ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.105 by root, Fri May 18 12:50:42 2007 UTC

1/* 1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.1 2006/08/13 17:16:03 elmex Exp $";
4 */
5/*
6 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
7 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 23 */
24
25#include <cmath>
27 26
28#include <global.h> 27#include <global.h>
29#include <living.h> 28#include <living.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <tod.h> 31#include <tod.h>
33 32
34#ifndef __CEXTRACT__
35#include <sproto.h> 33#include <sproto.h>
36#endif
37 34
38/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
39#include <sounds.h> 36#include <sounds.h>
40 37
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* If player is currently on a transport but not this transport, they need
70 * to exit first. Perhaps transport to transport transfers should be
71 * allowed.
72 */
73 if (pl->contr->transport && pl->contr->transport != transport) {
74 new_draw_info_format(NDI_UNIQUE, 0, pl,
75 "You must exit %s before you can board %s.",
76 query_name(pl->contr->transport),
77 query_name(transport));
78 return 1;
79 }
80
81 /* player is currently on a transport. This must mean he
82 * wants to exit.
83 */
84 if (pl->contr->transport) {
85 object *old_transport = pl->contr->transport, *inv;
86
87 /* Should we print a message if the player only wants to
88 * apply?
89 */
90 if (aflag & AP_APPLY) return 1;
91 new_draw_info_format(NDI_UNIQUE, 0, pl,
92 "You disembark from %s.",
93 query_name(old_transport));
94 remove_ob(pl);
95 pl->map = old_transport->map;
96 pl->x = old_transport->x;
97 pl->y = old_transport->y;
98 if (pl->contr == old_transport->contr)
99 old_transport->contr = NULL;
100
101 pl->contr->transport = NULL;
102 insert_ob_in_map(pl, pl->map, pl, 0);
103 sum_weight(old_transport);
104
105 /* Possible for more than one player to be using a transport.
106 * if that is the case, we don't want to reset the face, as the
107 * transport is still occupied.
108 */
109 for (inv=old_transport->inv; inv; inv=inv->below)
110 if (inv->type == PLAYER) break;
111 if (!inv) {
112 old_transport->face = old_transport->arch->clone.face;
113 old_transport->animation_id = old_transport->arch->clone.animation_id;
114 }
115 return 1;
116 }
117 else {
118 /* player is trying to board a transport */
119 int pc=0, p_limit;
120 object *inv;
121 const char *kv;
122
123 if (aflag & AP_UNAPPLY) return 1;
124
125 /* Can this transport hold the weight of this player? */
126 if (!transport_can_hold(transport, pl, 1)) {
127 new_draw_info_format(NDI_UNIQUE, 0, pl,
128 "The %s is unable to hold your weight!",
129 query_name(transport));
130 return 1;
131 }
132
133 /* Does this transport have space for more players? */
134 for (inv=transport->inv; inv; inv=inv->below) {
135 if (inv->type == PLAYER) pc++;
136 }
137 kv = get_ob_key_value(transport, "passenger_limit");
138 if (!kv) p_limit=1;
139 else p_limit = atoi(kv);
140 if (pc >= p_limit) {
141 new_draw_info_format(NDI_UNIQUE, 0, pl,
142 "The %s does not have space for any more people",
143 query_name(transport));
144 return 1;
145 }
146
147 /* Everything checks out OK - player can get on the transport */
148 pl->contr->transport = transport;
149 if (!transport->contr) transport->contr = pl->contr;
150 remove_ob(pl);
151 insert_ob_in_ob(pl, transport);
152 sum_weight(transport);
153 pl->map = transport->map;
154 pl->x = transport->x;
155 pl->y = transport->y;
156
157 /* Might need to update face, animation info */
158 if (!pc) {
159 const char *str;
160
161 str = get_ob_key_value(transport, "face_full");
162 if (str)
163 transport->face = &new_faces[FindFace(str,
164 transport->face->number)];
165 str = get_ob_key_value(transport, "anim_full");
166 if (str)
167 transport->animation_id = find_animation(str);
168 }
169
170 /* Does speed of this object change based on weight? */
171 kv = get_ob_key_value(transport, "weight_speed_ratio");
172 if (kv) {
173 int wsr = atoi(kv);
174 float base_speed;
175
176 kv = get_ob_key_value(transport, "base_speed");
177 if (kv) base_speed = atof(kv);
178 else base_speed = transport->arch->clone.speed;
179
180 transport->speed = base_speed - (base_speed * transport->carrying *
181 wsr) / (transport->weight_limit * 100);
182
183 /* Put some limits on min/max speeds */
184 if (transport->speed < 0.10) transport->speed = 0.10;
185 if (transport->speed > 1.0) transport->speed = 1.0;
186 }
187 } /* else if player is boarding the transport */
188
189 return 1;
190}
191
192
193
194/** 38/**
195 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
196 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
197 */ 41 */
42int
198int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
199{ 44{
200 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
201 /* Get flags to determine what of arch, name, and race should be checked. 47 /* Get flags to determine what of arch, name, and race should be checked.
