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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.13 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.14 by root, Tue Aug 29 08:01:37 2006 UTC

1/* 1/*
2 * static char *rcsid_apply_c = 2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.13 2006/08/29 07:34:00 root Exp $"; 3 * "$Id: apply.C,v 1.14 2006/08/29 08:01:37 root Exp $";
4 */ 4 */
5/* 5/*
6 CrossFire, A Multiplayer game for X-windows 6 CrossFire, A Multiplayer game for X-windows
7 7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
113 * identified. IF it doesn't, then go through the player inventory. 113 * identified. IF it doesn't, then go through the player inventory.
114 */ 114 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED)
116 && need_identify (marked)) 116 && need_identify (marked))
117 { 117 {
118 if (operate_altar (altar, &money)) { 118 if (operate_altar (altar, &money)) {
119 identify (marked); 119 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 120 new_draw_info_format(NDI_UNIQUE, 0, pl,
121 "You have %s.", long_desc(marked, pl)); 121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) { 122 if (marked->msg) {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
125 } 125 }
126 return money == NULL; 126 return money == NULL;
127 } 127 }
128 } 128 }
129 129
130 for (id=pl->inv; id; id=id->below) { 130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) { 132 need_identify(id)) {
133 if (operate_altar(altar,&money)) { 133 if (operate_altar(altar,&money)) {
134 identify(id); 134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl, 135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl)); 136 "You have %s.", long_desc(id, pl));
137 if (id->msg) { 137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140 } 140 }
141 success=1; 141 success=1;
142 /* If no more money, might as well quit now */ 142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money)) 143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break; 144 break;
145 } 145 }
146 else { 146 else {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 148 break;
149 } 149 }
150 } 150 }
151 } 151 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying");
153 return money == NULL; 153 return money == NULL;
154} 154}
155 155
426 426
427 if (item==NULL) return 0; 427 if (item==NULL) return 0;
428 op=op->below; 428 op=op->below;
429 while(op!=NULL) { 429 while(op!=NULL) {
430 if (strcmp(op->arch->name,item)==0){ 430 if (strcmp(op->arch->name,item)==0){
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) )
433 { 433 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
435 count++; 435 count++;
436 else 436 else
437 count += op->nrof; 437 count += op->nrof;
438 } 438 }
439 } 439 }
440 op=op->below; 440 op=op->below;
441 } 441 }
442 return count; 442 return count;
443} 443}
454 454
455 prev = op; 455 prev = op;
456 op=op->below; 456 op=op->below;
457 457
458 while(op!=NULL) { 458 while(op!=NULL) {
459 if (strcmp(op->arch->name,item)==0) { 459 if (strcmp(op->arch->name,item)==0) {
460 if (op->nrof >= nrof) { 460 if (op->nrof >= nrof) {
461 decrease_ob_nr(op,nrof); 461 decrease_ob_nr(op,nrof);
462 return; 462 return;
463 } else { 463 } else {
464 decrease_ob_nr(op,op->nrof); 464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof; 465 nrof -= op->nrof;
466 } 466 }
467 op=prev; 467 op=prev;
468 } 468 }
469 prev = op; 469 prev = op;
470 op=op->below; 470 op=op->below;
471 } 471 }
472} 472}
473 473
474/** 474/**
475 * This checks to see of the player (who) is sufficient level to use a weapon 475 * This checks to see of the player (who) is sufficient level to use a weapon
497 * I changed this to 1 improvement per "fighter" level/5 -b.t. 497 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or 498 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance. 499 * using normal level - it is just a matter of play balance.
500 */ 500 */
501 if(who->type==PLAYER) { 501 if(who->type==PLAYER) {
502 object *wc_obj=NULL; 502 object *wc_obj=NULL;
503 503
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level; 506 level = wc_obj->level;
507 507
508 if (!level ) { 508 if (!level ) {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
510 level = who->level; 510 level = who->level;
511 } 511 }
512 } 512 }
513 else 513 else
514 level=who->level; 514 level=who->level;
515 515
516 return (improvs <= ((level/5)+5)); 516 return (improvs <= ((level/5)+5));
517#endif 517#endif
518} 518}
519 519
524static int check_sacrifice(object *op, const object *improver) 524static int check_sacrifice(object *op, const object *improver)
525{ 525{
526 int count=0; 526 int count=0;
527 527
528 if (improver->slaying!=NULL) { 528 if (improver->slaying!=NULL) {
529 count = check_item(op,improver->slaying); 529 count = check_item(op,improver->slaying);
530 if (count<1) { 530 if (count<1) {
531 char buf[200]; 531 char buf[200];
532 sprintf(buf,"The gods want more %ss",improver->slaying); 532 sprintf(buf,"The gods want more %ss",improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf); 533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0; 534 return 0;
535 } 535 }
536 } 536 }
537 else 537 else
538 count=1; 538 count=1;
539 539
540 return count; 540 return count;
541} 541}
542 542
543/** 543/**
544 * Actually improves the weapon, and tells user. 544 * Actually improves the weapon, and tells user.
545 */ 545 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 546int improve_weapon_stat(object *op,object *improver,object *weapon,
547 signed char *stat,int sacrifice_count,const char *statname) 547 signed char *stat,int sacrifice_count,const char *statname)
548{ 548{
549 549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count; 551 *stat += sacrifice_count;
552 weapon->last_eat++; 552 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 553 new_draw_info_format(NDI_UNIQUE,0,op,
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count); 554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver); 555 decrease_ob(improver);
556 556
557 /* So it updates the players stats and the window */ 557 /* So it updates the players stats and the window */
558 fix_player(op); 558 fix_player(op);
559 return 1; 559 return 1;
586 if (weapon->level!=0) { 586 if (weapon->level!=0) {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared.");
588 return 0; 588 return 0;
589 } 589 }
590 for (i=0; i<NROFATTACKS; i++) 590 for (i=0; i<NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 591 if (weapon->resist[i]) break;
592 592
593 /* If we break out, i will be less than nrofattacks, preventing 593 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 594 * improvement of items that already have protections.
595 */ 595 */
596 if (i<NROFATTACKS || 596 if (i<NROFATTACKS ||
597 weapon->stats.hp || /* regeneration */ 597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 599 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 600 weapon->stats.ac) /* AC - only taifu's I think */
601 { 601 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons.");
603 return 0; 603 return 0;
604 } 604 }
605 sacrifice_count=check_sacrifice(op,improver); 605 sacrifice_count=check_sacrifice(op,improver);
608 weapon->level=isqrt(sacrifice_count); 608 weapon->level=isqrt(sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 610 eat_item(op, improver->slaying, sacrifice_count);
611 611
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.",
613 weapon->name,weapon->level); 613 weapon->name,weapon->level);
614 614
615 sprintf(buf,"%s's %s",op->name,weapon->name); 615 sprintf(buf,"%s's %s",op->name,weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 616 FREE_AND_COPY(weapon->name, buf);
617 FREE_AND_COPY(weapon->name_pl, buf); 617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 618 weapon->nrof=0; /* prevents preparing n weapons in the same
619 slot at once! */ 619 slot at once! */
620 decrease_ob(improver); 620 decrease_ob(improver);
621 weapon->last_eat=0; 621 weapon->last_eat=0;
622 return 1; 622 return 1;
623} 623}
624 624
637int improve_weapon(object *op,object *improver,object *weapon) 637int improve_weapon(object *op,object *improver,object *weapon)
638{ 638{
639 int sacrifice_count, sacrifice_needed=0; 639 int sacrifice_count, sacrifice_needed=0;
640 640
641 if(improver->stats.sp==IMPROVE_PREPARE) { 641 if(improver->stats.sp==IMPROVE_PREPARE) {
642 return prepare_weapon(op, improver, weapon); 642 return prepare_weapon(op, improver, weapon);
643 } 643 }
644 if (weapon->level==0) { 644 if (weapon->level==0) {
645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared.");
646 return 0; 646 return 0;
647 } 647 }
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more.");
650 return 0; 650 return 0;
651 } 651 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 652 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
653 !check_weapon_power(op, weapon->last_eat+1)) { 653 !check_weapon_power(op, weapon->last_eat+1)) {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
657 return 0; 657 return 0;
658 } 658 }
659 /* This just increases damage by 5 points, no matter what. No sacrifice 659 /* This just increases damage by 5 points, no matter what. No sacrifice
660 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 660 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
661 * don't put any maximum value on damage - the limit is how much the 661 * don't put any maximum value on damage - the limit is how much the
662 * weapon can be improved. 662 * weapon can be improved.
663 */ 663 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 664 if (improver->stats.sp==IMPROVE_DAMAGE) {
665 weapon->stats.dam += 5; 665 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 666 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op, 667 new_draw_info_format(NDI_UNIQUE, 0, op,
668 "Damage has been increased by 5 to %d", weapon->stats.dam); 668 "Damage has been increased by 5 to %d", weapon->stats.dam);
669 weapon->last_eat++; 669 weapon->last_eat++;
670 670
671 weapon->item_power++; 671 weapon->item_power++;
672 decrease_ob(improver); 672 decrease_ob(improver);
673 return 1; 673 return 1;
674 } 674 }
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 675 if (improver->stats.sp == IMPROVE_WEIGHT) {
676 /* Reduce weight by 20% */ 676 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 677 weapon->weight = (weapon->weight * 8)/10;
678 if (weapon->weight < 1) weapon->weight = 1; 678 if (weapon->weight < 1) weapon->weight = 1;
679 new_draw_info_format(NDI_UNIQUE, 0, op, 679 new_draw_info_format(NDI_UNIQUE, 0, op,
680 "Weapon weight reduced to %6.1f kg", 680 "Weapon weight reduced to %6.1f kg",
681 (float)weapon->weight/1000.0); 681 (float)weapon->weight/1000.0);
682 weapon->last_eat++; 682 weapon->last_eat++;
683 weapon->item_power++; 683 weapon->item_power++;
684 decrease_ob(improver); 684 decrease_ob(improver);
685 return 1; 685 return 1;
686 } 686 }
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 687 if (improver->stats.sp == IMPROVE_ENCHANT) {
688 weapon->magic++; 688 weapon->magic++;
689 weapon->last_eat++; 689 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 690 new_draw_info_format(NDI_UNIQUE, 0, op
691 ,"Weapon magic increased to %d",weapon->magic); 691 ,"Weapon magic increased to %d",weapon->magic);
692 decrease_ob(improver); 692 decrease_ob(improver);
693 weapon->item_power++; 693 weapon->item_power++;
694 return 1; 694 return 1;
695 } 695 }
696 696
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha +
699 weapon->stats.Wis; 699 weapon->stats.Wis;
700 700
701 if (sacrifice_needed<1) 701 if (sacrifice_needed<1)
702 sacrifice_needed =1; 702 sacrifice_needed =1;
703 sacrifice_needed *=2; 703 sacrifice_needed *=2;
704 704
705 sacrifice_count = check_sacrifice(op,improver); 705 sacrifice_count = check_sacrifice(op,improver);
706 if (sacrifice_count < sacrifice_needed) { 706 if (sacrifice_count < sacrifice_needed) {
707 new_draw_info_format(NDI_UNIQUE, 0, op, 707 new_draw_info_format(NDI_UNIQUE, 0, op,
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 708 "You need at least %d %s", sacrifice_needed, improver->slaying);
709 return 0; 709 return 0;
710 } 710 }
711 eat_item(op,improver->slaying, sacrifice_needed); 711 eat_item(op,improver->slaying, sacrifice_needed);
712 weapon->item_power++; 712 weapon->item_power++;
713 713
714 switch (improver->stats.sp) { 714 switch (improver->stats.sp) {
715 case IMPROVE_STR: 715 case IMPROVE_STR:
716 return improve_weapon_stat(op,improver,weapon, 716 return improve_weapon_stat(op,improver,weapon,
717 (signed char *) &(weapon->stats.Str), 717 (signed char *) &(weapon->stats.Str),
718 1, "strength"); 718 1, "strength");
719 case IMPROVE_DEX: 719 case IMPROVE_DEX:
720 return improve_weapon_stat(op,improver,weapon, 720 return improve_weapon_stat(op,improver,weapon,
721 (signed char *) &(weapon->stats.Dex), 721 (signed char *) &(weapon->stats.Dex),
722 1, "dexterity"); 722 1, "dexterity");
723 case IMPROVE_CON: 723 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon, 724 return improve_weapon_stat(op,improver,weapon,
725 (signed char *) &(weapon->stats.Con), 725 (signed char *) &(weapon->stats.Con),
726 1, "constitution"); 726 1, "constitution");
727 case IMPROVE_WIS: 727 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon, 728 return improve_weapon_stat(op,improver,weapon,
729 (signed char *) &(weapon->stats.Wis), 729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom"); 730 1, "wisdom");
731 case IMPROVE_CHA: 731 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon, 732 return improve_weapon_stat(op,improver,weapon,
733 (signed char *) &(weapon->stats.Cha), 733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma"); 734 1, "charisma");
735 case IMPROVE_INT: 735 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon, 736 return improve_weapon_stat(op,improver,weapon,
737 (signed char *) &(weapon->stats.Int), 737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence"); 738 1, "intelligence");
739 case IMPROVE_POW: 739 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon, 740 return improve_weapon_stat(op,improver,weapon,
741 (signed char *) &(weapon->stats.Pow), 741 (signed char *) &(weapon->stats.Pow),
742 1, "power"); 742 1, "power");
743 default: 743 default:
757 object *otmp; 757 object *otmp;
758 758
759 if(op->type!=PLAYER) 759 if(op->type!=PLAYER)
760 return 0; 760 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0; 763 return 0;
764 } 764 }
765 otmp=find_marked_object(op); 765 otmp=find_marked_object(op);
766 if(!otmp) { 766 if(!otmp) {
767 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 767 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
768 return 0; 768 return 0;
803{ 803{
804 object *tmp; 804 object *tmp;
805 805
806 if (armour->magic >= settings.armor_max_enchant) { 806 if (armour->magic >= settings.armor_max_enchant) {
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
808 return 0; 808 return 0;
809 } 809 }
810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
811 * etc), so take the easy way out and don't worry about it. 811 * etc), so take the easy way out and don't worry about it.
812 * Note - maybe add scrolls which make the random artifact versions (eg, armour 812 * Note - maybe add scrolls which make the random artifact versions (eg, armour
813 * of gnarg and what not?) 813 * of gnarg and what not?)
814 */ 814 */
815 if (armour->title) { 815 if (armour->title) {
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
817 return 0; 817 return 0;
818 } 818 }
819 819
820 /* Split objects if needed. Can't insert tmp until the 820 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 821 * end of this function - otherwise it will just re-merge.
