = get_archetype (FORCE_NAME); 3674 force = get_archetype (FORCE_NAME);
3705 3675
3706 for (i = 0; i < NUM_STATS; i++) 3676 for (i = 0; i < NUM_STATS; i++)
3707 { 3677 if (sint8 k = food->stats.stat (i))
3708 k = get_attr_value (&food->stats, i);
3709 if (k)
3710 { 3678 {
3711 set_attr_value (&force->stats, i, k); 3679 force->stats.stat (i) = k;
3712 did_one = 1; 3680 did_one = 1;
3713 } 3681 }
3714 }
3715 3682
3716 /* check if we can protect the eater */ 3683 /* check if we can protect the eater */
3717 for (i = 0; i < NROFATTACKS; i++) 3684 for (i = 0; i < NROFATTACKS; i++)
3718 { 3685 {
3719 if (food->resist[i] > 0) 3686 if (food->resist[i] > 0)
3880 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!");
3881 blind_player (op, op, power); 3848 blind_player (op, op, power);
3882 } 3849 }
3883 else if (failure <= -80) 3850 else if (failure <= -80)
3884 { /* blast the immediate area */ 3851 { /* blast the immediate area */
3885 object *tmp;
3886
3887 tmp = get_archetype (LOOSE_MANA); 3852 object *tmp = get_archetype (LOOSE_MANA);
3888 cast_magic_storm (op, tmp, power); 3853 cast_magic_storm (op, tmp, power);
3889 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3890 tmp->destroy (); 3855 tmp->destroy ();
3891 } 3856 }
3892 } 3857 }
3893} 3858}
3894 3859
3914 */ 3879 */
3915 int i, j; 3880 int i, j;
3916 3881
3917 for (i = 0; i < NUM_STATS; i++) 3882 for (i = 0; i < NUM_STATS; i++)
3918 { 3883 {
3919 sint8 stat = get_attr_value (stats, i);
3920 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);
3921 3886
3922 stat += get_attr_value (ns, i);
3923 if (stat > 20 + race_bonus) 3887 if (stat > 20 + race_bonus)
3924 { 3888 {
3925 excess_stat++; 3889 excess_stat++;
3926 stat = 20 + race_bonus; 3890 stat = 20 + race_bonus;
3927 } 3891 }
3928 set_attr_value (stats, i, stat); 3892
3893 stats->stat (i) = stat;
3929 } 3894 }
3930 3895
3931 for (j = 0; excess_stat > 0 && j < 100; j++) 3896 for (j = 0; excess_stat > 0 && j < 100; j++)
3932 { /* try 100 times to assign excess stats */ 3897 { /* try 100 times to assign excess stats */
3933 int i = rndm (0, 6); 3898 int i = rndm (0, 6);
3934 int stat = get_attr_value (stats, i);
3935 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3936 3899
3937 if (i == CHA) 3900 if (i == CHA)
3938 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);
3939 if (stat < 20 + race_bonus) 3905 if (stat < 20 + race_bonus)
3940 { 3906 {
3941 change_attr_value (stats, i, 1); 3907 change_attr_value (stats, i, 1);
3942 excess_stat--; 3908 excess_stat--;
3943 } 3909 }
3946 /* insert the randomitems from the change's treasurelist into 3912 /* insert the randomitems from the change's treasurelist into
3947 * the player ref: player.c 3913 * the player ref: player.c
3948 */ 3914 */
3949 if (change->randomitems != NULL) 3915 if (change->randomitems != NULL)
3950 give_initial_items (pl, change->randomitems); 3916 give_initial_items (pl, change->randomitems);
3951
3952 3917
3953 /* set up the face, for some races. */ 3918 /* set up the face, for some races. */
3954 3919
3955 /* first, look for the force object banning 3920 /* first, look for the force object banning
3956 * 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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