202 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
203 * the next is the name flag, and the last is the race flag. Also note, 49 * the next is the name flag, and the last is the race flag. Also note,
204 * if subtype is set to zero, that also goes to defaults of all affecting 50 * if subtype is set to zero, that also goes to defaults of all affecting
205 * it. Examples: 51 * it. Examples:
206 * subtype 1: only arch 52 * subtype 1: only arch
207 * subtype 3: arch or name 53 * subtype 3: arch or name
208 * subtype 5: arch or race 54 * subtype 5: arch or race
209 * subtype 7: all three 55 * subtype 7: all three
210 */ 56 */
211 if (op->subtype) 57 if (op->subtype)
212 { 58 {
213 arch_flag = (op->subtype & 1); 59 arch_flag = (op->subtype & 1);
214 name_flag = (op->subtype & 2); 60 name_flag = (op->subtype & 2);
215 race_flag = (op->subtype & 4); 61 race_flag = (op->subtype & 4);
216 } else { 62 }
63 else
64 {
217 arch_flag = 1; 65 arch_flag = 1;
218 name_flag = 1; 66 name_flag = 1;
219 race_flag = 1; 67 race_flag = 1;
220 } 68 }
69
221 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
222 * name or race that matches. 71 * name or race that matches.
223 */ 72 */
224 if ( (op->race) && 73 if ((op->race) &&
225 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
226 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
227 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || op->race != victim->race)))
228 return 1; 77 return 1;
229 } 78
230 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
231 * of arch, name, or race match. 80 * of arch, name, or race match.
232 */ 81 */
233 if ( (op->slaying) && (
234 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
235 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
236 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && op->slaying == victim->race)))
237 return 1; 85 return 1;
238 } 86
239 return 0; 87 return 0;
240} 88}
241 89
242/** 90/**
243 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
244 * It'll identify marked item, if none all items up to dropped money. 92 * It'll identify marked item, if none all items up to dropped money.
245 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
246 */ 94 */
95static int
247static int apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
248{ 97{
249 object *id, *marked; 98 object *id, *marked;
250 int success=0; 99 int success = 0;
251 100
252 if (pl == NULL || pl->type != PLAYER) 101 if (pl == NULL || pl->type != PLAYER)
253 return 0; 102 return 0;
254 103
255 /* Check for MONEY type is a special hack - it prevents 'nothing needs 104 /* Check for MONEY type is a special hack - it prevents 'nothing needs
256 * identifying' from being printed out more than it needs to be. 105 * identifying' from being printed out more than it needs to be.
257 */ 106 */
258 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
259 return 0; 108 return 0;
260 109
261 marked = find_marked_object (pl); 110 marked = find_marked_object (pl);
262 /* if the player has a marked item, identify that if it needs to be 111 /* if the player has a marked item, identify that if it needs to be
263 * identified. IF it doesn't, then go through the player inventory. 112 * identified. IF it doesn't, then go through the player inventory.