822 */ 822 */
823 if(armour->nrof > 1) 823 if(armour->nrof > 1)
824 tmp = get_split_ob(armour,armour->nrof - 1); 824 tmp = get_split_ob(armour,armour->nrof - 1);
825 else 825 else
826 tmp = NULL; 826 tmp = NULL;
827 827
828 armour->magic++; 828 armour->magic++;
829 829
830 if ( !settings.armor_speed_linear ) 830 if ( !settings.armor_speed_linear )
831 { 831 {
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 870 if(QUERY_FLAG(armour, FLAG_APPLIED))
871 fix_player(op); 871 fix_player(op);
872 } 872 }
873 decrease_ob(improver); 873 decrease_ob(improver);
874 if (tmp) { 874 if (tmp) {
875 insert_ob_in_ob(tmp, op); 875 insert_ob_in_ob(tmp, op);
876 esrv_send_item(op, tmp); 876 esrv_send_item(op, tmp);
877 } 877 }
878 return 1; 878 return 1;
879} 879}
880 880
881 881
898 object *tmp; 898 object *tmp;
899 int is_in_shop; 899 int is_in_shop;
900 uint32 price_in; 900 uint32 price_in;
901 901
902 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 902 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
903 tmp != NULL; 903 tmp != NULL;
904 tmp = tmp->above) { 904 tmp = tmp->above) {
905 if(tmp->type == SHOP_FLOOR) 905 if(tmp->type == SHOP_FLOOR)
906 break; 906 break;
907 } 907 }
908 is_in_shop = (tmp != NULL); 908 is_in_shop = (tmp != NULL);
909 909
910 /* We make some assumptions - we assume if it takes money as it type, 910 /* We make some assumptions - we assume if it takes money as it type,
911 * it wants some amount. We don't make change (ie, if something costs 911 * it wants some amount. We don't make change (ie, if something costs
912 * 3 gp and player drops a platinum, tough luck) 912 * 3 gp and player drops a platinum, tough luck)
913 */ 913 */
914 if (!strcmp(CONV_FROM(converter),"money")) { 914 if (!strcmp(CONV_FROM(converter),"money")) {
915 int cost; 915 int cost;
916 916
917 if(item->type!=MONEY) 917 if(item->type!=MONEY)
918 return 0; 918 return 0;
919 919
920 nr=(item->nrof*item->value)/CONV_NEED(converter); 920 nr=(item->nrof*item->value)/CONV_NEED(converter);
921 if (!nr) return 0; 921 if (!nr) return 0;
922 cost=nr*CONV_NEED(converter)/item->value; 922 cost=nr*CONV_NEED(converter)/item->value;
923 /* take into account rounding errors */ 923 /* take into account rounding errors */
924 if (nr*CONV_NEED(converter)%item->value) cost++; 924 if (nr*CONV_NEED(converter)%item->value) cost++;
925 decrease_ob_nr(item, cost); 925 decrease_ob_nr(item, cost);
926 926
927 price_in = cost*item->value; 927 price_in = cost*item->value;
928 } 928 }
929 else { 929 else {
930 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 930 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
931 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 931 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
932 return 0; 932 return 0;
933 933
934 if(CONV_NEED(converter)) { 934 if(CONV_NEED(converter)) {
935 nr=item->nrof/CONV_NEED(converter); 935 nr=item->nrof/CONV_NEED(converter);
936 decrease_ob_nr(item,nr*CONV_NEED(converter)); 936 decrease_ob_nr(item,nr*CONV_NEED(converter));
937 price_in = nr*CONV_NEED(converter)*item->value; 937 price_in = nr*CONV_NEED(converter)*item->value;
938 } else { 938 } else {
939 price_in = item->value; 939 price_in = item->value;
940 remove_ob(item); 940 remove_ob(item);
941 free_object(item); 941 free_object(item);
942 } 942 }
943 } 943 }
944 944
945 if (converter->inv != NULL) { 945 if (converter->inv != NULL) {
946 object *ob; 946 object *ob;
947 int i; 947 int i;
948 object *ob_to_copy; 948 object *ob_to_copy;
949 949
950 /* select random object from inventory to copy */ 950 /* select random object from inventory to copy */
951 ob_to_copy = converter->inv; 951 ob_to_copy = converter->inv;
952 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 952 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
953 if (rndm(0, i) == 0) { 953 if (rndm(0, i) == 0) {
954 ob_to_copy = ob; 954 ob_to_copy = ob;
955 } 955 }
956 } 956 }
957 item = object_create_clone(ob_to_copy); 957 item = object_create_clone(ob_to_copy);
958 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 958 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
959 unflag_inv(item, FLAG_IS_A_TEMPLATE); 959 unflag_inv(item, FLAG_IS_A_TEMPLATE);
960 } else { 960 } else {
961 if (converter->other_arch == NULL) { 961 if (converter->other_arch == NULL) {
962 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); 962 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
963 return -1; 963 return -1;
964 } 964 }
965 965
966 item = object_create_arch(converter->other_arch); 966 item = object_create_arch(converter->other_arch);
967 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 967 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
968 } 968 }
969 969
970 if(CONV_NR(converter)) 970 if(CONV_NR(converter))
971 item->nrof=CONV_NR(converter); 971 item->nrof=CONV_NR(converter);
972 if(nr) 972 if(nr)
973 item->nrof*=nr; 973 item->nrof*=nr;
974 if(is_in_shop) 974 if(is_in_shop)
975 SET_FLAG(item,FLAG_UNPAID); 975 SET_FLAG(item,FLAG_UNPAID);
976 else if(price_in < item->nrof*item->value) { 976 else if(price_in < item->nrof*item->value) {
977 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 977 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
978 converter->name, converter->map->path, converter->x, converter->y, price_in, 978 converter->name, converter->map->path, converter->x, converter->y, price_in,
979 item->nrof*item->value, item->name); 979 item->nrof*item->value, item->name);
980 /** 980 /**
981 * elmex: we are going to let the game continue, as the mapcreator 981 * elmex: we are going to let the game continue, as the mapcreator
982 * propably had something in mind when doing this 982 * propably had something in mind when doing this
983 */ 983 */
984 } 984 }
997{ 997{
998 char buf[MAX_BUF]; 998 char buf[MAX_BUF];
999 object *tmp; 999 object *tmp;
1000 1000
1001 if(op->type!=PLAYER) 1001 if(op->type!=PLAYER)
1002 return 0; /* This might change */ 1002 return 0; /* This might change */
1003 1003
1004 if (sack==NULL || sack->type != CONTAINER) { 1004 if (sack==NULL || sack->type != CONTAINER) {
1005 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1005 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL");
1006 return 0; 1006 return 0;
1007 } 1007 }
1008 op->contr->last_used = NULL; 1008 op->contr->last_used = NULL;
1009 op->contr->last_used_id = 0; 1009 op->contr->last_used_id = 0;
1010 1010
1011 if (sack->env!=op) { 1011 if (sack->env!=op) {
1012 if (sack->other_arch == NULL || sack->env != NULL) { 1012 if (sack->other_arch == NULL || sack->env != NULL) {
1013 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); 1013 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1014 return 1; 1014 return 1;
1015 } 1015 }
1016 /* It's on the ground, the problems begin */ 1016 /* It's on the ground, the problems begin */
1017 if (op->container != sack) { 1017 if (op->container != sack) {
1018 /* it's closed OR some player has opened it */ 1018 /* it's closed OR some player has opened it */
1019 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1020 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1021 tmp && tmp->container != sack; tmp=tmp->above);
1022 if (tmp) {
1023 /* some other player have opened it */
1024 new_draw_info_format(NDI_UNIQUE, 0, op,
1025 "%s is already occupied.", query_name(sack));
1026 return 1;
1027 }
1028 }
1029 }
1019 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1030 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1020 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1021 tmp && tmp->container != sack; tmp=tmp->above);
1022 if (tmp) {
1023 /* some other player have opened it */
1024 new_draw_info_format(NDI_UNIQUE, 0, op,
1025 "%s is already occupied.", query_name(sack));
1026 return 1;
1027 }
1028 }
1029 }
1030 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1031 if (op->container == NULL) { 1031 if (op->container == NULL) {
1032 tmp = arch_to_object (sack->other_arch); 1032 tmp = arch_to_object (sack->other_arch);
1033 /* not good, but insert_ob_in_ob() is too smart */ 1033 /* not good, but insert_ob_in_ob() is too smart */
1034 CLEAR_FLAG (tmp, FLAG_REMOVED); 1034 CLEAR_FLAG (tmp, FLAG_REMOVED);
1035 tmp->x= tmp->y = tmp->ox = tmp->oy = 0; 1035 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1036 tmp->map = NULL; 1036 tmp->map = NULL;
1037 tmp->env = sack; 1037 tmp->env = sack;
1038 if (sack->inv) 1038 if (sack->inv)
1039 sack->inv->above = tmp; 1039 sack->inv->above = tmp;
1040 tmp->below = sack->inv; 1040 tmp->below = sack->inv;
1041 tmp->above = NULL; 1041 tmp->above = NULL;
1042 sack->inv = tmp; 1042 sack->inv = tmp;
1043 sack->move_off = MOVE_ALL; /* trying force closing it */ 1043 sack->move_off = MOVE_ALL; /* trying force closing it */
1044 } else { 1044 } else {
1045 sack->move_off = 0; 1045 sack->move_off = 0;
1046 tmp = sack->inv; 1046 tmp = sack->inv;
1047 if (tmp && tmp->type == CLOSE_CON) { 1047 if (tmp && tmp->type == CLOSE_CON) {
1048 remove_ob(tmp); 1048 remove_ob(tmp);
1049 free_object (tmp); 1049 free_object (tmp);
1050 } 1050 }
1051 } 1051 }
1052 } 1052 }
1053 } 1053 }
1054 1054
1055 if (QUERY_FLAG (sack, FLAG_APPLIED)) { 1055 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1056 if (op->container) { 1056 if (op->container) {
1057 if (op->container != sack) { 1057 if (op->container != sack) {
1058 tmp = op->container; 1058 tmp = op->container;
1059 apply_container (op, tmp); 1059 apply_container (op, tmp);
1060 sprintf (buf, "You close %s and open ", query_name(tmp)); 1060 sprintf (buf, "You close %s and open ", query_name(tmp));
1061 op->container = sack; 1061 op->container = sack;
1062 strcat (buf, query_name(sack)); 1062 strcat (buf, query_name(sack));
1063 strcat (buf, "."); 1063 strcat (buf, ".");
1064 } else { 1064 } else {
1065 CLEAR_FLAG (sack, FLAG_APPLIED); 1065 CLEAR_FLAG (sack, FLAG_APPLIED);
1066 op->container = NULL; 1066 op->container = NULL;
1067 sprintf (buf, "You close %s.", query_name(sack)); 1067 sprintf (buf, "You close %s.", query_name(sack));
1068 } 1068 }
1069 } else { 1069 } else {
1070 CLEAR_FLAG (sack, FLAG_APPLIED); 1070 CLEAR_FLAG (sack, FLAG_APPLIED);
1071 sprintf (buf, "You open %s.", query_name(sack)); 1071 sprintf (buf, "You open %s.", query_name(sack));
1072 SET_FLAG (sack, FLAG_APPLIED); 1072 SET_FLAG (sack, FLAG_APPLIED);
1073 op->container = sack; 1073 op->container = sack;
1074 } 1074 }
1075 } else { /* not applied */ 1075 } else { /* not applied */
1076 if (sack->slaying) { /* it's locked */ 1076 if (sack->slaying) { /* it's locked */
1077 tmp = find_key(op, op, sack); 1077 tmp = find_key(op, op, sack);
1078 if (tmp) { 1078 if (tmp) {
1079 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1079 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1080 SET_FLAG (sack, FLAG_APPLIED); 1080 SET_FLAG (sack, FLAG_APPLIED);
1081 if (sack->env == NULL) { /* if it's on ground,open it also */ 1081 if (sack->env == NULL) { /* if it's on ground,open it also */
1082 new_draw_info (NDI_UNIQUE,0,op, buf); 1082 new_draw_info (NDI_UNIQUE,0,op, buf);
1083 apply_container (op, sack); 1083 apply_container (op, sack);
1084 return 1; 1084 return 1;
1085 } 1085 }
1086 } else { 1086 } else {
1087 sprintf (buf, "You don't have the key to unlock %s.", 1087 sprintf (buf, "You don't have the key to unlock %s.",
1088 query_name(sack)); 1088 query_name(sack));
1089 } 1089 }
1090 } else { 1090 } else {
1091 sprintf (buf, "You readied %s.", query_name(sack)); 1091 sprintf (buf, "You readied %s.", query_name(sack));
1092 SET_FLAG (sack, FLAG_APPLIED); 1092 SET_FLAG (sack, FLAG_APPLIED);
1093 if (sack->env == NULL) { /* if it's on ground,open it also */ 1093 if (sack->env == NULL) { /* if it's on ground,open it also */
1094 new_draw_info (NDI_UNIQUE, 0, op, buf); 1094 new_draw_info (NDI_UNIQUE, 0, op, buf);
1095 apply_container (op, sack); 1095 apply_container (op, sack);
1096 return 1; 1096 return 1;
1097 } 1097 }
1098 } 1098 }
1099 } 1099 }
1100 new_draw_info (NDI_UNIQUE, 0, op, buf); 1100 new_draw_info (NDI_UNIQUE, 0, op, buf);
1101 if (op->contr) op->contr->socket.update_look=1; 1101 if (op->contr) op->contr->socket.update_look=1;
1102 return 1; 1102 return 1;
1103} 1103}
1118 1118
1119int esrv_apply_container (object *op, object *sack) 1119int esrv_apply_container (object *op, object *sack)
1120{ 1120{
1121 object *tmp=op->container; 1121 object *tmp=op->container;
1122 if(op->type!=PLAYER) 1122 if(op->type!=PLAYER)
1123 return 0; /* This might change */ 1123 return 0; /* This might change */
1124 1124
1125 if (sack==NULL || sack->type != CONTAINER) { 1125 if (sack==NULL || sack->type != CONTAINER) {
1126 LOG (llevError, 1126 LOG (llevError,
1127 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1127 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1128 return 0; 1128 return 0;
1129 } 1129 }
1130 1130
1131 /* If we have a currently open container, then it needs to be closed in all cases 1131 /* If we have a currently open container, then it needs to be closed in all cases
1132 * if we are opening this one up. We then fall through if appropriate for 1132 * if we are opening this one up. We then fall through if appropriate for
1133 * openening the new container. 1133 * openening the new container.
1134 */ 1134 */
1135 1135
1136 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1136 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1137 if (op->container->env != op) { /* if container is on the ground */ 1137 if (op->container->env != op) { /* if container is on the ground */
1138 op->container->move_off = 0; 1138 op->container->move_off = 0;
1139 } 1139 }
1140 1140
1141 if (INVOKE_OBJECT (CLOSE, op)) 1141 if (INVOKE_OBJECT (CLOSE, op))
1142 return 1; 1142 return 1;
1143 1143
1144 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1144 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1145 query_name(op->container)); 1145 query_name(op->container));
1146 CLEAR_FLAG(op->container, FLAG_APPLIED); 1146 CLEAR_FLAG(op->container, FLAG_APPLIED);
1147 op->container=NULL; 1147 op->container=NULL;
1148 esrv_update_item (UPD_FLAGS, op, tmp); 1148 esrv_update_item (UPD_FLAGS, op, tmp);
1149 if (tmp == sack) return 1; 1149 if (tmp == sack) return 1;
1150 } 1150 }
1151 1151
1152 1152
1153 /* If the player is trying to open it (which he must be doing if we got here), 1153 /* If the player is trying to open it (which he must be doing if we got here),
1154 * and it is locked, check to see if player has the equipment to open it. 1154 * and it is locked, check to see if player has the equipment to open it.
1155 */ 1155 */
1156 1156
1157 if (sack->slaying) { /* it's locked */ 1157 if (sack->slaying) { /* it's locked */
1158 tmp=find_key(op, op, sack); 1158 tmp=find_key(op, op, sack);
1159 if (tmp) { 1159 if (tmp) {
1160 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1160 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1161 } else { 1161 } else {
1162 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", 1162 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1163 query_name(sack)); 1163 query_name(sack));
1164 return 0; 1164 return 0;
1165 } 1165 }
1166 } 1166 }
1167 1167
1168 /* By the time we get here, we have made sure any other container has been closed and 1168 /* By the time we get here, we have made sure any other container has been closed and
1169 * if this is a locked container, the player they key to open it. 1169 * if this is a locked container, the player they key to open it.
1174 * opening it, since if it was being closed, that would have been taken care of above. 1174 * opening it, since if it was being closed, that would have been taken care of above.
1175 */ 1175 */
1176 1176
1177 1177
1178 if (sack->env != op) { 1178 if (sack->env != op) {
1179 /* Hypothetical case - the player is trying to open a sack that belong to someone 1179 /* Hypothetical case - the player is trying to open a sack that belong to someone
1180 * else. This normally should not happen, but a misbehaving client/player could 1180 * else. This normally should not happen, but a misbehaving client/player could
1181 * try to do it, so lets handle it gracefully. 1181 * try to do it, so lets handle it gracefully.
1182 */ 1182 */
1183 if (sack->env) { 1183 if (sack->env) {
1184 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1184 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1185 query_name(sack)); 1185 query_name(sack));
1186 return 0; 1186 return 0;
1187 } 1187 }
1188 /* set these so when the player walks off, we can unapply the sack */ 1188 /* set these so when the player walks off, we can unapply the sack */
1189 sack->move_off = MOVE_ALL; /* trying force closing it */ 1189 sack->move_off = MOVE_ALL; /* trying force closing it */
1190 1190
1191 CLEAR_FLAG (sack, FLAG_APPLIED); 1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193 SET_FLAG (sack, FLAG_APPLIED); 1193 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack; 1194 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack); 1195 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack); 1196 esrv_send_inventory (op, sack);
1197 1197
1198 } else { /* sack is in players inventory */ 1198 } else { /* sack is in players inventory */
1199 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ 1199 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1200 CLEAR_FLAG (sack, FLAG_APPLIED); 1200 CLEAR_FLAG (sack, FLAG_APPLIED);
1201 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1201 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1202 SET_FLAG (sack, FLAG_APPLIED); 1202 SET_FLAG (sack, FLAG_APPLIED);
1203 op->container = sack; 1203 op->container = sack;
1204 esrv_update_item (UPD_FLAGS, op, sack); 1204 esrv_update_item (UPD_FLAGS, op, sack);
1205 esrv_send_inventory (op, sack); 1205 esrv_send_inventory (op, sack);
1206 } 1206 }
1207 else { 1207 else {
1208 CLEAR_FLAG (sack, FLAG_APPLIED); 1208 CLEAR_FLAG (sack, FLAG_APPLIED);
1209 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1209 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1210 SET_FLAG (sack, FLAG_APPLIED); 1210 SET_FLAG (sack, FLAG_APPLIED);
1211 esrv_update_item (UPD_FLAGS, op, sack); 1211 esrv_update_item (UPD_FLAGS, op, sack);
1212 } 1212 }
1213 } 1213 }
1214 return 1; 1214 return 1;
1215} 1215}
1216 1216
1217 1217
1221 */ 1221 */
1222static int apply_altar (object *altar, object *sacrifice, object *originator) 1222static int apply_altar (object *altar, object *sacrifice, object *originator)
1223{ 1223{
1224 /* Only players can make sacrifices on spell casting altars. */ 1224 /* Only players can make sacrifices on spell casting altars. */
1225 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1225 if (altar->inv && ( ! originator || originator->type != PLAYER))
1226 return 0; 1226 return 0;
1227 1227
1228 if (operate_altar (altar, &sacrifice)) { 1228 if (operate_altar (altar, &sacrifice)) {
1229 /* Simple check. Unfortunately, it means you can't cast magic bullet 1229 /* Simple check. Unfortunately, it means you can't cast magic bullet
1230 * with an altar. We call it a Potion - altars are stationary - it 1230 * with an altar. We call it a Potion - altars are stationary - it
1231 * is up to map designers to use them properly. 1231 * is up to map designers to use them properly.
1232 */ 1232 */
1233 if (altar->inv && altar->inv->type==SPELL) { 1233 if (altar->inv && altar->inv->type==SPELL) {
1234 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1234 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.",
1235 altar->inv->name); 1235 altar->inv->name);
1236 cast_spell (originator, altar, 0, altar->inv, NULL); 1236 cast_spell (originator, altar, 0, altar->inv, NULL);
1237 /* If it is connected, push the button. Fixes some problems with 1237 /* If it is connected, push the button. Fixes some problems with
1238 * old maps. 1238 * old maps.
1239 */ 1239 */
1240/* push_button (altar);*/ 1240/* push_button (altar);*/
1241 } else { 1241 } else {
1242 altar->value = 1; /* works only once */ 1242 altar->value = 1; /* works only once */
1243 push_button (altar); 1243 push_button (altar);
1244 } 1244 }
1245 return sacrifice == NULL; 1245 return sacrifice == NULL;
1246 } else { 1246 } else {
1247 return 0; 1247 return 0;
1248 } 1248 }
1249} 1249}
1250 1250
1251 1251
1252/** 1252/**
1263 object *tmp, *next; 1263 object *tmp, *next;
1264 1264
1265 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1265 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */
1266 1266
1267 if (op->type != PLAYER) { 1267 if (op->type != PLAYER) {
1268 /* Remove all the unpaid objects that may be carried here. 1268 /* Remove all the unpaid objects that may be carried here.
1269 * This could be pets or monsters that are somehow in 1269 * This could be pets or monsters that are somehow in
1270 * the shop. 1270 * the shop.
1271 */ 1271 */
1272 for (tmp=op->inv; tmp; tmp=next) { 1272 for (tmp=op->inv; tmp; tmp=next) {
1273 next = tmp->below; 1273 next = tmp->below;
1274 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1274 if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1275 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1275 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1276 1276
1277 remove_ob(tmp); 1277 remove_ob(tmp);
1278 if (i==-1) i=0; 1278 if (i==-1) i=0;
1279 tmp->map = op->map; 1279 tmp->map = op->map;
1280 tmp->x = op->x + freearr_x[i]; 1280 tmp->x = op->x + freearr_x[i];
1281 tmp->y = op->y + freearr_y[i]; 1281 tmp->y = op->y + freearr_y[i];
1282 insert_ob_in_map(tmp, op->map, op, 0); 1282 insert_ob_in_map(tmp, op->map, op, 0);
1283 } 1283 }
1284 } 1284 }
1285 1285
1286 /* Don't teleport things like spell effects */ 1286 /* Don't teleport things like spell effects */
1287 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1287 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0;
1288 1288
1289 /* unpaid objects, or non living objects, can't transfer by 1289 /* unpaid objects, or non living objects, can't transfer by
1290 * shop mats. Instead, put it on a nearby space. 1290 * shop mats. Instead, put it on a nearby space.
1291 */ 1291 */
1292 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1292 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) {
1293 1293
1294 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1294 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1295 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1295 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1296 if (i != -1) { 1296 if (i != -1) {
1297 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1297 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1298 shop_mat); 1298 shop_mat);
1299 } 1299 }
1300 return 0; 1300 return 0;
1301 } 1301 }
1302 /* Removed code that checked for multipart objects - it appears that 1302 /* Removed code that checked for multipart objects - it appears that
1303 * the teleport function should be able to handle this just fine. 1303 * the teleport function should be able to handle this just fine.
