… | |
… | |
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 | |
|
|
2592 | void |
2585 | void |
2593 | player_apply_below (object *pl) |
2586 | player_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 | */ |
2635 | static int |
2628 | static int |
2636 | unapply_special (object *who, object *op, int aflags) |
2629 | unapply_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 | */ |
2810 | object * |
2811 | static object * |
2811 | get_item_from_body_location (object *start, int loc) |
2812 | get_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->slot[loc].info && (!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 | |
2822 | |
2825 | /** |
2823 | /** |
2826 | * '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. |
2827 | * This should only be called when it is known |
2825 | * This should only be called when it is known |
… | |
… | |
2834 | * another function that does just that. |
2832 | * another function that does just that. |
2835 | */ |
2833 | */ |
2836 | int |
2834 | int |
2837 | unapply_for_ob (object *who, object *op, int aflags) |
2835 | unapply_for_ob (object *who, object *op, int aflags) |
2838 | { |
2836 | { |
2839 | /* If we are applying a shield or weapon, unapply any equipped shield |
2837 | if (op->is_range ()) |
2840 | * or weapons first - only allowed to use one weapon/shield at a time. |
|
|
2841 | */ |
|
|
2842 | if (op->type == WEAPON || op->type == SHIELD) |
|
|
2843 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2838 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2844 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) |
2839 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
2845 | 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))) |
2846 | { |
2841 | { |
2847 | if (aflags & AP_PRINT) |
2842 | if (aflags & AP_PRINT) |
2848 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
2843 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
2849 | else |
2844 | else |
… | |
… | |
2857 | */ |
2852 | */ |
2858 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %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)); |
2859 | return 1; |
2854 | return 1; |
2860 | } |
2855 | } |
2861 | |
2856 | |
2862 | if (op->is_range ()) |
|
|
2863 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2864 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
|
|
2865 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
|
|
2866 | { |
|
|
2867 | if (aflags & AP_PRINT) |
|
|
2868 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
|
|
2869 | else |
|
|
2870 | unapply_special (who, tmp, aflags); |
|
|
2871 | } |
|
|
2872 | else |
|
|
2873 | { |
|
|
2874 | /* In this case, we want to try and remove a cursed item. |
|
|
2875 | * While we know it won't work, we want unapply_special to |
|
|
2876 | * at least generate the message. |
|
|
2877 | */ |
|
|
2878 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); |
|
|
2879 | return 1; |
|
|
2880 | } |
|
|
2881 | |
|
|
2882 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2857 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2883 | { |
2858 | { |
2884 | /* this used up a slot that we need to free */ |
2859 | /* this used up a slot that we need to free */ |
2885 | if (op->slot[i].info) |
2860 | if (op->slot[i].info) |
2886 | { |
2861 | { |
… | |
… | |
2889 | /* 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 |
2890 | * to free up enough slots. |
2865 | * to free up enough slots. |
2891 | */ |
2866 | */ |
2892 | while ((who->slot[i].used + op->slot[i].info) < 0) |
2867 | while ((who->slot[i].used + op->slot[i].info) < 0) |
2893 | { |
2868 | { |
2894 | object *tmp = get_item_from_body_location (last, i); |
2869 | object *tmp = get_next_item_from_body_location (i, last); |
2895 | |
2870 | |
2896 | if (!tmp) |
2871 | if (!tmp) |
2897 | { |
2872 | { |
2898 | #if 0 |
2873 | #if 0 |
2899 | /* 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 |
… | |
… | |
2937 | * Checks to see if 'who' can apply object 'op'. |
2912 | * Checks to see if 'who' can apply object 'op'. |
2938 | * Returns 0 if apply can be done without anything special. |