264 */ 113 */
265 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
266 && need_identify (marked))
267 { 115 {
268 if (operate_altar (altar, &money)) { 116 if (operate_altar (altar, &money))
117 {
269 identify (marked); 118 identify (marked);
270 new_draw_info_format(NDI_UNIQUE, 0, pl, 119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
271 "You have %s.", long_desc(marked, pl));
272 if (marked->msg) { 120 if (marked->msg)
121 {
273 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
274 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
124 }
125 return money == NULL;
126 }
275 } 127 }
276 return money == NULL;
277 }
278 }
279 128
280 for (id=pl->inv; id; id=id->below) { 129 for (id = pl->inv; id; id = id->below)
130 {
281 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
282 need_identify(id)) { 132 {
283 if (operate_altar(altar,&money)) { 133 if (operate_altar (altar, &money))
284 identify(id); 134 {
285 new_draw_info_format(NDI_UNIQUE, 0, pl, 135 identify (id);
286 "You have %s.", long_desc(id, pl)); 136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
287 if (id->msg) { 137 if (id->msg)
138 {
288 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
289 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
290 } 141 }
291 success=1; 142 success = 1;
292 /* If no more money, might as well quit now */ 143 /* If no more money, might as well quit now */
293 if (money == NULL || ! check_altar_sacrifice (altar,money)) 144 if (money == NULL || !check_altar_sacrifice (altar, money))
294 break; 145 break;
295 } 146 }
296 else { 147 else
148 {
297 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 149 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
298 break; 150 break;
299 } 151 }
300 } 152 }
301 } 153 }
154 if (!success)
302 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
303 return money == NULL; 156 return money == NULL;
304} 157}
305 158
306/** 159/**
307 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
308 * matching item. 161 * matching item.
309 **/ 162 **/
163static void
310static void handle_apply_yield(object* tmp) 164handle_apply_yield (object *tmp)
311{ 165{
312 const char* yield; 166 const char *yield;
313 167
314 yield = get_ob_key_value(tmp,"on_use_yield"); 168 yield = get_ob_key_value (tmp, "on_use_yield");
315 if (yield != NULL) 169 if (yield != NULL)
316 { 170 {
317 object* drop = get_archetype(yield); 171 object *drop = get_archetype (yield);
172
318 if (tmp->env) 173 if (tmp->env)
319 { 174 {
320 drop = insert_ob_in_ob(drop,tmp->env); 175 drop = insert_ob_in_ob (drop, tmp->env);
321 if (tmp->env->type == PLAYER) 176 if (tmp->env->type == PLAYER)
322 esrv_send_item(tmp->env,drop); 177 esrv_send_item (tmp->env, drop);
323 } 178 }
324 else 179 else
325 { 180 {
326 drop->x = tmp->x; 181 drop->x = tmp->x;
327 drop->y = tmp->y; 182 drop->y = tmp->y;
328 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
329 } 184 }
330 } 185 }
331} 186}
332 187
333/** 188/**
334 * Handles applying a potion. 189 * Handles applying a potion.