1304 */ 1304 */
1305 rv = teleport (shop_mat, SHOP_MAT, op); 1305 rv = teleport (shop_mat, SHOP_MAT, op);
1306 } 1306 }
1307 /* immediate block below is only used for players */ 1307 /* immediate block below is only used for players */
1308 else if (can_pay(op)) { 1308 else if (can_pay(op)) {
1309 get_payment (op, op->inv); 1309 get_payment (op, op->inv);
1310 rv = teleport (shop_mat, SHOP_MAT, op); 1310 rv = teleport (shop_mat, SHOP_MAT, op);
1311 if (shop_mat->msg) { 1311 if (shop_mat->msg) {
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313 } 1313 }
1314 /* This check below is a bit simplistic - generally it should be correct, 1314 /* This check below is a bit simplistic - generally it should be correct,
1315 * but there is never a guarantee that the bottom space on the map is 1315 * but there is never a guarantee that the bottom space on the map is
1316 * actually the shop floor. 1316 * actually the shop floor.
1317 */ 1317 */
1318 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL 1318 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1319 && tmp->type != SHOP_FLOOR) { 1319 && tmp->type != SHOP_FLOOR) {
1320 opinion = shopkeeper_approval(op->map, op); 1320 opinion = shopkeeper_approval(op->map, op);
1321 if ( opinion > 0.9) 1321 if ( opinion > 0.9)
1322 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1322 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1323 else if ( opinion > 0.75) 1323 else if ( opinion > 0.75)
1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1325 else if ( opinion > 0.5) 1325 else if ( opinion > 0.5)
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327 else 1327 else
1328 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt."); 1328 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1329 } 1329 }
1330 } 1330 }
1331 else { 1331 else {
1332 /* if we get here, a player tried to leave a shop but was not able 1332 /* if we get here, a player tried to leave a shop but was not able
1333 * to afford the items he has. We try to move the player so that 1333 * to afford the items he has. We try to move the player so that
1334 * they are not on the mat anymore 1334 * they are not on the mat anymore
1335 */ 1335 */
1336 1336
1337 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1337 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1338 if(i == -1) { 1338 if(i == -1) {
1339 LOG (llevError, "Internal shop-mat problem.\n"); 1339 LOG (llevError, "Internal shop-mat problem.\n");
1340 } else { 1340 } else {
1341 remove_ob (op); 1341 remove_ob (op);
1342 op->x += freearr_x[i]; 1342 op->x += freearr_x[i];
1343 op->y += freearr_y[i]; 1343 op->y += freearr_y[i];
1344 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1344 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL;
1345 } 1345 }
1346 } 1346 }
1347 CLEAR_FLAG (op, FLAG_NO_APPLY); 1347 CLEAR_FLAG (op, FLAG_NO_APPLY);
1348 return rv; 1348 return rv;
1349} 1349}
1350 1350
1359 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1359 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1360 return; 1360 return;
1361 } 1361 }
1362 1362
1363 if (sign->stats.food) { 1363 if (sign->stats.food) {
1364 if (sign->last_eat >= sign->stats.food) { 1364 if (sign->last_eat >= sign->stats.food) {
1365 if (!sign->move_on) 1365 if (!sign->move_on)
1366 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1366 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1367 return; 1367 return;
1368 } 1368 }
1369 1369
1370 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1370 if (!QUERY_FLAG(op, FLAG_WIZPASS))
1371 sign->last_eat++; 1371 sign->last_eat++;
1372 } 1372 }
1373 1373
1374 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1374 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1375 * No way to know for sure. The presumption is basically that if 1375 * No way to know for sure. The presumption is basically that if
1376 * move_on is zero, it needs to be manually applied (doesn't talk 1376 * move_on is zero, it needs to be manually applied (doesn't talk
1412 * rune detonates, summoning monster. monster lands on nearby rune. 1412 * rune detonates, summoning monster. monster lands on nearby rune.
1413 * nearby rune detonates. This sort of recursion is expected and 1413 * nearby rune detonates. This sort of recursion is expected and
1414 * proper. This code was causing needless crashes. 1414 * proper. This code was causing needless crashes.
1415 */ 1415 */
1416 if (recursion_depth >= 500) { 1416 if (recursion_depth >= 500) {
1417 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1417 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1418 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1418 "[trap arch %s, name %s; victim arch %s, name %s]\n",
1419 trap->arch->name, trap->name, victim->arch->name, victim->name); 1419 trap->arch->name, trap->name, victim->arch->name, victim->name);
1420 return; 1420 return;
1421 } 1421 }
1422 recursion_depth++; 1422 recursion_depth++;
1423 if (trap->head) trap=trap->head; 1423 if (trap->head) trap=trap->head;
1424 1424
1425 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1425 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1426 goto leave; 1426 goto leave;
1427 1427
1428 switch (trap->type) { 1428 switch (trap->type) {
1429 case PLAYERMOVER: 1429 case PLAYERMOVER:
1430 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1430 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1431 !should_director_abort(trap, victim)) { 1431 !should_director_abort(trap, victim)) {
1432 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1432 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1433 1433
1434 /* Is this correct? From the docs, it doesn't look like it 1434 /* Is this correct? From the docs, it doesn't look like it
1435 * should be divided by trap->speed 1435 * should be divided by trap->speed
1436 */ 1436 */
1437 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1437 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1438 1438
1439 /* Just put in some sanity check. I think there is a bug in the 1439 /* Just put in some sanity check. I think there is a bug in the
1440 * above with some objects have zero speed, and thus the player 1440 * above with some objects have zero speed, and thus the player
1441 * getting permanently paralyzed. 1441 * getting permanently paralyzed.
1442 */ 1442 */
1443 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1443 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1444 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1444 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1445 } 1445 }
1446 goto leave; 1446 goto leave;
1447 1447
1448 case SPINNER: 1448 case SPINNER:
1449 if(victim->direction) { 1449 if(victim->direction) {
1450 victim->direction=absdir(victim->direction-trap->stats.sp); 1450 victim->direction=absdir(victim->direction-trap->stats.sp);
1451 update_turn_face(victim); 1451 update_turn_face(victim);
1452 } 1452 }
1453 goto leave; 1453 goto leave;
1454 1454
1455 case DIRECTOR: 1455 case DIRECTOR:
1456 if(victim->direction && !should_director_abort(trap, victim)) { 1456 if(victim->direction && !should_director_abort(trap, victim)) {
1457 victim->direction=trap->stats.sp; 1457 victim->direction=trap->stats.sp;
1458 update_turn_face(victim); 1458 update_turn_face(victim);
1459 } 1459 }
1460 goto leave; 1460 goto leave;
1461 1461
1462 case BUTTON: 1462 case BUTTON:
1463 case PEDESTAL: 1463 case PEDESTAL:
1464 update_button(trap); 1464 update_button(trap);
1465 goto leave; 1465 goto leave;
1466 1466
1467 case ALTAR: 1467 case ALTAR:
1468 /* sacrifice victim on trap */ 1468 /* sacrifice victim on trap */
1469 apply_altar (trap, victim, originator); 1469 apply_altar (trap, victim, originator);
1470 goto leave; 1470 goto leave;
1471 1471
1472 case THROWN_OBJ: 1472 case THROWN_OBJ:
1473 if (trap->inv == NULL) 1473 if (trap->inv == NULL)
1474 goto leave; 1474 goto leave;
1475 /* fallthrough */ 1475 /* fallthrough */
1476 1476
1477 case ARROW: 1477 case ARROW:
1478 1478
1479 /* bad bug: monster throw a object, make a step forwards, step on object , 1479 /* bad bug: monster throw a object, make a step forwards, step on object ,
1480 * trigger this here and get hit by own missile - and will be own enemy. 1480 * trigger this here and get hit by own missile - and will be own enemy.
1481 * Victim then is his own enemy and will start to kill herself (this is 1481 * Victim then is his own enemy and will start to kill herself (this is
1482 * removed) but we have not synced victim and his missile. To avoid senseless 1482 * removed) but we have not synced victim and his missile. To avoid senseless
1483 * action, we avoid hits here 1483 * action, we avoid hits here
1484 */ 1484 */
1485 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1485 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1486 hit_with_arrow (trap, victim); 1486 hit_with_arrow (trap, victim);
1487 goto leave; 1487 goto leave;
1488 1488
1489 case SPELL_EFFECT: 1489 case SPELL_EFFECT:
1490 apply_spell_effect(trap, victim); 1490 apply_spell_effect(trap, victim);
1491 goto leave; 1491 goto leave;
1492 1492
1493 case TRAPDOOR: 1493 case TRAPDOOR:
1494 { 1494 {
1495 int max, sound_was_played; 1495 int max, sound_was_played;
1496 object *ab, *ab_next; 1496 object *ab, *ab_next;
1497 if(!trap->value) { 1497 if(!trap->value) {
1498 int tot; 1498 int tot;
1499 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1499 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1500 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1500 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1501 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1501 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1502 1502
1503 if(!(trap->value=(tot>trap->weight)?1:0)) 1503 if(!(trap->value=(tot>trap->weight)?1:0))
1504 goto leave; 1504 goto leave;
1505 1505
1506 SET_ANIMATION(trap, trap->value); 1506 SET_ANIMATION(trap, trap->value);
1507 update_object(trap,UP_OBJ_FACE); 1507 update_object(trap,UP_OBJ_FACE);
1508 } 1508 }
1509 1509
1510 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1510 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) {
1511 /* need to set this up, since if we do transfer the object, 1511 /* need to set this up, since if we do transfer the object,
1512 * ab->above would be bogus 1512 * ab->above would be bogus
1513 */ 1513 */
1514 ab_next = ab->above; 1514 ab_next = ab->above;
1515 1515
1516 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1516 if ((ab->move_type && trap->move_on) || ab->move_type==0) {
1517 if ( ! sound_was_played) { 1517 if ( ! sound_was_played) {
1518 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1518 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1519 sound_was_played = 1; 1519 sound_was_played = 1;
1520 } 1520 }
1521 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1521 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!");
1522 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1522 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab);
1523 } 1523 }
1524 } 1524 }
1525 goto leave; 1525 goto leave;
1526 } 1526 }
1527 1527
1528 1528
1529 case CONVERTER: 1529 case CONVERTER:
1530 if (convert_item (victim, trap) < 0) { 1530 if (convert_item (victim, trap) < 0) {
1531 object *op; 1531 object *op;
1532 1532
1533 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1533 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1534 1534
1535 op = get_archetype("burnout"); 1535 op = get_archetype("burnout");
1536 if (op != NULL) { 1536 if (op != NULL) {
1537 op->x = trap->x; 1537 op->x = trap->x;
1538 op->y = trap->y; 1538 op->y = trap->y;
1539 insert_ob_in_map(op, trap->map, trap, 0); 1539 insert_ob_in_map(op, trap->map, trap, 0);
1540 } 1540 }
1541 } 1541 }
1542 goto leave; 1542 goto leave;
1543 1543
1544 case TRIGGER_BUTTON: 1544 case TRIGGER_BUTTON:
1545 case TRIGGER_PEDESTAL: 1545 case TRIGGER_PEDESTAL:
1546 case TRIGGER_ALTAR: 1546 case TRIGGER_ALTAR:
1547 check_trigger (trap, victim); 1547 check_trigger (trap, victim);
1548 goto leave; 1548 goto leave;
1549 1549
1550 case DEEP_SWAMP: 1550 case DEEP_SWAMP:
1551 walk_on_deep_swamp (trap, victim); 1551 walk_on_deep_swamp (trap, victim);
1552 goto leave; 1552 goto leave;
1553 1553
1554 case CHECK_INV: 1554 case CHECK_INV:
1555 check_inv (victim, trap); 1555 check_inv (victim, trap);
1556 goto leave; 1556 goto leave;
1557 1557
1558 case HOLE: 1558 case HOLE:
1559 /* Hole not open? */ 1559 /* Hole not open? */
1560 if(trap->stats.wc > 0) 1560 if(trap->stats.wc > 0)
1561 goto leave; 1561 goto leave;
1562 1562
1563 /* Is this a multipart monster and not the head? If so, return. 1563 /* Is this a multipart monster and not the head? If so, return.
1564 * Processing will happen if the head runs into the pit 1564 * Processing will happen if the head runs into the pit
1565 */ 1565 */
1566 if (victim->head) 1566 if (victim->head)
1567 goto leave; 1567 goto leave;
1568 1568
1569 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1569 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1570 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1570 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1571 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1571 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1572 goto leave; 1572 goto leave;
1573 1573
1574 case EXIT: 1574 case EXIT:
1575 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1575 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1576 /* Basically, don't show exits leading to random maps the 1576 /* Basically, don't show exits leading to random maps the
1577 * players output. 1577 * players output.
1578 */ 1578 */
1579 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1579 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1580 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1580 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1581 enter_exit (victim, trap); 1581 enter_exit (victim, trap);
1582 } 1582 }
1583 goto leave; 1583 goto leave;
1584 1584
1585 case ENCOUNTER: 1585 case ENCOUNTER:
1586 /* may be some leftovers on this */ 1586 /* may be some leftovers on this */
1587 goto leave; 1587 goto leave;
1588 1588
1589 case SHOP_MAT: 1589 case SHOP_MAT:
1590 apply_shop_mat (trap, victim); 1590 apply_shop_mat (trap, victim);
1591 goto leave; 1591 goto leave;
1592 1592
1593 /* Drop a certain amount of gold, and have one item identified */ 1593 /* Drop a certain amount of gold, and have one item identified */
1594 case IDENTIFY_ALTAR: 1594 case IDENTIFY_ALTAR:
1595 apply_id_altar (victim, trap, originator); 1595 apply_id_altar (victim, trap, originator);
1596 goto leave; 1596 goto leave;
1597 1597
1598 case SIGN: 1598 case SIGN:
1599 if (victim->type != PLAYER && trap->stats.food > 0) 1599 if (victim->type != PLAYER && trap->stats.food > 0)
1600 goto leave; /* monsters musn't apply magic_mouths with counters */ 1600 goto leave; /* monsters musn't apply magic_mouths with counters */
1601 1601
1602 apply_sign (victim, trap, 1); 1602 apply_sign (victim, trap, 1);
1603 goto leave; 1603 goto leave;
1604 1604
1605 case CONTAINER: 1605 case CONTAINER:
1606 if (victim->type==PLAYER) 1606 if (victim->type==PLAYER)
1607 (void) esrv_apply_container (victim, trap); 1607 (void) esrv_apply_container (victim, trap);
1608 else 1608 else
1609 (void) apply_container (victim, trap); 1609 (void) apply_container (victim, trap);
1610 goto leave; 1610 goto leave;
1611 1611
1612 case RUNE: 1612 case RUNE:
1613 case TRAP: 1613 case TRAP:
1614 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1614 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) {
1615 spring_trap(trap, victim); 1615 spring_trap(trap, victim);
1616 } 1616 }
1617 goto leave; 1617 goto leave;
1618 1618
1619 default: 1619 default:
1620 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1620 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1621 "handled in move_apply()\n", trap->name, trap->arch->name, 1621 "handled in move_apply()\n", trap->name, trap->arch->name,
1622 trap->type); 1622 trap->type);
1623 goto leave; 1623 goto leave;
1624 } 1624 }
1625 1625
1626 leave: 1626 leave:
1627 recursion_depth--; 1627 recursion_depth--;
1628} 1628}
1629 1629
1630/** 1630/**
1631 * Handles reading a regular (ie not containing a spell) book. 1631 * Handles reading a regular (ie not containing a spell) book.
1632 */ 1632 */
1639 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1639 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1640 return; 1640 return;
1641 } 1641 }
1642 if(tmp->msg==NULL) { 1642 if(tmp->msg==NULL) {
1643 new_draw_info_format(NDI_UNIQUE, 0, op, 1643 new_draw_info_format(NDI_UNIQUE, 0, op,
1644 "You open the %s and find it empty.", tmp->name); 1644 "You open the %s and find it empty.", tmp->name);
1645 return; 1645 return;
1646 } 1646 }
1647 1647
1648 /* need a literacy skill to read stuff! */ 1648 /* need a literacy skill to read stuff! */
1649 skill_ob = find_skill_by_name(op, tmp->skill); 1649 skill_ob = find_skill_by_name(op, tmp->skill);
1650 if ( ! skill_ob) { 1650 if ( ! skill_ob) {
1651 new_draw_info(NDI_UNIQUE, 0,op, 1651 new_draw_info(NDI_UNIQUE, 0,op,
1652 "You are unable to decipher the strange symbols."); 1652 "You are unable to decipher the strange symbols.");
1653 return; 1653 return;
1654 } 1654 }
1655 lev_diff = tmp->level - (skill_ob->level + 5); 1655 lev_diff = tmp->level - (skill_ob->level + 5);
1656 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1656 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) {
1657 if (lev_diff < 2) 1657 if (lev_diff < 2)
1658 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1658 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1659 else if (lev_diff < 3) 1659 else if (lev_diff < 3)
1660 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1660 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1661 else if (lev_diff < 5) 1661 else if (lev_diff < 5)
1662 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1662 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1663 else if (lev_diff < 8) 1663 else if (lev_diff < 8)
1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1665 else if (lev_diff < 15) 1665 else if (lev_diff < 15)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1667 else 1667 else
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1669 return; 1669 return;
1670 } 1670 }
1671 1671
1672 readable_message_type* msgType = get_readable_message_type(tmp); 1672 readable_message_type* msgType = get_readable_message_type(tmp);
1673 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1673 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1674 msgType->message_type, msgType->message_subtype, 1674 msgType->message_type, msgType->message_subtype,
1676 "%s\n%s", 1676 "%s\n%s",
1677 long_desc(tmp,op), tmp->msg); 1677 long_desc(tmp,op), tmp->msg);
1678 1678
1679 /* gain xp from reading */ 1679 /* gain xp from reading */
1680 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1680 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */
1681 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1681 int exp_gain=calc_skill_exp(op,tmp, skill_ob);
1682 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1682 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) {
1683 /*exp_gain *= 2; because they just identified it too */ 1683 /*exp_gain *= 2; because they just identified it too */
1684 SET_FLAG(tmp,FLAG_IDENTIFIED); 1684 SET_FLAG(tmp,FLAG_IDENTIFIED);
1685 /* If in a container, update how it looks */ 1685 /* If in a container, update how it looks */
1686 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1686 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp);
1696 * op is the person learning the skill, tmp is the skill scroll object 1696 * op is the person learning the skill, tmp is the skill scroll object
1697 */ 1697 */
1698static void apply_skillscroll (object *op, object *tmp) 1698static void apply_skillscroll (object *op, object *tmp)
1699{ 1699{
1700 switch ((int) learn_skill (op, tmp)) { 1700 switch ((int) learn_skill (op, tmp)) {
1701 case 0: 1701 case 0:
1702 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1702 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge ");
1703 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1703 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp));
1704 return; 1704 return;
1705 1705
1706 case 1: 1706 case 1:
1707 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1707 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1708 tmp->skill); 1708 tmp->skill);
1709 new_draw_info_format(NDI_UNIQUE, 0, op, 1709 new_draw_info_format(NDI_UNIQUE, 0, op,
1710 "Type 'bind ready_skill %s",tmp->skill); 1710 "Type 'bind ready_skill %s",tmp->skill);
1711 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key."); 1711 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1712 decrease_ob(tmp); 1712 decrease_ob(tmp);
1713 return; 1713 return;
1714 1714
1715 default: 1715 default:
1716 new_draw_info_format(NDI_UNIQUE,0,op, 1716 new_draw_info_format(NDI_UNIQUE,0,op,
1717 "You fail to learn the knowledge of the %s.\n",query_name(tmp)); 1717 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1718 decrease_ob(tmp); 1718 decrease_ob(tmp);
1719 return; 1719 return;
1720 } 1720 }
1721} 1721}
1722 1722
1723/** 1723/**
1724 * Actually makes op learn spell. 1724 * Actually makes op learn spell.