2913 | * Returns 0 if apply can be done without anything special. |
2939 | * Otherwise returns a bitmask - potentially several of these may be |
2914 | * Otherwise returns a bitmask - potentially several of these may be |
2940 | * set, but largely depends on circumstance - in the future, processing |
2915 | * set, but largely depends on circumstance - in the future, processing |
2941 | * 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 |
2942 | * 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?) |
2943 | * |
2918 | * |
2944 | * See include/define.h for detailed description of the meaning of |
2919 | * See include/define.h for detailed description of the meaning of |
2945 | * these return values. |
2920 | * these return values. |
2946 | */ |
2921 | */ |
2947 | int |
2922 | int |
… | |
… | |
2951 | return RESULT_INT (0); |
2926 | return RESULT_INT (0); |
2952 | |
2927 | |
2953 | int retval = 0; |
2928 | int retval = 0; |
2954 | object *tmp = 0, *ws = 0; |
2929 | object *tmp = 0, *ws = 0; |
2955 | |
2930 | |
2956 | /* Players have 2 'arm's, so they could in theory equip 2 shields or |
|
|
2957 | * 2 weapons, but we don't want to let them do that. So if they are |
|
|
2958 | * trying to equip a weapon or shield, see if they already have one |
|
|
2959 | * in place and store that way. |
|
|
2960 | */ |
|
|
2961 | if (op->type == WEAPON || op->type == SHIELD) |
|
|
2962 | for (tmp = who->inv; tmp && !ws; tmp = tmp->below) |
|
|
2963 | if (tmp->flag [FLAG_APPLIED] && tmp->type == op->type) |
|
|
2964 | { |
|
|
2965 | retval = CAN_APPLY_UNAPPLY; |
|
|
2966 | ws = tmp; |
|
|
2967 | } |
|
|
2968 | |
|
|
2969 | if (op->is_range ()) |
|
|
2970 | for (tmp = who->inv; tmp && !ws; tmp = tmp->below) |
|
|
2971 | if (tmp->flag [FLAG_APPLIED] && tmp->is_range ()) |
|
|
2972 | { |
|
|
2973 | retval = CAN_APPLY_UNAPPLY; |
|
|
2974 | ws = tmp; |
|
|
2975 | } |
|
|
2976 | |
|
|
2977 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2931 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2978 | { |
2932 | { |
2979 | if (op->slot[i].info) |
2933 | if (op->slot[i].info) |
2980 | { |
2934 | { |
2981 | /* Item uses more slots than we have */ |
2935 | /* Item uses more slots than we have */ |
2982 | if (abs (op->slot[i].info) > who->slot[i].info) |
2936 | if (who->slot[i].info + op->slot [i].info < 0) |
2983 | { |
2937 | { |
2984 | /* Could return now for efficiency - rest of info below isn't |
2938 | /* Could return now for efficiency - rest of info below isn't |
2985 | * really needed. |
2939 | * really needed. |
2986 | */ |
2940 | */ |
2987 | retval |= CAN_APPLY_NEVER; |
2941 | retval |= CAN_APPLY_NEVER; |
2988 | } |
2942 | } |
2989 | else if ((who->slot[i].used + op->slot[i].info) < 0) |
2943 | else if (who->slot[i].used + op->slot[i].info < 0) |
2990 | { |
2944 | { |
2991 | /* in this case, equipping this would use more free spots than |
2945 | /* in this case, equipping this would use more free spots than |
2992 | * we have. |
2946 | * we have. |
2993 | */ |
2947 | */ |
2994 | |
2948 | |
2995 | /* 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 |
2996 | * enough slots to equip the new item, then just set this can |
2950 | * enough slots to equip the new item, then just set "can |
2997 | * 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 |
2998 | * shield equipped and try to equip another shield, there is only |
2952 | * shield equipped and try to equip another shield, there is only |
2999 | * one choice. However, the check for the number of body locations |
2953 | * one choice. However, the check for the number of body locations |
3000 | * does take into the account cases where what is being applied |
2954 | * does take into the account cases where what is being applied |
3001 | * may be two handed for example. |
2955 | * may be two handed for example. |
3002 | */ |
2956 | */ |
3003 | if (ws) |
2957 | if (ws) |
3004 | { |
|
|
3005 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
2958 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
3006 | { |
2959 | { |
3007 | retval |= CAN_APPLY_UNAPPLY; |
2960 | retval |= CAN_APPLY_UNAPPLY; |