335 */ 190 */
191int
336int apply_potion(object *op, object *tmp) 192apply_potion (object *op, object *tmp)
337{ 193{
338 int got_one=0,i; 194 int got_one = 0, i;
339 object *force; 195 object *force = 0, *floor = 0;
340 196
197 floor = GET_MAP_OB (op->map, op->x, op->y);
198
199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
200 {
341 if(op->type==PLAYER) { 201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
203 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0;
205 }
206
207 if (op->type == PLAYER)
342 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
343 identify(tmp); 209 identify (tmp);
344 }
345 210
346 handle_apply_yield(tmp); 211 handle_apply_yield (tmp);
347 212
348 /* Potion of restoration - only for players */ 213 /* Potion of restoration - only for players */
349 if (op->type==PLAYER&&(tmp->attacktype & AT_DEPLETE)) { 214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
215 {
350 object *depl; 216 object *depl;
351 archetype *at; 217 archetype *at;
352 218
353 if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
354 drain_stat(op); 220 {
355 fix_player(op); 221 op->drain_stat ();
222 op->update_stats ();
356 decrease_ob(tmp); 223 decrease_ob (tmp);
357 return 1; 224 return 1;
358 } 225 }
359 if ((at = find_archetype(ARCH_DEPLETION))==NULL) { 226
227 if (!(at = archetype::find (ARCH_DEPLETION)))
228 {
360 LOG(llevError,"Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
361 return 0; 230 return 0;
362 } 231 }
363 depl = present_arch_in_ob(at, op); 232 depl = present_arch_in_ob (at, op);
364 if (depl!=NULL) { 233
234 if (depl)
235 {
365 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
366 if (get_attr_value(&depl->stats, i)) { 237 if (depl->stats.stat (i))
367 new_draw_info(NDI_UNIQUE,0,op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
368 } 239
369 remove_ob(depl); 240 depl->destroy ();
370 free_object(depl); 241 op->update_stats ();
371 fix_player(op); 242 }
372 } 243 else
373 else
374 new_draw_info(NDI_UNIQUE,0,op, "You potion had no effect."); 244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
375 245
376 decrease_ob(tmp); 246 decrease_ob (tmp);
377 return 1; 247 return 1;
378 } 248 }
379 249
380 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
381 if(op->type==PLAYER&&tmp->attacktype&AT_GODPOWER) { 251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
382 252 {
383 for(i=1;i<MIN(11,op->level);i++) { 253 for (i = 1; i < MIN (11, op->level); i++)
254 {
384 if (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) { 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
385 if (op->contr->levhp[i]!=1) { 256 {
386 op->contr->levhp[i]=1; 257 if (op->contr->levhp[i] != 1)
387 break; 258 {
388 } 259 op->contr->levhp[i] = 1;
389 if (op->contr->levsp[i]!=1) { 260 break;
390 op->contr->levsp[i]=1; 261 }
391 break; 262 if (op->contr->levsp[i] != 1)
392 } 263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
393 if (op->contr->levgrace[i]!=1) { 267 if (op->contr->levgrace[i] != 1)
268 {
394 op->contr->levgrace[i]=1; 269 op->contr->levgrace[i] = 1;
395 break; 270 break;
396 } 271 }
397 } 272 }
398 else { 273 else
399 if(op->contr->levhp[i]<9) { 274 {
400 op->contr->levhp[i]=9; 275 if (op->contr->levhp[i] < 9)
401 break; 276 {
402 } 277 op->contr->levhp[i] = 9;
403 if(op->contr->levsp[i]<6) { 278 break;
404 op->contr->levsp[i]=6; 279 }
405 break; 280 if (op->contr->levsp[i] < 6)
406 } 281 {
407 if(op->contr->levgrace[i]<3) { 282 op->contr->levsp[i] = 6;
283 break;
284 }
285 if (op->contr->levgrace[i] < 3)
286 {
408 op->contr->levgrace[i]=3; 287 op->contr->levgrace[i] = 3;
409 break; 288 break;
410 } 289 }
411 } 290 }
412 } 291 }
292
413 /* Just makes checking easier */ 293 /* Just makes checking easier */
414 if (i<MIN(11, op->level)) got_one=1; 294 if (i < MIN (11, op->level))
295 got_one = 1;
296
415 if (!QUERY_FLAG(tmp,FLAG_CURSED) && !QUERY_FLAG(tmp,FLAG_DAMNED)) { 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 {
416 if (got_one) { 299 if (got_one)
417 fix_player(op); 300 {
301 op->update_stats ();
418 new_draw_info(NDI_UNIQUE,0,op,"The Gods smile upon you and remake you"); 302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
419 new_draw_info(NDI_UNIQUE,0,op,"a little more in their image."); 303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