1746 tmp = get_object(); 1746 tmp = get_object();
1747 copy_object(spell, tmp); 1747 copy_object(spell, tmp);
1748 insert_ob_in_ob(tmp, op); 1748 insert_ob_in_ob(tmp, op);
1749 1749
1750 if (special_prayer) { 1750 if (special_prayer) {
1751 SET_FLAG(tmp, FLAG_STARTEQUIP); 1751 SET_FLAG(tmp, FLAG_STARTEQUIP);
1752 } 1752 }
1753 1753
1754 new_draw_info_format (NDI_UNIQUE, 0, op, 1754 new_draw_info_format (NDI_UNIQUE, 0, op,
1755 "Type 'bind cast %s", spell->name); 1755 "Type 'bind cast %s", spell->name);
1756 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1772 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1772 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1773 return; 1773 return;
1774 } 1774 }
1775 1775
1776 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1776 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op,
1777 "You lose knowledge of %s.", spell); 1777 "You lose knowledge of %s.", spell);
1778 player_unready_range_ob(op->contr, spob); 1778 player_unready_range_ob(op->contr, spob);
1779 esrv_remove_spell(op->contr, spob); 1779 esrv_remove_spell(op->contr, spob);
1780 remove_ob(spob); 1780 remove_ob(spob);
1781 free_object(spob); 1781 free_object(spob);
1782} 1782}
1789static void apply_spellbook (object *op, object *tmp) 1789static void apply_spellbook (object *op, object *tmp)
1790{ 1790{
1791 object *skop, *spell, *spell_skill; 1791 object *skop, *spell, *spell_skill;
1792 1792
1793 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1793 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1794 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1795 return; 1795 return;
1796 } 1796 }
1797 1797
1798 /* artifact_spellbooks have 'slaying' field point to a spell name, 1798 /* artifact_spellbooks have 'slaying' field point to a spell name,
1799 * instead of having their spell stored in stats.sp. These are 1799 * instead of having their spell stored in stats.sp. These are
1800 * legacy spellbooks 1800 * legacy spellbooks
1801 */ 1801 */
1802 1802
1803 if(tmp->slaying != NULL) { 1803 if(tmp->slaying != NULL) {
1804 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1804 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying));
1805 if (!spell) { 1805 if (!spell) {
1806 new_draw_info_format(NDI_UNIQUE, 0, op, 1806 new_draw_info_format(NDI_UNIQUE, 0, op,
1807 "The book's formula for %s is incomplete", tmp->slaying); 1807 "The book's formula for %s is incomplete", tmp->slaying);
1808 return; 1808 return;
1809 } 1809 }
1810 else 1810 else
1811 insert_ob_in_ob(spell, tmp); 1811 insert_ob_in_ob(spell, tmp);
1812 free_string(tmp->slaying); 1812 free_string(tmp->slaying);
1813 tmp->slaying=NULL; 1813 tmp->slaying=NULL;
1814 } 1814 }
1815 1815
1816 skop = find_skill_by_name(op, tmp->skill); 1816 skop = find_skill_by_name(op, tmp->skill);
1817 1817
1818 /* need a literacy skill to learn spells. Also, having a literacy level 1818 /* need a literacy skill to learn spells. Also, having a literacy level
1819 * lower than the spell will make learning the spell more difficult */ 1819 * lower than the spell will make learning the spell more difficult */
1820 if ( !skop) { 1820 if ( !skop) {
1821 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1821 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1822 return; 1822 return;
1823 } 1823 }
1824 1824
1825 spell = tmp->inv; 1825 spell = tmp->inv;
1826 if (!spell) { 1826 if (!spell) {
1827 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1827 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name);
1828 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1828 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense.");
1829 return; 1829 return;
1830 } 1830 }
1831 if (spell->level > (skop->level+10)) { 1831 if (spell->level > (skop->level+10)) {
1832 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); 1832 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1833 return; 1833 return;
1834 } 1834 }
1835 1835
1836 new_draw_info_format(NDI_UNIQUE, 0, op, 1836 new_draw_info_format(NDI_UNIQUE, 0, op,
1837 "The spellbook contains the %s level spell %s.", 1837 "The spellbook contains the %s level spell %s.",
1838 get_levelnumber(spell->level), spell->name); 1838 get_levelnumber(spell->level), spell->name);
1839 1839
1840 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1840 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1841 identify(tmp); 1841 identify(tmp);
1842 if (tmp->env) 1842 if (tmp->env)
1843 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1843 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1844 else 1844 else
1845 op->contr->socket.update_look=1; 1845 op->contr->socket.update_look=1;
1846 } 1846 }
1847 1847
1848 /* I removed the check for special_prayer_mark here - it didn't make 1848 /* I removed the check for special_prayer_mark here - it didn't make
1849 * a lot of sense - special prayers are not found in spellbooks, and 1849 * a lot of sense - special prayers are not found in spellbooks, and
1850 * if the player doesn't know the spell, doesn't make a lot of sense that 1850 * if the player doesn't know the spell, doesn't make a lot of sense that
1851 * they would have a special prayer mark. 1851 * they would have a special prayer mark.
1852 */ 1852 */
1853 if (check_spell_known (op, spell->name)) { 1853 if (check_spell_known (op, spell->name)) {
1854 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1854 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1855 return; 1855 return;
1856 } 1856 }
1857 1857
1858 if (spell->skill) { 1858 if (spell->skill) {
1859 spell_skill = find_skill_by_name(op, spell->skill); 1859 spell_skill = find_skill_by_name(op, spell->skill);
1860 if (!spell_skill) { 1860 if (!spell_skill) {
1861 new_draw_info_format(NDI_UNIQUE, 0, op, 1861 new_draw_info_format(NDI_UNIQUE, 0, op,
1862 "You lack the skill %s to use this spell", 1862 "You lack the skill %s to use this spell",
1863 spell->skill); 1863 spell->skill);
1864 return; 1864 return;
1865 } 1865 }
1866 if (spell_skill->level < spell->level) { 1866 if (spell_skill->level < spell->level) {
1867 new_draw_info_format(NDI_UNIQUE, 0, op, 1867 new_draw_info_format(NDI_UNIQUE, 0, op,
1868 "You need to be level %d in %s to learn this spell.", 1868 "You need to be level %d in %s to learn this spell.",
1869 spell->level, spell->skill); 1869 spell->level, spell->skill);
1870 return; 1870 return;
1871 } 1871 }
1872 } 1872 }
1873 1873
1874 /* Logic as follows 1874 /* Logic as follows
1875 * 1875 *
1876 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1876 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1882 * 1882 *
1883 * Overall, chances are the same but a player will find having a high 1883 * Overall, chances are the same but a player will find having a high
1884 * literacy rate very useful! -b.t. 1884 * literacy rate very useful! -b.t.
1885 */ 1885 */
1886 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1886 if(QUERY_FLAG(op,FLAG_CONFUSED)) {
1887 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1887 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!");
1888 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1888 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace));
1889 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1889 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) ||
1890 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1890 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) <
1891 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1891 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) {
1892 1892
1893 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 1893 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1894 do_learn_spell (op, spell, 0); 1894 do_learn_spell (op, spell, 0);
1895 1895
1896 /* xp gain to literacy for spell learning */ 1896 /* xp gain to literacy for spell learning */
1897 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1897 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1898 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1898 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0);
1899 } else { 1899 } else {
1900 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1900 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1901 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 1901 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1902 } 1902 }
1903 decrease_ob(tmp); 1903 decrease_ob(tmp);
1904} 1904}
1905 1905
1906/** 1906/**
1909void apply_scroll (object *op, object *tmp, int dir) 1909void apply_scroll (object *op, object *tmp, int dir)
1910{ 1910{
1911 object *skop; 1911 object *skop;
1912 1912
1913 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1913 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) {
1914 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1914 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1915 return; 1915 return;
1916 } 1916 }
1917 1917
1918 if (!tmp->inv || tmp->inv->type != SPELL) { 1918 if (!tmp->inv || tmp->inv->type != SPELL) {
1919 new_draw_info (NDI_UNIQUE, 0, op, 1919 new_draw_info (NDI_UNIQUE, 0, op,
1920 "The scroll just doesn't make sense!"); 1920 "The scroll just doesn't make sense!");
1921 return; 1921 return;
1922 } 1922 }
1923 1923
1924 if(op->type==PLAYER) { 1924 if(op->type==PLAYER) {
1925 /* players need a literacy skill to read stuff! */ 1925 /* players need a literacy skill to read stuff! */
1926 int exp_gain=0; 1926 int exp_gain=0;
1927 1927
1928 /* hard code literacy - tmp->skill points to where the exp 1928 /* hard code literacy - tmp->skill points to where the exp
1929 * should go for anything killed by the spell. 1929 * should go for anything killed by the spell.
1930 */ 1930 */
1931 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1931 skop = find_skill_by_name(op, skill_names[SK_LITERACY]);
1932 1932
1933 if ( ! skop) { 1933 if ( ! skop) {
1934 new_draw_info(NDI_UNIQUE, 0,op, 1934 new_draw_info(NDI_UNIQUE, 0,op,
1935 "You are unable to decipher the strange symbols."); 1935 "You are unable to decipher the strange symbols.");
1936 return; 1936 return;
1937 } 1937 }
1938 1938
1939 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1939 if((exp_gain = calc_skill_exp(op,tmp, skop)))
1940 change_exp(op,exp_gain, skop->skill, 0); 1940 change_exp(op,exp_gain, skop->skill, 0);
1941 } 1941 }
1942 1942
1943 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1943 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
1944 identify(tmp); 1944 identify(tmp);
1945 1945
1946 new_draw_info_format(NDI_BLACK, 0, op, 1946 new_draw_info_format(NDI_BLACK, 0, op,
1947 "The scroll of %s turns to dust.", tmp->inv->name); 1947 "The scroll of %s turns to dust.", tmp->inv->name);
1948 1948
1949 1949
1950 cast_spell(op,tmp,dir,tmp->inv, NULL); 1950 cast_spell(op,tmp,dir,tmp->inv, NULL);
1951 decrease_ob(tmp); 1951 decrease_ob(tmp);
1952} 1952}
1969 * treasure 1969 * treasure
1970 */ 1970 */
1971 1971
1972 treas = tmp->inv; 1972 treas = tmp->inv;
1973 if(treas==NULL) { 1973 if(treas==NULL) {
1974 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1974 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1975 decrease_ob(tmp); 1975 decrease_ob(tmp);
1976 return; 1976 return;
1977 } 1977 }
1978 while (tmp->inv) { 1978 while (tmp->inv) {
1979 treas = tmp->inv; 1979 treas = tmp->inv;
1980 1980
1981 remove_ob(treas); 1981 remove_ob(treas);
1982 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.", 1982 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1983 query_name(treas)); 1983 query_name(treas));
1984 1984
1985 treas->x=op->x; 1985 treas->x=op->x;
1986 treas->y=op->y; 1986 treas->y=op->y;
1987 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1987 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1988 1988
1989 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1989 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1990 && QUERY_FLAG (op, FLAG_ALIVE)) 1990 && QUERY_FLAG (op, FLAG_ALIVE))
1991 spring_trap (treas, op); 1991 spring_trap (treas, op);
1992 /* If either player or container was destroyed, no need to do 1992 /* If either player or container was destroyed, no need to do
1993 * further processing. I think this should be enclused with 1993 * further processing. I think this should be enclused with
1994 * spring trap above, as I don't think there is otherwise 1994 * spring trap above, as I don't think there is otherwise
1995 * any way for the treasure chest or player to get killed 1995 * any way for the treasure chest or player to get killed
1996 */ 1996 */
1997 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1997 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1998 break; 1998 break;
1999 } 1999 }
2000 2000
2001 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 2001 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2002 decrease_ob (tmp); 2002 decrease_ob (tmp);
2003 2003
2014 if(op->type!=PLAYER) 2014 if(op->type!=PLAYER)
2015 op->stats.hp=op->stats.maxhp; 2015 op->stats.hp=op->stats.maxhp;
2016 else { 2016 else {
2017 /* check if this is a dragon (player), eating some flesh */ 2017 /* check if this is a dragon (player), eating some flesh */
2018 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2018 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2019 ; 2019 ;
2020 else { 2020 else {
2021 /* usual case - no dragon meal: */ 2021 /* usual case - no dragon meal: */
2022 if(op->stats.food+tmp->stats.food>999) { 2022 if(op->stats.food+tmp->stats.food>999) {
2023 if(tmp->type==FOOD || tmp->type==FLESH) 2023 if(tmp->type==FOOD || tmp->type==FLESH)
2024 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2024 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2025 else 2025 else
2026 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2026 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2027 } 2027 }
2028 2028
2029 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2029 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2030 char buf[MAX_BUF]; 2030 char buf[MAX_BUF];
2031 2031
2032 if (!is_dragon_pl(op)) { 2032 if (!is_dragon_pl(op)) {
2033 /* eating message for normal players*/ 2033 /* eating message for normal players*/
2034 if(tmp->type==DRINK) 2034 if(tmp->type==DRINK)
2035 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2035 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2036 else 2036 else
2037 sprintf(buf,"The %s tasted %s",tmp->name, 2037 sprintf(buf,"The %s tasted %s",tmp->name,
2038 tmp->type==FLESH?"terrible!":"good."); 2038 tmp->type==FLESH?"terrible!":"good.");
2039 } 2039 }
2040 else { 2040 else {
2041 /* eating message for dragon players*/ 2041 /* eating message for dragon players*/
2042 sprintf(buf,"The %s tasted terrible!",tmp->name); 2042 sprintf(buf,"The %s tasted terrible!",tmp->name);
2043 } 2043 }
2044 2044
2045 new_draw_info(NDI_UNIQUE, 0,op,buf); 2045 new_draw_info(NDI_UNIQUE, 0,op,buf);
2046 capacity_remaining = 999 - op->stats.food; 2046 capacity_remaining = 999 - op->stats.food;
2047 op->stats.food+=tmp->stats.food; 2047 op->stats.food+=tmp->stats.food;
2048 if(capacity_remaining < tmp->stats.food) 2048 if(capacity_remaining < tmp->stats.food)
2049 op->stats.hp += capacity_remaining / 50; 2049 op->stats.hp += capacity_remaining / 50;
2050 else 2050 else
2051 op->stats.hp+=tmp->stats.food/50; 2051 op->stats.hp+=tmp->stats.food/50;
2052 if(op->stats.hp>op->stats.maxhp) 2052 if(op->stats.hp>op->stats.maxhp)
2053 op->stats.hp=op->stats.maxhp; 2053 op->stats.hp=op->stats.maxhp;
2054 if (op->stats.food > 999) 2054 if (op->stats.food > 999)
2055 op->stats.food = 999; 2055 op->stats.food = 999;
2056 } 2056 }
2057 2057
2058 /* special food hack -b.t. */ 2058 /* special food hack -b.t. */
2059 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2059 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2060 eat_special_food(op,tmp); 2060 eat_special_food(op,tmp);
2061 } 2061 }
2062 } 2062 }
2063 handle_apply_yield(tmp); 2063 handle_apply_yield(tmp);
2064 decrease_ob(tmp); 2064 decrease_ob(tmp);
2065} 2065}
2095 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2095 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2096 from the player's inventory */ 2096 from the player's inventory */
2097 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2097 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) {
2098 if (tmp->type == FORCE) { 2098 if (tmp->type == FORCE) {
2099 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2099 if (strcmp(tmp->arch->name, "dragon_skin_force")==0)
2100 skin = tmp; 2100 skin = tmp;
2101 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2101 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0)
2102 abil = tmp; 2102 abil = tmp;
2103 } 2103 }
2104 } 2104 }
2105 2105
2106 /* if either skin or ability are missing, this is an old player 2106 /* if either skin or ability are missing, this is an old player
2107 which is not to be considered a dragon -> bail out */ 2107 which is not to be considered a dragon -> bail out */
2125 /* got positive resistance, now calculate improvement chance (0-100) */ 2125 /* got positive resistance, now calculate improvement chance (0-100) */
2126 2126
2127 /* this bonus makes resistance increase easier at lower levels */ 2127 /* this bonus makes resistance increase easier at lower levels */
2128 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2128 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level);
2129 if (i == abil->stats.exp) 2129 if (i == abil->stats.exp)
2130 bonus += 5; /* additional bonus for resistance of ability-focus */ 2130 bonus += 5; /* additional bonus for resistance of ability-focus */
2131 2131
2132 /* monster bonus increases with level, because high-level 2132 /* monster bonus increases with level, because high-level
2133 flesh is too rare */ 2133 flesh is too rare */
2134 mbonus = op->level * 20. / ((double)settings.max_level); 2134 mbonus = op->level * 20. / ((double)settings.max_level);
2135 2135
2136 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2136 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. /
2137 ((double)settings.max_level)) - skin->resist[i]; 2137 ((double)settings.max_level)) - skin->resist[i];
2138 2138
2139 if (chance >= 0.) 2139 if (chance >= 0.)