3008 | continue; |
2961 | continue; |
3009 | } |
2962 | } |
3010 | } |
|
|
3011 | |
2963 | |
3012 | object *tmp1 = get_item_from_body_location (who->inv, i); |
2964 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3013 | if (!tmp1) |
2965 | if (!tmp1) |
3014 | { |
2966 | { |
3015 | #if 0 |
2967 | #if 0 |
3016 | /* 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 |
3017 | * join in with more stuff equipped than they are now allowed. |
2969 | * join in with more stuff equipped than they are now allowed. |
3018 | */ |
2970 | */ |
3019 | 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); |
3020 | #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 |
3021 | retval |= CAN_APPLY_NEVER; |
2975 | retval |= CAN_APPLY_NEVER; |
3022 | } |
2976 | } |
3023 | else |
2977 | else |
3024 | { |
2978 | { |
3025 | /* need to unapply something. However, if this something |
2979 | /* need to unapply something. However, if this something |
3026 | * is different than we had found before, it means they need |
2980 | * is different than we had found before, it means they need |
3027 | * to apply multiple objects |
2981 | * to apply multiple objects |
3028 | */ |
2982 | */ |
3029 | retval |= CAN_APPLY_UNAPPLY; |
2983 | retval |= CAN_APPLY_UNAPPLY; |
|
|
2984 | |
3030 | if (!tmp) |
2985 | if (!tmp) |
3031 | tmp = tmp1; |
2986 | tmp = tmp1; |
3032 | else if (tmp != tmp1) |
2987 | else if (tmp != tmp1) |
3033 | retval |= CAN_APPLY_UNAPPLY_MULT; |
2988 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3034 | |
2989 | |
… | |
… | |
3125 | if (basic_flag == AP_APPLY) |
3080 | if (basic_flag == AP_APPLY) |
3126 | return 0; |
3081 | return 0; |
3127 | |
3082 | |
3128 | 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))) |
3129 | { |
3084 | { |
3130 | 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)); |
3131 | return 1; |
3086 | return 1; |
3132 | } |
3087 | } |
3133 | |
3088 | |
3134 | return unapply_special (who, op, aflags); |
3089 | return unapply_special (who, op, aflags); |
3135 | } |
3090 | } |
3136 | |
3091 | |
3137 | if (basic_flag == AP_UNAPPLY) |
3092 | if (basic_flag == AP_UNAPPLY) |
3138 | 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 | } |
3139 | |
3103 | |
3140 | /* 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 */ |
3141 | if (int i = can_apply_object (who, op)) |
3105 | if (int i = can_apply_object (who, op)) |
3142 | { |
3106 | { |
3143 | if (i & CAN_APPLY_NEVER) |
3107 | if (i & CAN_APPLY_NEVER) |
… | |
… | |
3212 | switch (op->type) |
3176 | switch (op->type) |
3213 | { |
3177 | { |
3214 | case WEAPON: |
3178 | case WEAPON: |
3215 | if (!check_weapon_power (who, op->last_eat)) |
3179 | if (!check_weapon_power (who, op->last_eat)) |
3216 | { |
3180 | { |
3217 | new_draw_info (NDI_UNIQUE, 0, who, "This 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" |
3218 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3182 | "It would consume your soul!."); |
3219 | |
3183 | |
3220 | if (tmp) |
3184 | if (tmp) |
3221 | insert_ob_in_ob (tmp, who); |
3185 | insert_ob_in_ob (tmp, who); |
3222 | |
3186 | |
3223 | return 1; |
3187 | return 1; |
… | |
… | |
3245 | |
3209 | |
3246 | SET_FLAG (op, FLAG_APPLIED); |
3210 | SET_FLAG (op, FLAG_APPLIED); |
3247 | change_skill (who, skop, 1); |
3211 | change_skill (who, skop, 1); |
3248 | |
3212 | |
3249 | if (who->contr) |
3213 | if (who->contr) |
3250 | { |
|
|
3251 | who->contr->combat_ob = op; |
3214 | who->change_weapon (who->contr->combat_ob = op); |
3252 | who->current_weapon = op; |
|
|
3253 | } |
|
|
3254 | |
3215 | |
3255 | if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
3216 | if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
3256 | SET_FLAG (who, FLAG_READY_WEAPON); |
3217 | SET_FLAG (who, FLAG_READY_WEAPON); |
3257 | |
3218 | |
3258 | 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)); |
… | |
… | |
3318 | if (who->type == PLAYER) |
3279 | if (who->type == PLAYER) |
3319 | esrv_send_item (who, tmp2); |
3280 | esrv_send_item (who, tmp2); |
3320 | |
3281 | |
3321 | return 0; |
3282 | return 0; |
3322 | |
3283 | |