420 new_draw_info(NDI_UNIQUE,0,op,"You feel a little more perfect."); 304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
305 }
306 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 }
309 else
310 { /* cursed potion */
311 if (got_one)
312 {
313 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
315 }
316 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
318 }
319
320 decrease_ob (tmp);
321 return 1;
421 } 322 }
422 else
423 new_draw_info(NDI_UNIQUE,0,op,"The potion had no effect - you are already perfect");
424 }
425 else { /* cursed potion */
426 if (got_one) {
427 fix_player(op);
428 new_draw_info(NDI_UNIQUE,0,op,"The Gods are angry and punish you.");
429 }
430 else
431 new_draw_info(NDI_UNIQUE,0,op,"You are fortunate that you are so pathetic.");
432 }
433 decrease_ob(tmp);
434 return 1;
435 }
436 323
437 324
438 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 325 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
439 * and heroism all fit into this category. Given the spell object code, 326 * and heroism all fit into this category. Given the spell object code,
440 * there is no limit to the number of spells that potions can be cast, 327 * there is no limit to the number of spells that potions can be cast,
441 * but direction is problematic to try and imbue fireball potions for example. 328 * but direction is problematic to try and imbue fireball potions for example.
442 */ 329 */
443 if (tmp->inv) { 330 if (tmp->inv)
331 {
444 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 {
445 object *fball; 334 object *fball;
446 335
447 new_draw_info(NDI_UNIQUE,0,op, "Yech! Your lungs are on fire!"); 336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
448 /* Explodes a fireball centered at player */ 337 /* Explodes a fireball centered at player */
449 fball = get_archetype(EXPLODING_FIREBALL); 338 fball = get_archetype (EXPLODING_FIREBALL);
450 fball->dam_modifier=random_roll(1, op->level, op, PREFER_LOW)/5+1; 339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
451 fball->stats.maxhp=random_roll(1, op->level, op, PREFER_LOW)/10+2; 340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
452 fball->x = op->x; 341 fball->x = op->x;
453 fball->y = op->y; 342 fball->y = op->y;
454 insert_ob_in_map(fball, op->map, NULL, 0); 343 insert_ob_in_map (fball, op->map, NULL, 0);
455 } else 344 }
345 else
456 cast_spell(op,tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
457 347
458 decrease_ob(tmp); 348 decrease_ob (tmp);
459 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
460 if(!QUERY_FLAG(op,FLAG_REMOVED)) fix_player(op); 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
461 return 1; 351 op->update_stats ();
352 return 1;
462 } 353 }
463 354
464 /* Deal with protection potions */ 355 /* Deal with protection potions */
465 force=NULL; 356 force = NULL;
466 for (i=0; i<NROFATTACKS; i++) { 357 for (i = 0; i < NROFATTACKS; i++)
358 {
467 if (tmp->resist[i]) { 359 if (tmp->resist[i])
468 if (!force) force=get_archetype(FORCE_NAME); 360 {
361 if (!force)
362 force = get_archetype (FORCE_NAME);
469 memcpy(force->resist, tmp->resist, sizeof(tmp->resist)); 363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
470 force->type=POTION_EFFECT; 364 force->type = POTION_EFFECT;
471 break; /* Only need to find one protection since we copy entire batch */ 365 break; /* Only need to find one protection since we copy entire batch */
472 } 366 }
473 } 367 }
474 /* This is a protection potion */ 368 /* This is a protection potion */
475 if (force) { 369 if (force)
370 {
476 /* cursed items last longer */ 371 /* cursed items last longer */
477 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
373 {
478 force->stats.food*=10; 374 force->stats.food *= 10;
479 for (i=0; i<NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
480 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
481 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
482 } 378 }
379
483 force->speed_left= -1; 380 force->speed_left = -1;
484 force = insert_ob_in_ob(force,op); 381 force = insert_ob_in_ob (force, op);
485 CLEAR_FLAG(tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
486 SET_FLAG(force,FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
487 change_abil(op,force); 384 change_abil (op, force);
488 decrease_ob(tmp); 385 decrease_ob (tmp);
489 return 1; 386 return 1;
490 } 387 }
491 388
492 /* Only thing left are the stat potions */ 389 /* Only thing left are the stat potions */