2140 chance += 1.; 2140 chance += 1.;
2141 else 2141 else
2142 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2142 chance = (chance < -12) ? 0. : 1./pow(2., -chance);
2143 2143
2144 /* chance is proportional to amount of resistance (max. 50) */ 2144 /* chance is proportional to amount of resistance (max. 50) */
2145 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2145 chance *= ((double)(MIN(meal->resist[i], 50)))/50.;
2146 2146
2147 /* doubled chance for resistance of ability-focus */ 2147 /* doubled chance for resistance of ability-focus */
2148 if (i == abil->stats.exp) 2148 if (i == abil->stats.exp)
2149 chance = MIN(100., chance*2.); 2149 chance = MIN(100., chance*2.);
2150 2150
2151 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2151 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2152 if (RANDOM()%10000 < (int)(chance*100)) { 2152 if (RANDOM()%10000 < (int)(chance*100)) {
2153 atnr_winner[winners] = i; 2153 atnr_winner[winners] = i;
2154 winners++; 2154 winners++;
2155 } 2155 }
2156 2156
2157 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2157 if (chance >= 0.01 ) totalchance *= 1 - chance/100;
2158 2158
2159 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2159 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/
2199 && meal->last_eat != abil->last_eat) { 2199 && meal->last_eat != abil->last_eat) {
2200 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2200 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2201 2201
2202 if (meal->last_eat != abil->stats.exp) { 2202 if (meal->last_eat != abil->stats.exp) {
2203 sprintf(buf, "Your metabolism prepares to focus on %s!", 2203 sprintf(buf, "Your metabolism prepares to focus on %s!",
2204 change_resist_msg[meal->last_eat]); 2204 change_resist_msg[meal->last_eat]);
2205 new_draw_info(NDI_UNIQUE, 0, op, buf); 2205 new_draw_info(NDI_UNIQUE, 0, op, buf);
2206 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2206 sprintf(buf, "The change will happen at level %d", abil->level + 1);
2207 new_draw_info(NDI_UNIQUE, 0, op, buf); 2207 new_draw_info(NDI_UNIQUE, 0, op, buf);
2208 } 2208 }
2209 else { 2209 else {
2210 sprintf(buf, "Your metabolism will continue to focus on %s.", 2210 sprintf(buf, "Your metabolism will continue to focus on %s.",
2211 change_resist_msg[meal->last_eat]); 2211 change_resist_msg[meal->last_eat]);
2212 new_draw_info(NDI_UNIQUE, 0, op, buf); 2212 new_draw_info(NDI_UNIQUE, 0, op, buf);
2213 abil->last_eat = 0; 2213 abil->last_eat = 0;
2214 } 2214 }
2215 } 2215 }
2216 return 1; 2216 return 1;
2227 /* Need to call terminate_all_pets() before we remove the player ob */ 2227 /* Need to call terminate_all_pets() before we remove the player ob */
2228 terminate_all_pets(pl); 2228 terminate_all_pets(pl);
2229 remove_ob(pl); 2229 remove_ob(pl);
2230 pl->direction=0; 2230 pl->direction=0;
2231 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, 2231 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2232 "%s leaves the game.",pl->name); 2232 "%s leaves the game.",pl->name);
2233 2233
2234 /* update respawn position */ 2234 /* update respawn position */
2235 strcpy(pl->contr->savebed_map, pl->map->path); 2235 strcpy(pl->contr->savebed_map, pl->map->path);
2236 pl->contr->bed_x = pl->x; 2236 pl->contr->bed_x = pl->x;
2237 pl->contr->bed_y = pl->y; 2237 pl->contr->bed_y = pl->y;
2264 if ( ! armor) { 2264 if ( ! armor) {
2265 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2265 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2266 return; 2266 return;
2267 } 2267 }
2268 if (armor->type != ARMOUR 2268 if (armor->type != ARMOUR
2269 && armor->type != CLOAK 2269 && armor->type != CLOAK
2270 && armor->type != BOOTS && armor->type != GLOVES 2270 && armor->type != BOOTS && armor->type != GLOVES
2271 && armor->type != BRACERS && armor->type != SHIELD 2271 && armor->type != BRACERS && armor->type != SHIELD
2272 && armor->type != HELMET) 2272 && armor->type != HELMET)
2273 { 2273 {
2274 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2274 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n");
2275 return; 2275 return;
2276 } 2276 }
2277 2277
2381int manual_apply (object *op, object *tmp, int aflag) 2381int manual_apply (object *op, object *tmp, int aflag)
2382{ 2382{
2383 if (tmp->head) tmp=tmp->head; 2383 if (tmp->head) tmp=tmp->head;
2384 2384
2385 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2385 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) {
2386 if (op->type == PLAYER) { 2386 if (op->type == PLAYER) {
2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2388 return 1; 2388 return 1;
2389 } else { 2389 } else {
2390 return 0; /* monsters just skip unpaid items */ 2390 return 0; /* monsters just skip unpaid items */
2391 } 2391 }
2392 } 2392 }
2393 2393
2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2395 return RESULT_INT (0); 2395 return RESULT_INT (0);
2396 2396
2397 switch (tmp->type) { 2397 switch (tmp->type) {
2398 2398
2399 case CF_HANDLE: 2399 case CF_HANDLE:
2400 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2400 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2401 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); 2401 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2402 tmp->value=tmp->value?0:1; 2402 tmp->value=tmp->value?0:1;
2403 SET_ANIMATION(tmp, tmp->value); 2403 SET_ANIMATION(tmp, tmp->value);
2404 update_object(tmp,UP_OBJ_FACE); 2404 update_object(tmp,UP_OBJ_FACE);
2405 push_button(tmp); 2405 push_button(tmp);
2406 return 1; 2406 return 1;
2407 2407
2408 case TRIGGER: 2408 case TRIGGER:
2409 if (check_trigger (tmp, op)) { 2409 if (check_trigger (tmp, op)) {
2410 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2410 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2411 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2411 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2412 } else { 2412 } else {
2413 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2413 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2414 } 2414 }
2415 return 1; 2415 return 1;
2416 2416
2417 case EXIT: 2417 case EXIT:
2418 if (op->type != PLAYER) 2418 if (op->type != PLAYER)
2419 return 0; 2419 return 0;
2420 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2420 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2421 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2421 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2422 query_name(tmp)); 2422 query_name(tmp));
2423 } else { 2423 } else {
2424 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2425 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2426 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2426 strncmp(EXIT_PATH(tmp), "/random/", 8))
2427 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2427 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2428 enter_exit(op,tmp); 2428 enter_exit(op,tmp);
2429 } 2429 }
2430 return 1; 2430 return 1;
2431 2431
2432 case SIGN: 2432 case SIGN:
2433 apply_sign (op, tmp, 0); 2433 apply_sign (op, tmp, 0);
2434 return 1; 2434 return 1;
2435 2435
2436 case BOOK: 2436 case BOOK:
2437 if (op->type == PLAYER) { 2437 if (op->type == PLAYER) {
2438 apply_book (op, tmp); 2438 apply_book (op, tmp);
2439 return 1; 2439 return 1;
2440 } else { 2440 } else {
2441 return 0; 2441 return 0;
2442 } 2442 }
2443 2443
2444 case SKILLSCROLL: 2444 case SKILLSCROLL:
2445 if (op->type == PLAYER) { 2445 if (op->type == PLAYER) {
2446 apply_skillscroll (op, tmp); 2446 apply_skillscroll (op, tmp);
2447 return 1; 2447 return 1;
2448 } 2448 }
2449 return 0; 2449 return 0;
2450 2450
2451 case SPELLBOOK: 2451 case SPELLBOOK:
2452 if (op->type == PLAYER) { 2452 if (op->type == PLAYER) {
2453 apply_spellbook (op, tmp); 2453 apply_spellbook (op, tmp);
2454 return 1; 2454 return 1;
2455 } 2455 }
2456 return 0; 2456 return 0;
2457 2457
2458 case SCROLL: 2458 case SCROLL:
2459 apply_scroll (op, tmp, 0); 2459 apply_scroll (op, tmp, 0);
2460 return 1; 2460 return 1;
2461 2461
2462 case POTION: 2462 case POTION:
2463 (void) apply_potion(op, tmp); 2463 (void) apply_potion(op, tmp);
2464 return 1; 2464 return 1;
2465 2465
2466 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2466 /* Eneq(@csd.uu.se): Handle apply on containers. */
2467 case CLOSE_CON: 2467 case CLOSE_CON:
2468 if (op->type==PLAYER) 2468 if (op->type==PLAYER)
2469 (void) esrv_apply_container (op, tmp->env); 2469 (void) esrv_apply_container (op, tmp->env);
2470 else 2470 else
2471 (void) apply_container (op, tmp->env); 2471 (void) apply_container (op, tmp->env);
2472 return 1; 2472 return 1;
2473 2473
2474 case CONTAINER: 2474 case CONTAINER:
2475 if (op->type==PLAYER) 2475 if (op->type==PLAYER)
2476 (void) esrv_apply_container (op, tmp); 2476 (void) esrv_apply_container (op, tmp);
2477 else 2477 else
2478 (void) apply_container (op, tmp); 2478 (void) apply_container (op, tmp);
2479 return 1; 2479 return 1;
2480 2480
2481 case TREASURE: 2481 case TREASURE:
2482 if (op->type == PLAYER) { 2482 if (op->type == PLAYER) {
2483 apply_treasure (op, tmp); 2483 apply_treasure (op, tmp);
2484 return 1; 2484 return 1;
2485 } else { 2485 } else {
2486 return 0; 2486 return 0;
2487 } 2487 }
2488 2488
2489 case WEAPON: 2489 case WEAPON:
2490 case ARMOUR: 2490 case ARMOUR:
2491 case BOOTS: 2491 case BOOTS:
2492 case GLOVES: 2492 case GLOVES:
2493 case AMULET: 2493 case AMULET:
2494 case GIRDLE: 2494 case GIRDLE:
2495 case BRACERS: 2495 case BRACERS:
2496 case SHIELD: 2496 case SHIELD:
2497 case HELMET: 2497 case HELMET:
2498 case RING: 2498 case RING:
2499 case CLOAK: 2499 case CLOAK:
2500 case WAND: 2500 case WAND:
2501 case ROD: 2501 case ROD:
2502 case HORN: 2502 case HORN:
2503 case SKILL: 2503 case SKILL:
2504 case BOW: 2504 case BOW:
2505 case LAMP: 2505 case LAMP:
2506 case BUILDER: 2506 case BUILDER:
2507 case SKILL_TOOL: 2507 case SKILL_TOOL:
2508 if (tmp->env != op) 2508 if (tmp->env != op)
2509 return 2; /* not in inventory */ 2509 return 2; /* not in inventory */
2510 (void) apply_special (op, tmp, aflag); 2510 (void) apply_special (op, tmp, aflag);
2511 return 1; 2511 return 1;
2512 2512
2513 case DRINK: 2513 case DRINK:
2514 case FOOD: 2514 case FOOD:
2515 case FLESH: 2515 case FLESH:
2516 apply_food (op, tmp); 2516 apply_food (op, tmp);
2517 return 1; 2517 return 1;
2518 2518
2519 case POISON: 2519 case POISON:
2520 apply_poison (op, tmp); 2520 apply_poison (op, tmp);
2521 return 1; 2521 return 1;
2522 2522
2523 case SAVEBED: 2523 case SAVEBED:
2524 if (op->type == PLAYER) { 2524 if (op->type == PLAYER) {
2525 apply_savebed (op); 2525 apply_savebed (op);
2526 return 1; 2526 return 1;
2527 } else { 2527 } else {
2528 return 0; 2528 return 0;
2529 } 2529 }
2530 2530
2531 case ARMOUR_IMPROVER: 2531 case ARMOUR_IMPROVER:
2532 if (op->type == PLAYER) { 2532 if (op->type == PLAYER) {
2533 apply_armour_improver (op, tmp); 2533 apply_armour_improver (op, tmp);
2534 return 1; 2534 return 1;
2535 } else { 2535 } else {
2536 return 0; 2536 return 0;
2537 } 2537 }
2538 2538
2539 case WEAPON_IMPROVER: 2539 case WEAPON_IMPROVER:
2540 (void) check_improve_weapon(op, tmp); 2540 (void) check_improve_weapon(op, tmp);
2541 return 1; 2541 return 1;
2542 2542
2543 case CLOCK: 2543 case CLOCK:
2544 if (op->type == PLAYER) { 2544 if (op->type == PLAYER) {
2545 char buf[MAX_BUF]; 2545 char buf[MAX_BUF];
2546 timeofday_t tod; 2546 timeofday_t tod;
2547 2547
2548 get_tod(&tod); 2548 get_tod(&tod);
2549 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2549 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2550 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2550 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2552 ((tod.hour >= 14) ? "pm" : "am")); 2552 ((tod.hour >= 14) ? "pm" : "am"));
2553 play_sound_player_only(op->contr, SOUND_CLOCK,0,0); 2553 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2554 new_draw_info(NDI_UNIQUE, 0,op, buf); 2554 new_draw_info(NDI_UNIQUE, 0,op, buf);
2555 return 1; 2555 return 1;
2556 } else { 2556 } else {
2557 return 0; 2557 return 0;
2558 } 2558 }
2559 2559
2560 case MENU: 2560 case MENU:
2561 if (op->type == PLAYER) { 2561 if (op->type == PLAYER) {
2562 shop_listing (op); 2562 shop_listing (op);
2563 return 1; 2563 return 1;
2564 } else { 2564 } else {
2565 return 0; 2565 return 0;
2566 } 2566 }
2567 2567
2568 case POWER_CRYSTAL: 2568 case POWER_CRYSTAL:
2569 apply_power_crystal(op,tmp); /* see egoitem.c */ 2569 apply_power_crystal(op,tmp); /* see egoitem.c */
2570 return 1; 2570 return 1;
2571 2571
2572 case LIGHTER: /* for lighting torches/lanterns/etc */ 2572 case LIGHTER: /* for lighting torches/lanterns/etc */
2573 if (op->type == PLAYER) { 2573 if (op->type == PLAYER) {
2574 apply_lighter(op,tmp); 2574 apply_lighter(op,tmp);
2575 return 1; 2575 return 1;
2576 } else { 2576 } else {
2577 return 0; 2577 return 0;
2578 } 2578 }
2579 2579
2580 case ITEM_TRANSFORMER: 2580 case ITEM_TRANSFORMER:
2581 apply_item_transformer( op, tmp ); 2581 apply_item_transformer( op, tmp );
2582 return 1; 2582 return 1;
2583 2583
2584 default: 2584 default:
2585 return 0; 2585 return 0;
2586 } 2586 }
2587} 2587}
2588 2588
2589 2589
2590/* quiet suppresses the "don't know how to apply" and "you must get it first" 2590/* quiet suppresses the "don't know how to apply" and "you must get it first"
2601 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2602 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2602 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) {
2603 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2603 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high "
2604 "above the ground!"); 2604 "above the ground!");
2605 return 0; 2605 return 0;
2606 } 2606 }
2607 } 2607 }
2608 2608
2609 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2609 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2610 * applied. 2610 * applied.
2611 */ 2611 */
2657 * next object in the stack before applying. This is can only be a 2657 * next object in the stack before applying. This is can only be a
2658 * problem if player_apply() has a bug in that it uses the object but does 2658 * problem if player_apply() has a bug in that it uses the object but does
2659 * not return a proper value. 2659 * not return a proper value.
2660 */ 2660 */
2661 for (floors = 0; tmp!=NULL; tmp=next) { 2661 for (floors = 0; tmp!=NULL; tmp=next) {
2662 next = tmp->below; 2662 next = tmp->below;
2663 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2663 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2664 floors++; 2664 floors++;
2665 else if (floors > 0) 2665 else if (floors > 0)
2666 return; /* process only floor objects after first floor object */ 2666 return; /* process only floor objects after first floor object */
2667 2667
2668 /* If it is visible, player can apply it. If it is applied by 2668 /* If it is visible, player can apply it. If it is applied by
2669 * person moving on it, also activate. Added code to make it 2669 * person moving on it, also activate. Added code to make it
2670 * so that at least one of players movement types be that which 2670 * so that at least one of players movement types be that which
2671 * the item needs. 2671 * the item needs.
2672 */ 2672 */
2673 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2673 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2674 if (player_apply (pl, tmp, 0, 1) == 1) 2674 if (player_apply (pl, tmp, 0, 1) == 1)
2675 return; 2675 return;
2676 } 2676 }
2677 if (floors >= 2) 2677 if (floors >= 2)
2678 return; /* process at most two floor objects */ 2678 return; /* process at most two floor objects */
2693 2693
2694 object *tmp2; 2694 object *tmp2;
2695 2695
2696 CLEAR_FLAG(op, FLAG_APPLIED); 2696 CLEAR_FLAG(op, FLAG_APPLIED);
2697 switch(op->type) { 2697 switch(op->type) {
2698 case WEAPON: 2698 case WEAPON:
2699 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2699 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2700 2700
2701 (void) change_abil (who,op); 2701 (void) change_abil (who,op);
2702 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2702 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2703 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2703 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2704 clear_skill(who); 2704 clear_skill(who);
2705 break; 2705 break;
2706 2706
2707 case SKILL: /* allows objects to impart skills */ 2707 case SKILL: /* allows objects to impart skills */
2708 case SKILL_TOOL: 2708 case SKILL_TOOL:
2709 if (op != who->chosen_skill) { 2709 if (op != who->chosen_skill) {
2710 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2710 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2711 } 2711 }
2712 if (who->type==PLAYER) { 2712 if (who->type==PLAYER) {
2713 if (who->contr->shoottype == range_skill) 2713 if (who->contr->shoottype == range_skill)
2714 who->contr->shoottype = range_none; 2714 who->contr->shoottype = range_none;
2715 if ( ! op->invisible) { 2715 if ( ! op->invisible) {
2716 new_draw_info_format (NDI_UNIQUE, 0, who, 2716 new_draw_info_format (NDI_UNIQUE, 0, who,
2717 "You stop using the %s.", query_name(op)); 2717 "You stop using the %s.", query_name(op));
2718 } else { 2718 } else {
2719 new_draw_info_format (NDI_UNIQUE, 0, who, 2719 new_draw_info_format (NDI_UNIQUE, 0, who,
2720 "You can no longer use the skill: %s.", 2720 "You can no longer use the skill: %s.",
2721 op->skill); 2721 op->skill);
2722 } 2722 }
2723 } 2723 }
2724 (void) change_abil (who, op); 2724 (void) change_abil (who, op);
2725 who->chosen_skill = NULL; 2725 who->chosen_skill = NULL;
2726 CLEAR_FLAG (who, FLAG_READY_SKILL); 2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2727 break; 2727 break;
2728 2728
2729 case ARMOUR: 2729 case ARMOUR:
2730 case HELMET: 2730 case HELMET:
2731 case SHIELD: 2731 case SHIELD:
2732 case RING: 2732 case RING:
2733 case BOOTS: 2733 case BOOTS:
2734 case GLOVES: 2734 case GLOVES:
2735 case AMULET: 2735 case AMULET:
2736 case GIRDLE: 2736 case GIRDLE:
2737 case BRACERS: 2737 case BRACERS:
2738 case CLOAK: 2738 case CLOAK:
2739 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2739 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2740 (void) change_abil (who,op); 2740 (void) change_abil (who,op);
2741 break; 2741 break;
2742 case LAMP: 2742 case LAMP:
2743 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2743 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2744 op->name); 2744 op->name);
2745 tmp2 = arch_to_object(op->other_arch); 2745 tmp2 = arch_to_object(op->other_arch);
2746 tmp2->x = op->x; 2746 tmp2->x = op->x;
2747 tmp2->y = op->y; 2747 tmp2->y = op->y;
2748 tmp2->map = op->map; 2748 tmp2->map = op->map;
2749 tmp2->below = op->below; 2749 tmp2->below = op->below;
2750 tmp2->above = op->above; 2750 tmp2->above = op->above;
2751 tmp2->stats.food = op->stats.food; 2751 tmp2->stats.food = op->stats.food;
2752 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2752 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2753 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2753 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2754 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2754 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2755 if (who->type == PLAYER) 2755 if (who->type == PLAYER)
2756 esrv_del_item(who->contr, (tag_t)op->count); 2756 esrv_del_item(who->contr, (tag_t)op->count);
2757 remove_ob(op); 2757 remove_ob(op);
2758 free_object(op); 2758 free_object(op);
2759 insert_ob_in_ob(tmp2, who); 2759 insert_ob_in_ob(tmp2, who);
2760 fix_player(who); 2760 fix_player(who);
2761 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 2761 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2762 if (who->type == PLAYER) { 2762 if (who->type == PLAYER) {
2763 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 2763 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2764 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 2764 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2765 } 2765 }
2766 } 2766 }
2767 if(who->type==PLAYER) 2767 if(who->type==PLAYER)
2768 esrv_send_item(who, tmp2); 2768 esrv_send_item(who, tmp2);
2769 return 1; /* otherwise, an attempt to drop causes problems */ 2769 return 1; /* otherwise, an attempt to drop causes problems */
2770 break; 2770 break;
2771 case BOW: 2771 case BOW:
2772 case WAND: 2772 case WAND:
2773 case ROD: 2773 case ROD:
2774 case HORN: 2774 case HORN:
2775 clear_skill(who); 2775 clear_skill(who);
2776 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2776 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2777 if(who->type==PLAYER) { 2777 if(who->type==PLAYER) {
2778 who->contr->shoottype = range_none; 2778 who->contr->shoottype = range_none;
2779 } else { 2779 } else {
2780 if (op->type == BOW) 2780 if (op->type == BOW)
2781 CLEAR_FLAG (who, FLAG_READY_BOW); 2781 CLEAR_FLAG (who, FLAG_READY_BOW);
2782 else 2782 else
2783 CLEAR_FLAG(who, FLAG_READY_RANGE); 2783 CLEAR_FLAG(who, FLAG_READY_RANGE);
2784 } 2784 }
2785 break; 2785 break;
2786 2786
2787 case BUILDER: 2787 case BUILDER:
2788 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2788 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2789 who->contr->shoottype = range_none; 2789 who->contr->shoottype = range_none;
2790 who->contr->ranges[ range_builder ] = NULL; 2790 who->contr->ranges[ range_builder ] = NULL;
2791 break; 2791 break;
2792 2792
2793 default: 2793 default:
2794 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2794 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2795 break; 2795 break;
2796 } 2796 }
2797 2797
2798 fix_player(who); 2798 fix_player(who);
2799 2799
2800 if ( ! (aflags & AP_NO_MERGE)) { 2800 if ( ! (aflags & AP_NO_MERGE)) {
2801 object *tmp; 2801 object *tmp;
2802 2802
2803 tag_t del_tag = op->count; 2803 tag_t del_tag = op->count;
2804 tmp = merge_ob (op, NULL); 2804 tmp = merge_ob (op, NULL);
2805 if (who->type == PLAYER) { 2805 if (who->type == PLAYER) {
2806 if (tmp) { /* it was merged */ 2806 if (tmp) { /* it was merged */
2807 esrv_del_item (who->contr, del_tag); 2807 esrv_del_item (who->contr, del_tag);
2808 op = tmp; 2808 op = tmp;
2809 } 2809 }
2810 esrv_send_item (who, op); 2810 esrv_send_item (who, op);
2811 } 2811 }
2812 } 2812 }
2813 return 0; 2813 return 0;
2814} 2814}
2815 2815
2816/** 2816/**
2832 object *tmp; 2832 object *tmp;
2833 2833
2834 if (!start) return NULL; 2834 if (!start) return NULL;
2835 2835
2836 for (tmp=start; tmp; tmp=tmp->below) 2836 for (tmp=start; tmp; tmp=tmp->below)
2837 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2837 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2838 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2838 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2839 2839
2840 return NULL; 2840 return NULL;
2841} 2841}
2842 2842
2843 2843
2861 /* If we are applying a shield or weapon, unapply any equipped shield 2861 /* If we are applying a shield or weapon, unapply any equipped shield
2862 * or weapons first - only allowed to use one weapon/shield at a time. 2862 * or weapons first - only allowed to use one weapon/shield at a time.