3323 | /* 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 | |
3324 | case SKILL: |
3292 | case SKILL: |
3325 | case SKILL_TOOL: |
|
|
3326 | if (who->chosen_skill) |
3293 | if (who->chosen_skill) |
3327 | { |
3294 | { |
3328 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
3295 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
3329 | return 1; |
3296 | return 1; |
3330 | } |
3297 | } |
… | |
… | |
3336 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
3303 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
3337 | { |
3304 | { |
3338 | for (object *item = who->inv; item; item = item->below) |
3305 | for (object *item = who->inv; item; item = item->below) |
3339 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
3306 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
3340 | { |
3307 | { |
3341 | pl->combat_ob = who->current_weapon = item; |
3308 | who->change_weapon (pl->combat_ob = item); |
3342 | goto found_weapon; |
3309 | goto found_weapon; |
3343 | } |
3310 | } |
3344 | |
3311 | |
3345 | 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"); |
3346 | return 1; |
3313 | return 1; |
3347 | |
3314 | |
3348 | found_weapon:; |
3315 | found_weapon:; |
3349 | } |
3316 | } |
3350 | else |
3317 | else |
3351 | { |
|
|
3352 | pl->combat_ob = op; |
3318 | who->change_weapon (pl->combat_ob = op); |
3353 | op->current_weapon = 0; |
|
|
3354 | } |
|
|
3355 | } |
3319 | } |
3356 | else if (IS_RANGED_SKILL (op->subtype)) |
3320 | else if (IS_RANGED_SKILL (op->subtype)) |
3357 | { |
3321 | { |
3358 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
3322 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
3359 | { |
3323 | { |
3360 | for (object *item = who->inv; item; item = item->below) |
3324 | for (object *item = who->inv; item; item = item->below) |
3361 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
3325 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
3362 | { |
3326 | { |
3363 | pl->ranged_ob = who->current_weapon = item; |
3327 | who->change_weapon (pl->ranged_ob = item); |
3364 | goto found_bow; |
3328 | goto found_bow; |
3365 | } |
3329 | } |
3366 | |
3330 | |
3367 | 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"); |
3368 | return 1; |
3332 | return 1; |
… | |
… | |
3373 | { |
3337 | { |
3374 | for (object *item = who->inv; item; item = item->below) |
3338 | for (object *item = who->inv; item; item = item->below) |
3375 | if (item->flag [FLAG_APPLIED] |
3339 | if (item->flag [FLAG_APPLIED] |
3376 | && (item->type == WAND || item->type == ROD || item->type == HORN)) |
3340 | && (item->type == WAND || item->type == ROD || item->type == HORN)) |
3377 | { |
3341 | { |
3378 | pl->ranged_ob = who->current_weapon = item; |
3342 | who->change_weapon (pl->ranged_ob = item); |
3379 | goto found_item; |
3343 | goto found_item; |
3380 | } |
3344 | } |
3381 | |
3345 | |
3382 | 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"); |
3383 | return 1; |
3347 | return 1; |
3384 | |
3348 | |
3385 | found_item:; |
3349 | found_item:; |
3386 | } |
3350 | } |
3387 | else |
3351 | else |
3388 | { |
|
|
3389 | pl->ranged_ob = op; |
3352 | who->change_weapon (pl->ranged_ob = op); |
3390 | op->current_weapon = 0; |
|
|
3391 | } |
|
|
3392 | } |
3353 | } |
3393 | |
3354 | |
3394 | if (!op->invisible) |
3355 | if (!op->invisible) |
3395 | { |
3356 | { |
3396 | 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)); |
… | |
… | |
3702 | * Handles player eating food that temporarily changes status (resistances, stats). |
3663 | * Handles player eating food that temporarily changes status (resistances, stats). |
3703 | * This used to call cast_change_attr(), but |
3664 | * This used to call cast_change_attr(), but |
3704 | * 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 |
3705 | * the food changes, just grab a force and use that instead. |
3666 | * the food changes, just grab a force and use that instead. |
3706 | */ |
3667 | */ |
3707 | |
|
|
3708 | void |
3668 | void |
3709 | eat_special_food (object *who, object *food) |
3669 | eat_special_food (object *who, object *food) |
3710 | { |
3670 | { |