493 if(op->type==PLAYER) { /* only for players */ 390 if (op->type == PLAYER)
391 { /* only for players */
494 if((QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) && tmp->value!=0) 392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
495 CLEAR_FLAG(tmp, FLAG_APPLIED); 393 CLEAR_FLAG (tmp, FLAG_APPLIED);
496 else 394 else
497 SET_FLAG(tmp, FLAG_APPLIED); 395 SET_FLAG (tmp, FLAG_APPLIED);
498 if(!change_abil(op,tmp)) 396 if (!change_abil (op, tmp))
499 new_draw_info(NDI_UNIQUE,0,op,"Nothing happened."); 397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
500 } 398 }
501 399
502 /* CLEAR_FLAG is so that if the character has other potions 400 /* CLEAR_FLAG is so that if the character has other potions
503 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
504 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
505 * up all the stats. 403 * up all the stats.
506 */ 404 */
507 CLEAR_FLAG(tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
508 fix_player(op); 406 op->update_stats ();
509 decrease_ob(tmp); 407 decrease_ob (tmp);
510 return 1; 408 return 1;
511} 409}
512 410
513/**************************************************************************** 411/****************************************************************************
514 * Weapon improvement code follows 412 * Weapon improvement code follows
515 ****************************************************************************/ 413 ****************************************************************************/
516 414
517/** 415/**
518 * This returns the sum of nrof of item (arch name). 416 * This returns the sum of nrof of item (arch name).
519 */ 417 */
418static int
520static int check_item(object *op, const char *item) 419check_item (object *op, const char *item)
521{ 420{
522 int count=0; 421 int count = 0;
523 422
524 423
525 if (item==NULL) return 0; 424 if (item == NULL)
425 return 0;
426
526 op=op->below; 427 op = op->below;
527 while(op!=NULL) { 428 while (op != NULL)
429 {
528 if (strcmp(op->arch->name,item)==0){ 430 if (strcmp (op->arch->name, item) == 0)
431 {
529 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
530 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
531 { 434 {
532 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
533 count++; 436 count++;
534 else 437 else
535 count += op->nrof; 438 count += op->nrof;
439 }
440 }
441
442 op = op->below;
536 } 443 }
537 } 444
538 op=op->below;
539 }
540 return count; 445 return count;
541} 446}
542 447
543/** 448/**
544 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
545 * op is typically the player, which is only 450 * op is typically the player, which is only
546 * really used to determine what space to look at. 451 * really used to determine what space to look at.
547 * Modified to only eat 'nrof' of objects. 452 * Modified to only eat 'nrof' of objects.
548 */ 453 */
454static void
549static void eat_item(object *op,const char *item, uint32 nrof) 455eat_item (object *op, const char *item, uint32 nrof)
550{ 456{
551 object *prev; 457 object *prev;
552 458
459 prev = op;
460 op = op->below;
461
462 while (op != NULL)
463 {
464 if (strcmp (op->arch->name, item) == 0)
465 {
466 if (op->nrof >= nrof)
467 {
468 decrease_ob_nr (op, nrof);
469 return;
470 }
471 else
472 {
473 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof;
475 }
476 op = prev;
477 }
553 prev = op; 478 prev = op;
554 op=op->below; 479 op = op->below;
555
556 while(op!=NULL) {
557 if (strcmp(op->arch->name,item)==0) {
558 if (op->nrof >= nrof) {
559 decrease_ob_nr(op,nrof);
560 return;
561 } else {
562 decrease_ob_nr(op,op->nrof);
563 nrof -= op->nrof;
564 }
565 op=prev;
566 }
567 prev = op;
568 op=op->below;
569 } 480 }
570} 481}
571 482
572/** 483/**
573 * This checks to see of the player (who) is sufficient level to use a weapon 484 * This checks to see of the player (who) is sufficient level to use a weapon
574 * with improvs improvements (typically last_eat). We take an int here 485 * with improvs improvements (typically last_eat). We take an int here
575 * instead of the object so that the improvement code can pass along the 486 * instead of the object so that the improvement code can pass along the
576 * increased value to see if the object is usuable. 487 * increased value to see if the object is usuable.