2863 */ 2863 */
2864 if (op->type == WEAPON || op->type == SHIELD) { 2864 if (op->type == WEAPON || op->type == SHIELD) {
2865 for (tmp=who->inv; tmp; tmp=tmp->below) { 2865 for (tmp=who->inv; tmp; tmp=tmp->below) {
2866 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2866 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2867 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2867 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2868 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2868 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) {
2869 if (aflags & AP_PRINT) 2869 if (aflags & AP_PRINT)
2870 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2870 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2871 else 2871 else
2872 unapply_special(who, tmp, aflags); 2872 unapply_special(who, tmp, aflags);
2873 } 2873 }
2874 else { 2874 else {
2875 /* In this case, we want to try and remove a cursed item. 2875 /* In this case, we want to try and remove a cursed item.
2876 * While we know it won't work, we want unapply_special to 2876 * While we know it won't work, we want unapply_special to
2877 * at least generate the message. 2877 * at least generate the message.
2878 */ 2878 */
2879 new_draw_info_format(NDI_UNIQUE, 0, who, 2879 new_draw_info_format(NDI_UNIQUE, 0, who,
2880 "No matter how hard you try, you just can't\nremove %s.", 2880 "No matter how hard you try, you just can't\nremove %s.",
2881 query_name(tmp)); 2881 query_name(tmp));
2882 return 1; 2882 return 1;
2883 } 2883 }
2884 2884
2885 } 2885 }
2886 } 2886 }
2887 } 2887 }
2888 2888
2889 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2889 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2890 /* this used up a slot that we need to free */ 2890 /* this used up a slot that we need to free */
2891 if (op->body_info[i]) { 2891 if (op->body_info[i]) {
2892 last = who->inv; 2892 last = who->inv;
2893 2893
2894 /* We do a while loop - may need to remove several items in order 2894 /* We do a while loop - may need to remove several items in order
2895 * to free up enough slots. 2895 * to free up enough slots.
2896 */ 2896 */
2897 while ((who->body_used[i] + op->body_info[i]) < 0) { 2897 while ((who->body_used[i] + op->body_info[i]) < 0) {
2898 tmp = get_item_from_body_location(last, i); 2898 tmp = get_item_from_body_location(last, i);
2899 if (!tmp) { 2899 if (!tmp) {
2900#if 0 2900#if 0
2901 /* Not a bug - we'll get this if the player has cursed items 2901 /* Not a bug - we'll get this if the player has cursed items
2902 * equipped. 2902 * equipped.
2903 */ 2903 */
2904 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2904 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2905 i, body_locations[i].save_name, who->name); 2905 i, body_locations[i].save_name, who->name);
2906#endif 2906#endif
2907 return 1; 2907 return 1;
2908 } 2908 }
2909 /* If we are just printing, we don't care about cursed status */ 2909 /* If we are just printing, we don't care about cursed status */
2910 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2910 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2911 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2911 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2912 if (aflags & AP_PRINT) 2912 if (aflags & AP_PRINT)
2913 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2913 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2914 else 2914 else
2915 unapply_special(who, tmp, aflags); 2915 unapply_special(who, tmp, aflags);
2916 } 2916 }
2917 else { 2917 else {
2918 /* Cursed item that we can't unequip - tell the player. 2918 /* Cursed item that we can't unequip - tell the player.
2919 * Note this could be annoying if this is just one of a few, 2919 * Note this could be annoying if this is just one of a few,
2920 * so it may not be critical (eg, putting on a ring and you have 2920 * so it may not be critical (eg, putting on a ring and you have
2921 * one cursed ring.) 2921 * one cursed ring.)
2922 */ 2922 */
2923 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2923 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2924 } 2924 }
2925 last = tmp->below; 2925 last = tmp->below;
2926 } 2926 }
2927 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2927 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2928 * return in the !tmp would have kicked in. 2928 * return in the !tmp would have kicked in.
2929 */ 2929 */
2930 } /* if op is using this body location */ 2930 } /* if op is using this body location */
2931 } /* for body lcoations */ 2931 } /* for body lcoations */
2932 return 0; 2932 return 0;
2933} 2933}
2934 2934
2935/** 2935/**
2957 * trying to equip a weapon or shield, see if they already have one 2957 * trying to equip a weapon or shield, see if they already have one
2958 * in place and store that way. 2958 * in place and store that way.
2959 */ 2959 */
2960 if (op->type == WEAPON || op->type == SHIELD) { 2960 if (op->type == WEAPON || op->type == SHIELD) {
2961 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 2961 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
2962 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2962 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2963 retval = CAN_APPLY_UNAPPLY; 2963 retval = CAN_APPLY_UNAPPLY;
2964 ws = tmp; 2964 ws = tmp;
2965 }
2966 }
2965 } 2967 }
2966 } 2968
2967 }
2968
2969 2969
2970 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2970 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2971 if (op->body_info[i]) { 2971 if (op->body_info[i]) {
2972 /* Item uses more slots than we have */ 2972 /* Item uses more slots than we have */
2973 if (FABS(op->body_info[i]) > who->body_info[i]) { 2973 if (FABS(op->body_info[i]) > who->body_info[i]) {
2974 /* Could return now for efficiently - rest of info below isn' 2974 /* Could return now for efficiently - rest of info below isn'
2975 * really needed. 2975 * really needed.
2976 */ 2976 */
2977 retval |= CAN_APPLY_NEVER; 2977 retval |= CAN_APPLY_NEVER;
2978 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2978 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2979 /* in this case, equipping this would use more free spots than 2979 /* in this case, equipping this would use more free spots than
2980 * we have. 2980 * we have.
2981 */ 2981 */
2982 object *tmp1; 2982 object *tmp1;
2983 2983
2984 2984
2985 /* if we have an applied weapon/shield, and unapply it would free 2985 /* if we have an applied weapon/shield, and unapply it would free
2986 * enough slots to equip the new item, then just set this can 2986 * enough slots to equip the new item, then just set this can
2987 * continue. We don't care about the logic below - if you have 2987 * continue. We don't care about the logic below - if you have
2988 * shield equipped and try to equip another shield, there is only 2988 * shield equipped and try to equip another shield, there is only
2989 * one choice. However, the check for the number of body locations 2989 * one choice. However, the check for the number of body locations
2990 * does take into the account cases where what is being applied 2990 * does take into the account cases where what is being applied
2991 * may be two handed for example. 2991 * may be two handed for example.
2992 */ 2992 */
2993 if (ws) { 2993 if (ws) {
2994 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2994 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) {
2995 retval |= CAN_APPLY_UNAPPLY; 2995 retval |= CAN_APPLY_UNAPPLY;
2996 continue; 2996 continue;
2997 } 2997 }
2998 } 2998 }
2999 2999
3000 tmp1 = get_item_from_body_location(who->inv, i); 3000 tmp1 = get_item_from_body_location(who->inv, i);
3001 if (!tmp1) { 3001 if (!tmp1) {
3002#if 0 3002#if 0
3003 /* This is sort of an error, but happens a lot when old players 3003 /* This is sort of an error, but happens a lot when old players
3004 * join in with more stuff equipped than they are now allowed. 3004 * join in with more stuff equipped than they are now allowed.
3005 */ 3005 */
3006 LOG(llevError,"Can't find object using location %d on %s\n", 3006 LOG(llevError,"Can't find object using location %d on %s\n",
3007 i, who->name); 3007 i, who->name);
3008#endif 3008#endif
3009 retval |= CAN_APPLY_NEVER; 3009 retval |= CAN_APPLY_NEVER;
3010 } else { 3010 } else {
3011 /* need to unapply something. However, if this something 3011 /* need to unapply something. However, if this something
3012 * is different than we had found before, it means they need 3012 * is different than we had found before, it means they need
3013 * to apply multiple objects 3013 * to apply multiple objects
3014 */ 3014 */
3015 retval |= CAN_APPLY_UNAPPLY; 3015 retval |= CAN_APPLY_UNAPPLY;
3016 if (!tmp) tmp = tmp1; 3016 if (!tmp) tmp = tmp1;
3017 else if (tmp != tmp1) { 3017 else if (tmp != tmp1) {
3018 retval |= CAN_APPLY_UNAPPLY_MULT; 3018 retval |= CAN_APPLY_UNAPPLY_MULT;
3019 } 3019 }
3020 /* This object isn't using up all the slots, so there must 3020 /* This object isn't using up all the slots, so there must
3021 * be another. If so, and it the new item doesn't need all 3021 * be another. If so, and it the new item doesn't need all
3022 * the slots, the player then has a choice. 3022 * the slots, the player then has a choice.
3023 */ 3023 */
3024 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3024 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3025 (FABS(op->body_info[i]) < who->body_info[i])) 3025 (FABS(op->body_info[i]) < who->body_info[i]))
3026 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3026 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3027 3027
3028 /* Does unequippint 'tmp1' free up enough slots for this to be 3028 /* Does unequippint 'tmp1' free up enough slots for this to be
3029 * equipped? If not, there must be something else to unapply. 3029 * equipped? If not, there must be something else to unapply.
3030 */ 3030 */
3031 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3031 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3032 retval |= CAN_APPLY_UNAPPLY_MULT; 3032 retval |= CAN_APPLY_UNAPPLY_MULT;
3033 3033
3034 } 3034 }
3035 } /* if not enough free slots */ 3035 } /* if not enough free slots */
3036 } /* if this object uses location i */ 3036 } /* if this object uses location i */
3037 } /* for i -> num_body_locations loop */ 3037 } /* for i -> num_body_locations loop */
3038 3038
3039 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3039 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3040 * really be controlled by use of body locations. We do have 3040 * really be controlled by use of body locations. We do have
3041 * the weapon/shield checks, and the range checks for monsters, 3041 * the weapon/shield checks, and the range checks for monsters,
3042 * because you can't control those just by body location - bows, shields, 3042 * because you can't control those just by body location - bows, shields,
3043 * and weapons all use the same slot. Similar for horn/rod/wand - they 3043 * and weapons all use the same slot. Similar for horn/rod/wand - they
3044 * all use the same location. 3044 * all use the same location.
3045 */ 3045 */
3046 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3046 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON))
3047 retval |= CAN_APPLY_RESTRICTION; 3047 retval |= CAN_APPLY_RESTRICTION;
3048 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3048 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3049 retval |= CAN_APPLY_RESTRICTION; 3049 retval |= CAN_APPLY_RESTRICTION;
3050 3050
3051 3051
3052 if (who->type != PLAYER) { 3052 if (who->type != PLAYER) {
3053 if ((op->type == WAND || op->type == HORN || op->type==ROD) 3053 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3054 && !QUERY_FLAG(who, FLAG_USE_RANGE)) 3054 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3055 retval |= CAN_APPLY_RESTRICTION; 3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3056 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3057 retval |= CAN_APPLY_RESTRICTION; 3057 retval |= CAN_APPLY_RESTRICTION;
3058 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3058 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING))
3059 retval |= CAN_APPLY_RESTRICTION; 3059 retval |= CAN_APPLY_RESTRICTION;
3060 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3060 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3061 retval |= CAN_APPLY_RESTRICTION; 3061 retval |= CAN_APPLY_RESTRICTION;
3062 } 3062 }
3063 return retval; 3063 return retval;
3064} 3064}
3065 3065
3066 3066
3067 3067
3068/** 3068/**
3069 * who is the object using the object. It can be a monster. 3069 * who is the object using the object. It can be a monster.
3070 * op is the object they are using. op is an equipment type item, 3070 * op is the object they are using. op is an equipment type item,
3071 * eg, one which you put on and keep on for a while, and not something 3071 * eg, one which you put on and keep on for a while, and not something
3092 int basic_flag = aflags & AP_BASIC_FLAGS; 3092 int basic_flag = aflags & AP_BASIC_FLAGS;
3093 object *tmp, *tmp2, *skop=NULL; 3093 object *tmp, *tmp2, *skop=NULL;
3094 int i; 3094 int i;
3095 3095
3096 if(who==NULL) { 3096 if(who==NULL) {
3097 LOG(llevError,"apply_special() from object without environment.\n"); 3097 LOG(llevError,"apply_special() from object without environment.\n");
3098 return 1; 3098 return 1;
3099 } 3099 }
3100 3100
3101 if(op->env!=who) 3101 if(op->env!=who)
3102 return 1; /* op is not in inventory */ 3102 return 1; /* op is not in inventory */
3103 3103
3104 /* trying to unequip op */ 3104 /* trying to unequip op */
3105 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3105 if (QUERY_FLAG(op,FLAG_APPLIED)) {
3106 /* always apply, so no reason to unapply */ 3106 /* always apply, so no reason to unapply */
3107 if (basic_flag == AP_APPLY) return 0; 3107 if (basic_flag == AP_APPLY) return 0;
3108 3108
3109 if ( ! (aflags & AP_IGNORE_CURSE) 3109 if ( ! (aflags & AP_IGNORE_CURSE)
3110 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3110 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) {
3111 new_draw_info_format(NDI_UNIQUE, 0, who, 3111 new_draw_info_format(NDI_UNIQUE, 0, who,
3112 "No matter how hard you try, you just can't\nremove %s.", 3112 "No matter how hard you try, you just can't\nremove %s.",
3113 query_name(op)); 3113 query_name(op));
3114 return 1; 3114 return 1;
3115 } 3115 }
3116 return unapply_special(who, op, aflags); 3116 return unapply_special(who, op, aflags);
3117 } 3117 }
3118 3118
3119 if (basic_flag == AP_UNAPPLY) return 0; 3119 if (basic_flag == AP_UNAPPLY) return 0;
3120 3120
3121 i = can_apply_object(who, op); 3121 i = can_apply_object(who, op);
3122 3122
3123 /* Can't just apply this object. Lets see what not and what to do */ 3123 /* Can't just apply this object. Lets see what not and what to do */
3124 if (i) { 3124 if (i) {
3125 if (i & CAN_APPLY_NEVER) { 3125 if (i & CAN_APPLY_NEVER) {
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3127 return 1; 3127 return 1;
3128 } else if (i & CAN_APPLY_RESTRICTION) { 3128 } else if (i & CAN_APPLY_RESTRICTION) {
3129 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3129 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3130 return 1; 3130 return 1;
3131 } 3131 }
3132 if (who->type != PLAYER) { 3132 if (who->type != PLAYER) {
3133 /* Some error, so don't try to equip something more */ 3133 /* Some error, so don't try to equip something more */
3134 if (unapply_for_ob(who, op, aflags)) return 1; 3134 if (unapply_for_ob(who, op, aflags)) return 1;
3135 } else { 3135 } else {
3136 if (who->contr->unapply == unapply_never || 3136 if (who->contr->unapply == unapply_never ||
3137 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3137 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3138 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3138 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3139 unapply_for_ob(who, op, AP_PRINT); 3139 unapply_for_ob(who, op, AP_PRINT);
3140 return 1; 3140 return 1;
3141 } 3141 }
3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3143 i = unapply_for_ob(who, op, aflags); 3143 i = unapply_for_ob(who, op, aflags);
3144 if (i) return 1; 3144 if (i) return 1;
3145 } 3145 }
3146 } 3146 }
3147 } 3147 }
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3149 skop=find_skill_by_name(who, op->skill); 3149 skop=find_skill_by_name(who, op->skill);
3150 if (!skop) { 3150 if (!skop) {
3151 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3151 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3152 return 1; 3152 return 1;
3153 } else { 3153 } else {
3154 /* While experience will be credited properly, we want to change the 3154 /* While experience will be credited properly, we want to change the
3155 * skill so that the dam and wc get updated 3155 * skill so that the dam and wc get updated
3156 */ 3156 */
3157 change_skill(who, skop, 0); 3157 change_skill(who, skop, 0);
3158 } 3158 }
3159 } 3159 }
3160 3160
3161 if (who->type == PLAYER && op->item_power && 3161 if (who->type == PLAYER && op->item_power &&
3162 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3162 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3163 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3163 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3164 return 1; 3164 return 1;
3165 } 3165 }
3166 3166
3167 3167
3168 /* Ok. We are now at the state where we can apply the new object. 3168 /* Ok. We are now at the state where we can apply the new object.