3711 | object *force; |
3671 | object *force; |
3712 | int i, did_one = 0; |
3672 | int i, did_one = 0; |
3713 | sint8 k; |
|
|
3714 | |
3673 | |
3715 | force = get_archetype (FORCE_NAME); |
3674 | force = get_archetype (FORCE_NAME); |
3716 | |
3675 | |
3717 | for (i = 0; i < NUM_STATS; i++) |
3676 | for (i = 0; i < NUM_STATS; i++) |
3718 | { |
3677 | if (sint8 k = food->stats.stat (i)) |
3719 | k = get_attr_value (&food->stats, i); |
|
|
3720 | if (k) |
|
|
3721 | { |
3678 | { |
3722 | set_attr_value (&force->stats, i, k); |
3679 | force->stats.stat (i) = k; |
3723 | did_one = 1; |
3680 | did_one = 1; |
3724 | } |
3681 | } |
3725 | } |
|
|
3726 | |
3682 | |
3727 | /* check if we can protect the eater */ |
3683 | /* check if we can protect the eater */ |
3728 | for (i = 0; i < NROFATTACKS; i++) |
3684 | for (i = 0; i < NROFATTACKS; i++) |
3729 | { |
3685 | { |
3730 | if (food->resist[i] > 0) |
3686 | if (food->resist[i] > 0) |
… | |
… | |
3891 | 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!"); |
3892 | blind_player (op, op, power); |
3848 | blind_player (op, op, power); |
3893 | } |
3849 | } |
3894 | else if (failure <= -80) |
3850 | else if (failure <= -80) |
3895 | { /* blast the immediate area */ |
3851 | { /* blast the immediate area */ |
3896 | object *tmp; |
|
|
3897 | |
|
|
3898 | tmp = get_archetype (LOOSE_MANA); |
3852 | object *tmp = get_archetype (LOOSE_MANA); |
3899 | cast_magic_storm (op, tmp, power); |
3853 | cast_magic_storm (op, tmp, power); |
3900 | new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); |
3854 | new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); |
3901 | tmp->destroy (); |
3855 | tmp->destroy (); |
3902 | } |
3856 | } |
3903 | } |
3857 | } |
3904 | } |
3858 | } |
3905 | |
3859 | |
… | |
… | |
3925 | */ |
3879 | */ |
3926 | int i, j; |
3880 | int i, j; |
3927 | |
3881 | |
3928 | for (i = 0; i < NUM_STATS; i++) |
3882 | for (i = 0; i < NUM_STATS; i++) |
3929 | { |
3883 | { |
3930 | sint8 stat = get_attr_value (stats, i); |
|
|
3931 | 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); |
3932 | |
3886 | |
3933 | stat += get_attr_value (ns, i); |
|
|
3934 | if (stat > 20 + race_bonus) |
3887 | if (stat > 20 + race_bonus) |
3935 | { |
3888 | { |
3936 | excess_stat++; |
3889 | excess_stat++; |
3937 | stat = 20 + race_bonus; |
3890 | stat = 20 + race_bonus; |
3938 | } |
3891 | } |
3939 | set_attr_value (stats, i, stat); |
3892 | |
|
|
3893 | stats->stat (i) = stat; |
3940 | } |
3894 | } |
3941 | |
3895 | |
3942 | for (j = 0; excess_stat > 0 && j < 100; j++) |
3896 | for (j = 0; excess_stat > 0 && j < 100; j++) |
3943 | { /* try 100 times to assign excess stats */ |
3897 | { /* try 100 times to assign excess stats */ |
3944 | int i = rndm (0, 6); |
3898 | int i = rndm (0, 6); |
3945 | int stat = get_attr_value (stats, i); |
|
|
3946 | int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
|
|
3947 | |
3899 | |
3948 | if (i == CHA) |
3900 | if (i == CHA) |
3949 | 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); |
3950 | if (stat < 20 + race_bonus) |
3905 | if (stat < 20 + race_bonus) |
3951 | { |
3906 | { |
3952 | change_attr_value (stats, i, 1); |
3907 | change_attr_value (stats, i, 1); |
3953 | excess_stat--; |
3908 | excess_stat--; |
3954 | } |
3909 | } |
… | |
… | |
3957 | /* insert the randomitems from the change's treasurelist into |
3912 | /* insert the randomitems from the change's treasurelist into |
3958 | * the player ref: player.c |
3913 | * the player ref: player.c |
3959 | */ |
3914 | */ |
3960 | if (change->randomitems != NULL) |
3915 | if (change->randomitems != NULL) |
3961 | give_initial_items (pl, change->randomitems); |
3916 | give_initial_items (pl, change->randomitems); |
3962 | |
|
|
3963 | |
3917 | |
3964 | /* set up the face, for some races. */ |
3918 | /* set up the face, for some races. */ |
3965 | |
3919 | |
3966 | /* first, look for the force object banning |
3920 | /* first, look for the force object banning |
3967 | * changing the face. Certain races never change face with class. |
3921 | * changing the face. Certain races never change face with class. |