577 * we return 1 (true) if the player can use the weapon. 488 * we return 1 (true) if the player can use the weapon.
578 */ 489 */
490static int
579static int check_weapon_power(const object *who, int improvs) 491check_weapon_power (const object *who, int improvs)
580{ 492{
493
581/* Old code is below (commented out). Basically, since weapons are the only 494/* Old code is below (commented out). Basically, since weapons are the only
582 * object players really have any control to improve, it's a bit harsh to 495 * object players really have any control to improve, it's a bit harsh to
583 * require high level in some combat skill, so we just use overall level. 496 * require high level in some combat skill, so we just use overall level.
584 */ 497 */
585#if 1 498#if 1
586 if (((who->level/5)+5) >= improvs) return 1; 499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
587 else return 0; 502 return 0;
588 503
589#else 504#else
590 int level=0; 505 int level = 0;
591 506
592 /* The skill system hands out wc and dam bonuses to fighters 507 /* The skill system hands out wc and dam bonuses to fighters
593 * more generously than the old system (see fix_player). Thus 508 * more generously than the old system (see fix_player). Thus
594 * we need to curtail the power of player enchanted weapons. 509 * we need to curtail the power of player enchanted weapons.
595 * I changed this to 1 improvement per "fighter" level/5 -b.t. 510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
596 * Note: Nothing should break by allowing this ratio to be different or 511 * Note: Nothing should break by allowing this ratio to be different or
597 * using normal level - it is just a matter of play balance. 512 * using normal level - it is just a matter of play balance.
598 */ 513 */
599 if(who->type==PLAYER) { 514 if (who->type == PLAYER)
515 {
600 object *wc_obj=NULL; 516 object *wc_obj = NULL;
601 517
602 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
603 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
604 level = wc_obj->level; 520 level = wc_obj->level;
605 521
606 if (!level ) { 522 if (!level)
523 {
607 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
608 level = who->level; 529 level = who->level;
609 }
610 }
611 else
612 level=who->level;
613 530
614 return (improvs <= ((level/5)+5)); 531 return (improvs <= ((level / 5) + 5));
615#endif 532#endif
616} 533}
617 534
618/** 535/**
619 * Returns how many items of type improver->slaying there are under op. 536 * Returns how many items of type improver->slaying there are under op.
620 * Will display a message if none found, and 1 if improver->slaying is NULL. 537 * Will display a message if none found, and 1 if improver->slaying is NULL.
621 */ 538 */
539static int
622static int check_sacrifice(object *op, const object *improver) 540check_sacrifice (object *op, const object *improver)
623{ 541{
624 int count=0; 542 int count = 0;
625 543
626 if (improver->slaying!=NULL) { 544 if (improver->slaying != NULL)
545 {
627 count = check_item(op,improver->slaying); 546 count = check_item (op, improver->slaying);
628 if (count<1) { 547 if (count < 1)
548 {
629 char buf[200]; 549 char buf[200];
550
630 sprintf(buf,"The gods want more %ss",improver->slaying); 551 sprintf (buf, "The gods want more %ss", &improver->slaying);
631 new_draw_info(NDI_UNIQUE,0,op,buf); 552 new_draw_info (NDI_UNIQUE, 0, op, buf);
632 return 0; 553 return 0;
633 } 554 }
634 } 555 }
635 else 556 else
636 count=1; 557 count = 1;
637 558
638 return count; 559 return count;
639} 560}
640 561
641/** 562/**
642 * Actually improves the weapon, and tells user. 563 * Actually improves the weapon, and tells user.