3169 * Note that we don't have the checks for can_use_... 3169 * Note that we don't have the checks for can_use_...
3170 * below - that is already taken care of by can_apply_object. 3170 * below - that is already taken care of by can_apply_object.
3171 */ 3171 */
3172 3172
3173 3173
3174 if(op->nrof > 1) 3174 if(op->nrof > 1)
3175 tmp = get_split_ob(op,op->nrof - 1); 3175 tmp = get_split_ob(op,op->nrof - 1);
3176 else 3176 else
3177 tmp = NULL; 3177 tmp = NULL;
3178 3178
3179 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) 3179 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3180 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3180 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3181 return RESULT_INT (0); 3181 return RESULT_INT (0);
3182 3182
3183 switch(op->type) { 3183 switch(op->type) {
3184 case WEAPON: 3184 case WEAPON:
3185 if (!check_weapon_power(who, op->last_eat)) { 3185 if (!check_weapon_power(who, op->last_eat)) {
3186 new_draw_info(NDI_UNIQUE, 0,who, 3186 new_draw_info(NDI_UNIQUE, 0,who,
3187 "That weapon is too powerful for you to use."); 3187 "That weapon is too powerful for you to use.");
3188 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3188 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3189 if(tmp!=NULL) 3189 if(tmp!=NULL)
3190 (void) insert_ob_in_ob(tmp,who); 3190 (void) insert_ob_in_ob(tmp,who);
3191 return 1; 3191 return 1;
3192 } 3192 }
3193 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3193 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3194 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3196 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3197 if(tmp!=NULL) 3197 if(tmp!=NULL)
3198 (void) insert_ob_in_ob(tmp,who); 3198 (void) insert_ob_in_ob(tmp,who);
3199 return 1; 3199 return 1;
3200 } 3200 }
3201 SET_FLAG(op, FLAG_APPLIED); 3201 SET_FLAG(op, FLAG_APPLIED);
3202 3202
3203 if (skop) change_skill(who, skop, 1); 3203 if (skop) change_skill(who, skop, 1);
3204 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3204 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3205 SET_FLAG(who, FLAG_READY_WEAPON); 3205 SET_FLAG(who, FLAG_READY_WEAPON);
3206 3206
3207 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3207 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3208 3208
3209 (void) change_abil (who,op); 3209 (void) change_abil (who,op);
3210 break; 3210 break;
3211 3211
3212 case ARMOUR: 3212 case ARMOUR:
3213 case HELMET: 3213 case HELMET:
3214 case SHIELD: 3214 case SHIELD:
3215 case BOOTS: 3215 case BOOTS:
3216 case GLOVES: 3216 case GLOVES:
3217 case GIRDLE: 3217 case GIRDLE:
3218 case BRACERS: 3218 case BRACERS:
3219 case CLOAK: 3219 case CLOAK:
3220 case RING: 3220 case RING:
3221 case AMULET: 3221 case AMULET:
3222 SET_FLAG(op, FLAG_APPLIED); 3222 SET_FLAG(op, FLAG_APPLIED);
3223 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3223 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3224 (void) change_abil (who,op); 3224 (void) change_abil (who,op);
3225 break; 3225 break;
3226 case LAMP: 3226 case LAMP:
3227 if (op->stats.food < 1) { 3227 if (op->stats.food < 1) {
3228 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3228 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3229 " fuel!", op->name); 3229 " fuel!", op->name);
3230 return 1; 3230 return 1;
3231 } 3231 }
3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3233 op->name); 3233 op->name);
3234 tmp2 = arch_to_object(op->other_arch); 3234 tmp2 = arch_to_object(op->other_arch);
3235 tmp2->stats.food = op->stats.food; 3235 tmp2->stats.food = op->stats.food;
3236 SET_FLAG(tmp2, FLAG_APPLIED); 3236 SET_FLAG(tmp2, FLAG_APPLIED);
3237 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3237 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3238 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3238 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3239 insert_ob_in_ob(tmp2, who); 3239 insert_ob_in_ob(tmp2, who);
3240 3240
3241 /* Remove the old lantern */ 3241 /* Remove the old lantern */
3242 if (who->type == PLAYER) 3242 if (who->type == PLAYER)
3243 esrv_del_item(who->contr, (tag_t)op->count); 3243 esrv_del_item(who->contr, (tag_t)op->count);
3244 remove_ob(op); 3244 remove_ob(op);
3245 free_object(op); 3245 free_object(op);
3246 3246
3247 /* insert the portion that was split off */ 3247 /* insert the portion that was split off */
3248 if(tmp!=NULL) { 3248 if(tmp!=NULL) {
3249 (void) insert_ob_in_ob(tmp,who); 3249 (void) insert_ob_in_ob(tmp,who);
3250 if(who->type==PLAYER) 3250 if(who->type==PLAYER)
3251 esrv_send_item(who, tmp); 3251 esrv_send_item(who, tmp);
3252 } 3252 }
3253 fix_player(who); 3253 fix_player(who);
3254 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3254 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3255 if (who->type == PLAYER) { 3255 if (who->type == PLAYER) {
3256 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3256 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3257 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3257 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3258 } 3258 }
3259 } 3259 }
3260 if(who->type==PLAYER) 3260 if(who->type==PLAYER)
3261 esrv_send_item(who, tmp2); 3261 esrv_send_item(who, tmp2);
3262 return 0; 3262 return 0;
3263 break; 3263 break;
3264 3264
3265 /* this part is needed for skill-tools */ 3265 /* this part is needed for skill-tools */
3266 case SKILL: 3266 case SKILL:
3267 case SKILL_TOOL: 3267 case SKILL_TOOL:
3268 if (who->chosen_skill) { 3268 if (who->chosen_skill) {
3269 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3269 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3270 return 1; 3270 return 1;
3271 } 3271 }
3272 if (who->type == PLAYER) { 3272 if (who->type == PLAYER) {
3273 who->contr->shoottype = range_skill; 3273 who->contr->shoottype = range_skill;
3274 who->contr->ranges[range_skill] = op; 3274 who->contr->ranges[range_skill] = op;
3275 if ( ! op->invisible) { 3275 if ( ! op->invisible) {
3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", 3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3277 query_name (op)); 3277 query_name (op));
3278 new_draw_info_format (NDI_UNIQUE, 0, who, 3278 new_draw_info_format (NDI_UNIQUE, 0, who,
3279 "You can now use the skill: %s.", 3279 "You can now use the skill: %s.",
3280 op->skill); 3280 op->skill);
3281 } else { 3281 } else {
3282 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", 3282 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3283 op->skill? op->skill:op->name); 3283 op->skill? op->skill:op->name);
3284 } 3284 }
3285 } 3285 }
3286 SET_FLAG (op, FLAG_APPLIED); 3286 SET_FLAG (op, FLAG_APPLIED);
3287 (void) change_abil (who, op); 3287 (void) change_abil (who, op);
3288 who->chosen_skill = op; 3288 who->chosen_skill = op;
3289 SET_FLAG (who, FLAG_READY_SKILL); 3289 SET_FLAG (who, FLAG_READY_SKILL);
3290 break; 3290 break;
3291 3291
3292 case BOW: 3292 case BOW:
3293 if (!check_weapon_power(who, op->last_eat)) { 3293 if (!check_weapon_power(who, op->last_eat)) {
3294 new_draw_info(NDI_UNIQUE, 0, who, 3294 new_draw_info(NDI_UNIQUE, 0, who,
3295 "That item is too powerful for you to use."); 3295 "That item is too powerful for you to use.");
3296 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3296 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3297 if(tmp != NULL) 3297 if(tmp != NULL)
3298 (void)insert_ob_in_ob(tmp,who); 3298 (void)insert_ob_in_ob(tmp,who);
3299 return 1; 3299 return 1;
3300 } 3300 }
3301 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3301 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3302 new_draw_info(NDI_UNIQUE, 0, who, 3302 new_draw_info(NDI_UNIQUE, 0, who,
3303 "The weapon does not recognize you as its owner."); 3303 "The weapon does not recognize you as its owner.");
3304 if(tmp != NULL) 3304 if(tmp != NULL)
3305 (void)insert_ob_in_ob(tmp,who); 3305 (void)insert_ob_in_ob(tmp,who);
3306 return 1; 3306 return 1;
3307 } 3307 }
3308 /*FALLTHROUGH*/ 3308 /*FALLTHROUGH*/
3309 case WAND: 3309 case WAND:
3310 case ROD: 3310 case ROD:
3311 case HORN: 3311 case HORN:
3312 /* check for skill, alter player status */ 3312 /* check for skill, alter player status */
3313 SET_FLAG(op, FLAG_APPLIED); 3313 SET_FLAG(op, FLAG_APPLIED);
3314 if (skop) change_skill(who, skop, 0); 3314 if (skop) change_skill(who, skop, 0);
3315 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3315 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3316 3316
3317 if(who->type==PLAYER) { 3317 if(who->type==PLAYER) {
3318 if (op->type == BOW) { 3318 if (op->type == BOW) {
3319 (void)change_abil(who, op); 3319 (void)change_abil(who, op);
3320 new_draw_info_format (NDI_UNIQUE, 0, who, 3320 new_draw_info_format (NDI_UNIQUE, 0, who,
3321 "You will now fire %s with %s.", 3321 "You will now fire %s with %s.",
3322 op->race ? op->race : "nothing", query_name(op)); 3322 op->race ? op->race : "nothing", query_name(op));
3323 who->contr->shoottype = range_bow; 3323 who->contr->shoottype = range_bow;
3324 } else { 3324 } else {
3325 who->contr->shoottype = range_misc; 3325 who->contr->shoottype = range_misc;
3326 } 3326 }
3327 } else { 3327 } else {
3328 if (op->type == BOW) 3328 if (op->type == BOW)
3329 SET_FLAG (who, FLAG_READY_BOW); 3329 SET_FLAG (who, FLAG_READY_BOW);
3330 else 3330 else
3331 SET_FLAG (who, FLAG_READY_RANGE); 3331 SET_FLAG (who, FLAG_READY_RANGE);
3332 } 3332 }
3333 break; 3333 break;
3334 3334
3335 case BUILDER: 3335 case BUILDER:
3336 if ( who->contr->ranges[ range_builder ] ) 3336 if ( who->contr->ranges[ range_builder ] )
3337 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3337 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3338 who->contr->shoottype = range_builder; 3338 who->contr->shoottype = range_builder;
3339 who->contr->ranges[ range_builder ] = op; 3339 who->contr->ranges[ range_builder ] = op;
3340 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3340 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3341 break; 3341 break;
3342 3342
3343 default: 3343 default:
3344 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3344 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op));
3345 } /* end of switch op->type */ 3345 } /* end of switch op->type */
3346 3346
3347 SET_FLAG(op, FLAG_APPLIED); 3347 SET_FLAG(op, FLAG_APPLIED);
3348 3348
3349 if(tmp!=NULL) 3349 if(tmp!=NULL)
3350 tmp = insert_ob_in_ob(tmp,who); 3350 tmp = insert_ob_in_ob(tmp,who);
3351 3351
3352 fix_player(who); 3352 fix_player(who);
3353 3353
3354 /* We exclude spell casting objects. The fire code will set the 3354 /* We exclude spell casting objects. The fire code will set the
3355 * been applied flag when they are used - until that point, 3355 * been applied flag when they are used - until that point,
3356 * you don't know anything about them. 3356 * you don't know anything about them.
3357 */ 3357 */
3358 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3358 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN &&
3359 op->type!=ROD) 3359 op->type!=ROD)
3360 SET_FLAG(op,FLAG_BEEN_APPLIED); 3360 SET_FLAG(op,FLAG_BEEN_APPLIED);
3361 3361
3362 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3362 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3363 if (who->type == PLAYER) { 3363 if (who->type == PLAYER) {
3364 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3364 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3365 SET_FLAG(op,FLAG_KNOWN_CURSED); 3365 SET_FLAG(op,FLAG_KNOWN_CURSED);
3366 } 3366 }
3367 } 3367 }
3368 if(who->type==PLAYER) { 3368 if(who->type==PLAYER) {
3369 /* if multiple objects were applied, update both slots */ 3369 /* if multiple objects were applied, update both slots */
3370 if (tmp) 3370 if (tmp)
3371 esrv_send_item(who, tmp);
3371 esrv_send_item(who, tmp); 3372 esrv_send_item(who, op);
3372 esrv_send_item(who, op);
3373 } 3373 }
3374 return 0; 3374 return 0;
3375} 3375}
3376 3376
3377 3377
3390int auto_apply (object *op) { 3390int auto_apply (object *op) {
3391 object *tmp = NULL, *tmp2; 3391 object *tmp = NULL, *tmp2;
3392 int i; 3392 int i;
3393 3393
3394 switch(op->type) { 3394 switch(op->type) {
3395 case SHOP_FLOOR: 3395 case SHOP_FLOOR:
3396 if (!HAS_RANDOM_ITEMS(op)) return 0; 3396 if (!HAS_RANDOM_ITEMS(op)) return 0;
3397 do { 3397 do {
3398 i=10; /* let's give it 10 tries */ 3398 i=10; /* let's give it 10 tries */
3399 while((tmp=generate_treasure(op->randomitems, 3399 while((tmp=generate_treasure(op->randomitems,
3400 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3400 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3401 if(tmp==NULL) 3401 if(tmp==NULL)
3402 return 0; 3402 return 0;
3403 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3403 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3404 free_object(tmp); 3404 free_object(tmp);
3405 tmp = NULL; 3405 tmp = NULL;
3406 } 3406 }
3407 } while(!tmp); 3407 } while(!tmp);
3408 tmp->x=op->x; 3408 tmp->x=op->x;
3409 tmp->y=op->y; 3409 tmp->y=op->y;
3410 SET_FLAG(tmp,FLAG_UNPAID); 3410 SET_FLAG(tmp,FLAG_UNPAID);
3411 insert_ob_in_map(tmp,op->map,NULL,0); 3411 insert_ob_in_map(tmp,op->map,NULL,0);
3412 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3412 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3413 identify(tmp); 3413 identify(tmp);
3414 break; 3414 break;
3415 3415
3416 case TREASURE: 3416 case TREASURE:
3417 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3417 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3418 return 0; 3418 return 0;
3419 while ((op->stats.hp--)>0) 3419 while ((op->stats.hp--)>0)
3420 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3420 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0,
3421 op->stats.exp ? (int)op->stats.exp : 3421 op->stats.exp ? (int)op->stats.exp :
3422 op->map == NULL ? 14: op->map->difficulty,0); 3422 op->map == NULL ? 14: op->map->difficulty,0);
3423 3423
3424 /* If we generated an object and put it in this object inventory, 3424 /* If we generated an object and put it in this object inventory,
3425 * move it to the parent object as the current object is about 3425 * move it to the parent object as the current object is about
3426 * to disappear. An example of this item is the random_* stuff 3426 * to disappear. An example of this item is the random_* stuff
3427 * that is put inside other objects. 3427 * that is put inside other objects.
3428 */ 3428 */
3429 for (tmp=op->inv; tmp; tmp=tmp2) { 3429 for (tmp=op->inv; tmp; tmp=tmp2) {
3430 tmp2 = tmp->below; 3430 tmp2 = tmp->below;
3431 remove_ob(tmp); 3431 remove_ob(tmp);
3432 if (op->env) insert_ob_in_ob(tmp, op->env); 3432 if (op->env) insert_ob_in_ob(tmp, op->env);
3433 else free_object(tmp); 3433 else free_object(tmp);
3434 } 3434 }
3435 remove_ob(op); 3435 remove_ob(op);
3436 free_object(op); 3436 free_object(op);
3437 break; 3437 break;
3438 } 3438 }
3439 return tmp ? 1 : 0; 3439 return tmp ? 1 : 0;
3440} 3440}
3441 3441
3442/** 3442/**
3451 int x,y; 3451 int x,y;
3452 3452
3453 if(m==NULL) return; 3453 if(m==NULL) return;
3454 3454
3455 for(x=0;x<MAP_WIDTH(m);x++) 3455 for(x=0;x<MAP_WIDTH(m);x++)
3456 for(y=0;y<MAP_HEIGHT(m);y++) 3456 for(y=0;y<MAP_HEIGHT(m);y++)
3457 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 3457 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3458 above=tmp->above; 3458 above=tmp->above;
3459 3459
3460 if (tmp->inv) { 3460 if (tmp->inv) {
3461 object *invtmp, *invnext; 3461 object *invtmp, *invnext;
3462 3462
3463 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3463 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) {
3464 invnext = invtmp->below; 3464 invnext = invtmp->below;
3465 3465
3466 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3466 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY))
3467 auto_apply(invtmp); 3467 auto_apply(invtmp);
3468 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3468 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) {
3469 while ((invtmp->stats.hp--)>0) 3469 while ((invtmp->stats.hp--)>0)
3470 create_treasure(invtmp->randomitems, invtmp, 0,
3471 m->difficulty,0);
3472 invtmp->randomitems = NULL;
3473 }
3474 else if (invtmp && invtmp->arch &&
3475 invtmp->type!=TREASURE &&
3476 invtmp->type != SPELL &&
3477 invtmp->type != CLASS &&
3478 HAS_RANDOM_ITEMS(invtmp)) {
3479 create_treasure(invtmp->randomitems, invtmp, 0, 3470 create_treasure(invtmp->randomitems, invtmp, 0,
3480 m->difficulty,0); 3471 m->difficulty,0);
3481 /* Need to clear this so that we never try to create 3472 invtmp->randomitems = NULL;
3482 * treasure again for this object 3473 }
3483 */ 3474 else if (invtmp && invtmp->arch &&
3484 invtmp->randomitems = NULL; 3475 invtmp->type!=TREASURE &&
3485 } 3476 invtmp->type != SPELL &&
3486 } 3477 invtmp->type != CLASS &&
3478 HAS_RANDOM_ITEMS(invtmp)) {
3479 create_treasure(invtmp->randomitems, invtmp, 0,
3480 m->difficulty,0);
3481 /* Need to clear this so that we never try to create
3482 * treasure again for this object
3483 */
3484 invtmp->randomitems = NULL;
3485 }
3486 }
3487 /* This is really temporary - the code at the bottom will 3487 /* This is really temporary - the code at the bottom will
3488 * also set randomitems to null. The problem is there are bunches 3488 * also set randomitems to null. The problem is there are bunches
3489 * of maps/players already out there with items that have spells 3489 * of maps/players already out there with items that have spells
3490 * which haven't had the randomitems set to null yet. 3490 * which haven't had the randomitems set to null yet.
3491 * MSW 2004-05-13 3491 * MSW 2004-05-13
3492 * 3492 *
3493 * And if it's a spellbook, it's better to set randomitems to NULL too, 3493 * And if it's a spellbook, it's better to set randomitems to NULL too,
3494 * else you get two spells in the book ^_- 3494 * else you get two spells in the book ^_-
3495 * Ryo 2004-08-16 3495 * Ryo 2004-08-16
3496 */ 3496 */
3497 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3497 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3498 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3498 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3499 tmp->type == ALTAR || tmp->type == SPELLBOOK) 3499 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3500 tmp->randomitems = NULL; 3500 tmp->randomitems = NULL;
3501 3501
3502 } 3502 }
3503 3503
3504 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3504 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3505 auto_apply(tmp); 3505 auto_apply(tmp);
3506 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3506 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3507 while ((tmp->stats.hp--)>0) 3507 while ((tmp->stats.hp--)>0)
3508 create_treasure(tmp->randomitems, tmp, 0, 3508 create_treasure(tmp->randomitems, tmp, 0,
3509 m->difficulty,0); 3509 m->difficulty,0);
3510 tmp->randomitems = NULL; 3510 tmp->randomitems = NULL;
3511 } 3511 }
3512 else if(tmp->type==TIMED_GATE) { 3512 else if(tmp->type==TIMED_GATE) {
3513 object *head = tmp->head != NULL ? tmp->head : tmp; 3513 object *head = tmp->head != NULL ? tmp->head : tmp;
3514 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3514 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3515 tmp->speed = 0; 3515 tmp->speed = 0;
3516 update_ob_speed(tmp); 3516 update_ob_speed(tmp);
3517 } 3517 }
3518 } 3518 }
3519 /* This function can be called everytime a map is loaded, even when 3519 /* This function can be called everytime a map is loaded, even when
3520 * swapping back in. As such, we don't want to create the treasure 3520 * swapping back in. As such, we don't want to create the treasure
3521 * over and ove again, so after we generate the treasure, blank out 3521 * over and ove again, so after we generate the treasure, blank out
3522 * randomitems so if it is swapped in again, it won't make anything. 3522 * randomitems so if it is swapped in again, it won't make anything.
3523 * This is a problem for the above objects, because they have counters 3523 * This is a problem for the above objects, because they have counters
3524 * which say how many times to make the treasure. 3524 * which say how many times to make the treasure.
3525 */ 3525 */
3526 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3526 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE &&
3527 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3527 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS &&
3528 HAS_RANDOM_ITEMS(tmp)) { 3528 HAS_RANDOM_ITEMS(tmp)) {
3529 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3529 create_treasure(tmp->randomitems, tmp, GT_APPLY,
3530 m->difficulty,0); 3530 m->difficulty,0);
3531 tmp->randomitems = NULL; 3531 tmp->randomitems = NULL;
3532 } 3532 }
3533 } 3533 }
3534 3534
3535 for(x=0;x<MAP_WIDTH(m);x++) 3535 for(x=0;x<MAP_WIDTH(m);x++)
3536 for(y=0;y<MAP_HEIGHT(m);y++) 3536 for(y=0;y<MAP_HEIGHT(m);y++)
3537 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3537 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3538 if (tmp->above && 3538 if (tmp->above &&
3539 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3539 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3540 check_trigger (tmp, tmp->above); 3540 check_trigger (tmp, tmp->above);
3541} 3541}
3542 3542
3543/** 3543/**
3544 * Handles player eating food that temporarily changes status (resistances, stats). 3544 * Handles player eating food that temporarily changes status (resistances, stats).
3545 * This used to call cast_change_attr(), but 3545 * This used to call cast_change_attr(), but
3553 sint8 k; 3553 sint8 k;
3554 3554
3555 force = get_archetype(FORCE_NAME); 3555 force = get_archetype(FORCE_NAME);
3556 3556
3557 for (i=0; i < NUM_STATS; i++) { 3557 for (i=0; i < NUM_STATS; i++) {
3558 k = get_attr_value(&food->stats, i); 3558 k = get_attr_value(&food->stats, i);
3559 if (k) { 3559 if (k) {
3560 set_attr_value(&force->stats, i, k); 3560 set_attr_value(&force->stats, i, k);
3561 did_one = 1; 3561 did_one = 1;
3562 } 3562 }
3563 } 3563 }
3564 3564
3565 /* check if we can protect the eater */ 3565 /* check if we can protect the eater */
3566 for (i=0; i<NROFATTACKS; i++) { 3566 for (i=0; i<NROFATTACKS; i++) {
3567 if (food->resist[i]>0) { 3567 if (food->resist[i]>0) {
3568 force->resist[i] = food->resist[i] / 2; 3568 force->resist[i] = food->resist[i] / 2;
3569 did_one = 1; 3569 did_one = 1;
3570 } 3570 }
3571 } 3571 }
3572 if (did_one) { 3572 if (did_one) {
3573 force->speed = 0.1; 3573 force->speed = 0.1;
3574 update_ob_speed(force); 3574 update_ob_speed(force);
3575 /* bigger morsel of food = longer effect time */ 3575 /* bigger morsel of food = longer effect time */
3576 force->stats.food = food->stats.food / 5; 3576 force->stats.food = food->stats.food / 5;
3577 SET_FLAG(force, FLAG_IS_USED_UP); 3577 SET_FLAG(force, FLAG_IS_USED_UP);
3578 SET_FLAG(force, FLAG_APPLIED); 3578 SET_FLAG(force, FLAG_APPLIED);
3579 change_abil(who, force); 3579 change_abil(who, force);
3580 insert_ob_in_ob(force, who); 3580 insert_ob_in_ob(force, who);
3581 } else { 3581 } else {
3582 free_object(force); 3582 free_object(force);
3583 } 3583 }
3584 3584
3585 /* check for hp, sp change */ 3585 /* check for hp, sp change */
3586 if(food->stats.hp!=0) { 3586 if(food->stats.hp!=0) {
3587 if(QUERY_FLAG(food, FLAG_CURSED)) { 3587 if(QUERY_FLAG(food, FLAG_CURSED)) {
3588 strcpy(who->contr->killer,food->name); 3588 strcpy(who->contr->killer,food->name);
3589 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3589 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3590 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3590 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3591 } else { 3591 } else {
3592 if(food->stats.hp>0) 3592 if(food->stats.hp>0)
3593 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3593 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3594 else 3594 else
3595 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3595 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3596 who->stats.hp += food->stats.hp; 3596 who->stats.hp += food->stats.hp;
3597 } 3597 }
3598 } 3598 }
3599 if(food->stats.sp!=0) { 3599 if(food->stats.sp!=0) {
3600 if(QUERY_FLAG(food, FLAG_CURSED)) { 3600 if(QUERY_FLAG(food, FLAG_CURSED)) {
3601 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3601 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3602 who->stats.sp -= food->stats.sp; 3602 who->stats.sp -= food->stats.sp;
3603 if(who->stats.sp<0) who->stats.sp=0; 3603 if(who->stats.sp<0) who->stats.sp=0;
3604 } else { 3604 } else {
3605 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3605 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3606 who->stats.sp += food->stats.sp; 3606 who->stats.sp += food->stats.sp;
3607 /* place limit on max sp from food? */ 3607 /* place limit on max sp from food? */
3608 } 3608 }
3609 } 3609 }
3610 fix_player(who); 3610 fix_player(who);
3611} 3611}
3612 3612
3613 3613
3626 3626
3627 item=find_marked_object(who); 3627 item=find_marked_object(who);
3628 if(item) { 3628 if(item) {
3629 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3629 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3630 /* Split multiple lighters if they're being used up. Otherwise * 3630 /* Split multiple lighters if they're being used up. Otherwise *
3631 * one charge from each would be used up. --DAMN */ 3631 * one charge from each would be used up. --DAMN */
3632 if(lighter->nrof > 1) { 3632 if(lighter->nrof > 1) {
3633 object *oneLighter = get_object(); 3633 object *oneLighter = get_object();
3634 copy_object(lighter, oneLighter); 3634 copy_object(lighter, oneLighter);
3635 lighter->nrof -= 1; 3635 lighter->nrof -= 1;
3636 oneLighter->nrof = 1; 3636 oneLighter->nrof = 1;
3637 oneLighter->stats.food--; 3637 oneLighter->stats.food--;
3638 esrv_send_item(who, lighter); 3638 esrv_send_item(who, lighter);
3639 oneLighter=insert_ob_in_ob(oneLighter, who); 3639 oneLighter=insert_ob_in_ob(oneLighter, who);
3640 esrv_send_item(who, oneLighter); 3640 esrv_send_item(who, oneLighter);
3641 } else { 3641 } else {
3642 lighter->stats.food--; 3642 lighter->stats.food--;
3643 } 3643 }
3644 3644
3645 } else if(lighter->last_eat) { /* no charges left in lighter */ 3645 } else if(lighter->last_eat) { /* no charges left in lighter */
3646 new_draw_info_format(NDI_UNIQUE, 0,who, 3646 new_draw_info_format(NDI_UNIQUE, 0,who,
3647 "You attempt to light the %s with a used up %s.", 3647 "You attempt to light the %s with a used up %s.",
3648 item->name, lighter->name); 3648 item->name, lighter->name);
3649 return; 3649 return;
3650 } 3650 }
3651 /* Perhaps we should split what we are trying to light on fire? 3651 /* Perhaps we should split what we are trying to light on fire?
3652 * I can't see many times when you would want to light multiple 3652 * I can't see many times when you would want to light multiple
3653 * objects at once. 3653 * objects at once.
3654 */ 3654 */
3655 nrof=item->nrof; 3655 nrof=item->nrof;
3656 count=item->count; 3656 count=item->count;
3657 /* If the item is destroyed, we don't have a valid pointer to the 3657 /* If the item is destroyed, we don't have a valid pointer to the
3658 * name object, so make a copy so the message we print out makes 3658 * name object, so make a copy so the message we print out makes
3659 * some sense. 3659 * some sense.
3660 */ 3660 */
3661 strcpy(item_name, item->name); 3661 strcpy(item_name, item->name);
3662 if (who == is_player_inv(item)) is_player_env=1; 3662 if (who == is_player_inv(item)) is_player_env=1;
3663 3663
3664 save_throw_object(item,AT_FIRE,who); 3664 save_throw_object(item,AT_FIRE,who);
3665 /* Change to check count and not freed, since the object pointer 3665 /* Change to check count and not freed, since the object pointer
3666 * may have gotten recycled 3666 * may have gotten recycled
3667 */ 3667 */
3668 if ((nrof != item->nrof ) || (count != item->count)) { 3668 if ((nrof != item->nrof ) || (count != item->count)) {
3669 new_draw_info_format(NDI_UNIQUE, 0,who, 3669 new_draw_info_format(NDI_UNIQUE, 0,who,
3670 "You light the %s with the %s.",item_name,lighter->name); 3670 "You light the %s with the %s.",item_name,lighter->name);
3671 /* Need to update the player so that the players glow radius 3671 /* Need to update the player so that the players glow radius
3672 * gets changed. 3672 * gets changed.
3673 */ 3673 */
3674 if (is_player_env) fix_player(who); 3674 if (is_player_env) fix_player(who);
3675 } else { 3675 } else {
3676 new_draw_info_format(NDI_UNIQUE, 0,who, 3676 new_draw_info_format(NDI_UNIQUE, 0,who,
3677 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3677 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3678 } 3678 }
3679 3679
3680 } else /* nothing to light */ 3680 } else /* nothing to light */
3681 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3681 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3682 3682
3683} 3683}
3684 3684
3685/** 3685/**
3686 * op made some mistake with a scroll, this takes care of punishment. 3686 * op made some mistake with a scroll, this takes care of punishment.
3689void scroll_failure(object *op, int failure, int power) 3689void scroll_failure(object *op, int failure, int power)
3690{ 3690{
3691 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3691 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3692 3692
3693 if(failure<= -1&&failure > -15) {/* wonder */ 3693 if(failure<= -1&&failure > -15) {/* wonder */
3694 object *tmp; 3694 object *tmp;
3695 3695
3696 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3696 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3697 tmp=get_archetype(SPELL_WONDER); 3697 tmp=get_archetype(SPELL_WONDER);
3698 cast_wonder(op, op, 0, tmp); 3698 cast_wonder(op, op, 0, tmp);
3699 free_object(tmp); 3699 free_object(tmp);
3700 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3700 } else if (failure <= -15&&failure > -35) {/* drain mana */
3701 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3701 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3702 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3702 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3703 if(op->stats.sp<0) op->stats.sp = 0; 3703 if(op->stats.sp<0) op->stats.sp = 0;
3704 } else if (settings.spell_failure_effects == TRUE) { 3704 } else if (settings.spell_failure_effects == TRUE) {
3705 if (failure <= -35&&failure > -60) { /* confusion */ 3705 if (failure <= -35&&failure > -60) { /* confusion */
3706 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3706 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3707 confuse_player(op,op,power); 3707 confuse_player(op,op,power);
3708 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3708 } else if (failure <= -60&&failure> -70) {/* paralysis */
3709 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3709 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3710 "you!"); 3710 "you!");
3711 paralyze_player(op,op,power); 3711 paralyze_player(op,op,power);
3712 } else if (failure <= -70&&failure> -80) {/* blind */ 3712 } else if (failure <= -70&&failure> -80) {/* blind */
3713 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3713 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3714 blind_player(op,op,power); 3714 blind_player(op,op,power);
3715 } else if (failure <= -80) {/* blast the immediate area */ 3715 } else if (failure <= -80) {/* blast the immediate area */
3716 object *tmp; 3716 object *tmp;
3717 tmp=get_archetype(LOOSE_MANA); 3717 tmp=get_archetype(LOOSE_MANA);
3718 cast_magic_storm(op,tmp, power); 3718 cast_magic_storm(op,tmp, power);
3719 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3719 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3720 free_object(tmp); 3720 free_object(tmp);
3721 } 3721 }
3722 } 3722 }
3723} 3723}
3724 3724
3725void apply_changes_to_player(object *pl, object *change) { 3725void apply_changes_to_player(object *pl, object *change) {
3726 int excess_stat=0; /* if the stat goes over the maximum 3726 int excess_stat=0; /* if the stat goes over the maximum
3727 for the race, put the excess stat some 3727 for the race, put the excess stat some
3728 where else. */ 3728 where else. */
3729 3729
3730 switch (change->type) { 3730 switch (change->type) {
3731 case CLASS: { 3731 case CLASS: {
3732 living *stats = &(pl->contr->orig_stats); 3732 living *stats = &(pl->contr->orig_stats);
3733 living *ns = &(change->stats); 3733 living *ns = &(change->stats);
3734 object *walk; 3734 object *walk;
3735 int flag_change_face=1; 3735 int flag_change_face=1;
3736 3736
3737 /* the following code assigns stats up to the stat max 3737 /* the following code assigns stats up to the stat max
3738 * for the race, and if the stat max is exceeded, 3738 * for the race, and if the stat max is exceeded,
3739 * tries to randomly reassign the excess stat 3739 * tries to randomly reassign the excess stat
3740 */ 3740 */
3741 int i,j; 3741 int i,j;
3742 for(i=0;i<NUM_STATS;i++) { 3742 for(i=0;i<NUM_STATS;i++) {
3743 sint8 stat=get_attr_value(stats,i); 3743 sint8 stat=get_attr_value(stats,i);
3744 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3744 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3745 stat += get_attr_value(ns,i); 3745 stat += get_attr_value(ns,i);
3746 if(stat > 20 + race_bonus) { 3746 if(stat > 20 + race_bonus) {
3747 excess_stat++; 3747 excess_stat++;
3748 stat = 20+race_bonus; 3748 stat = 20+race_bonus;
3749 } 3749 }
3750 set_attr_value(stats,i,stat); 3750 set_attr_value(stats,i,stat);
3751 } 3751 }
3752 3752
3753 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3753 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3754 int i = rndm(0, 6); 3754 int i = rndm(0, 6);
3755 int stat=get_attr_value(stats,i); 3755 int stat=get_attr_value(stats,i);
3756 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3756 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3757 if(i==CHA) continue; /* exclude cha from this */ 3757 if(i==CHA) continue; /* exclude cha from this */
3758 if( stat < 20 + race_bonus) { 3758 if( stat < 20 + race_bonus) {
3759 change_attr_value(stats,i,1); 3759 change_attr_value(stats,i,1);
3760 excess_stat--; 3760 excess_stat--;
3761 } 3761 }
3762 } 3762 }
3763 3763
3764 /* insert the randomitems from the change's treasurelist into 3764 /* insert the randomitems from the change's treasurelist into
3765 * the player ref: player.c 3765 * the player ref: player.c
3766 */ 3766 */
3767 if(change->randomitems!=NULL) 3767 if(change->randomitems!=NULL)
3768 give_initial_items(pl,change->randomitems); 3768 give_initial_items(pl,change->randomitems);
3769 3769
3770 3770
3771 /* set up the face, for some races. */ 3771 /* set up the face, for some races. */
3772 3772
3773 /* first, look for the force object banning 3773 /* first, look for the force object banning
3774 * changing the face. Certain races never change face with class. 3774 * changing the face. Certain races never change face with class.
3775 */ 3775 */
3776 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3776 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3777 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3777 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3778 3778
3779 if(flag_change_face) { 3779 if(flag_change_face) {
3780 pl->animation_id = GET_ANIM_ID(change); 3780 pl->animation_id = GET_ANIM_ID(change);
3781 pl->face = change->face; 3781 pl->face = change->face;
3782 3782
3783 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3783 if(QUERY_FLAG(change,FLAG_ANIMATE))
3784 SET_FLAG(pl,FLAG_ANIMATE); 3784 SET_FLAG(pl,FLAG_ANIMATE);
3785 else 3785 else
3786 CLEAR_FLAG(pl,FLAG_ANIMATE); 3786 CLEAR_FLAG(pl,FLAG_ANIMATE);
3787 } 3787 }
3788 3788
3789 /* check the special case of can't use weapons */ 3789 /* check the special case of can't use weapons */
3790 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3790 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3791 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3791 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3792 3792
3793 break; 3793 break;
3794 } 3794 }
3795 } 3795 }
3796} 3796}
3797 3797
3798/** 3798/**
3799 * This handles items of type 'transformer'. 3799 * This handles items of type 'transformer'.
3854 while ( *find == ' ' ) 3854 while ( *find == ' ' )
3855 find++; 3855 find++;
3856 memset( got, 0, MAX_BUF ); 3856 memset( got, 0, MAX_BUF );
3857 if ( (separator = strchr( find, ';' ))!=NULL) 3857 if ( (separator = strchr( find, ';' ))!=NULL)
3858 { 3858 {
3859 len = separator - find; 3859 len = separator - find;
3860 } 3860 }
3861 else 3861 else
3862 { 3862 {
3863 len = strlen(find); 3863 len = strlen(find);
3864 } 3864 }
3865 if ( len > MAX_BUF-1) 3865 if ( len > MAX_BUF-1)
3866 len = MAX_BUF-1; 3866 len = MAX_BUF-1;
3867 strcpy( got, find ); 3867 strcpy( got, find );
3868 got[len] = '\0'; 3868 got[len] = '\0';
3869 3869
3870 /* Now create new item, remove used ones when required. */ 3870 /* Now create new item, remove used ones when required. */
3871 new_item = get_archetype( got ); 3871 new_item = get_archetype( got );

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