643 */ 564 */
644int improve_weapon_stat(object *op,object *improver,object *weapon, 565int
645 signed char *stat,int sacrifice_count,const char *statname) 566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
646{ 567{
647 568
648 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
649 *stat += sacrifice_count; 570 *stat += sacrifice_count;
650 weapon->last_eat++; 571 weapon->last_eat++;
651 new_draw_info_format(NDI_UNIQUE,0,op, 572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
652 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
653 decrease_ob(improver); 573 decrease_ob (improver);
654 574
655 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
656 fix_player(op); 576 op->update_stats ();
657 return 1; 577 return 1;
658} 578}
659 579
660/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
661#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
674/** 594/**
675 * This does the prepare weapon scroll. 595 * This does the prepare weapon scroll.
676 * Checks for sacrifice, and so on. 596 * Checks for sacrifice, and so on.
677 */ 597 */
678 598
599int
679int prepare_weapon(object *op, object *improver, object *weapon) 600prepare_weapon (object *op, object *improver, object *weapon)
680{ 601{
681 int sacrifice_count,i; 602 int sacrifice_count, i;
682 char buf[MAX_BUF]; 603 char buf[MAX_BUF];
683 604
684 if (weapon->level!=0) { 605 if (weapon->level != 0)
606 {
685 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
686 return 0; 608 return 0;
687 } 609 }
688 for (i=0; i<NROFATTACKS; i++) 610 for (i = 0; i < NROFATTACKS; i++)
689 if (weapon->resist[i]) break; 611 if (weapon->resist[i])
612 break;
690 613
691 /* If we break out, i will be less than nrofattacks, preventing 614 /* If we break out, i will be less than nrofattacks, preventing
692 * improvement of items that already have protections. 615 * improvement of items that already have protections.
693 */ 616 */
694 if (i<NROFATTACKS || 617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
695 weapon->stats.hp || /* regeneration */
696 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
697 weapon->stats.exp || /* speed */ 619 weapon->stats.exp || /* speed */
698 weapon->stats.ac) /* AC - only taifu's I think */ 620 weapon->stats.ac) /* AC - only taifu's I think */
699 { 621 {
700 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
701 return 0; 623 return 0;
702 } 624 }
703 sacrifice_count=check_sacrifice(op,improver); 625 sacrifice_count = check_sacrifice (op, improver);
704 if (sacrifice_count<=0) 626 if (sacrifice_count <= 0)
705 return 0; 627 return 0;
706 weapon->level=isqrt(sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
707 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
708 eat_item(op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
709 631
710 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
711 weapon->name,weapon->level);
712 633
713 sprintf(buf,"%s's %s",op->name,weapon->name); 634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
714 FREE_AND_COPY(weapon->name, buf); 635 weapon->name = weapon->name_pl = buf;
715 FREE_AND_COPY(weapon->name_pl, buf);
716 weapon->nrof=0; /* prevents preparing n weapons in the same 636 weapon->nrof = 0; /* prevents preparing n weapons in the same
717 slot at once! */ 637 slot at once! */
718 decrease_ob(improver); 638 decrease_ob (improver);
719 weapon->last_eat=0; 639 weapon->last_eat = 0;
720 return 1; 640 return 1;
721} 641}
722 642
723 643
724/** 644/**
725 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 645 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
730 * 650 *
731 * We are hiding extra information about the weapon in the level and 651 * We are hiding extra information about the weapon in the level and
732 * last_eat numbers for an object. Hopefully this won't break anything ?? 652 * last_eat numbers for an object. Hopefully this won't break anything ??
733 * level == max improve last_eat == current improve 653 * level == max improve last_eat == current improve
734 */ 654 */
655int
735int improve_weapon(object *op,object *improver,object *weapon) 656improve_weapon (object *op, object *improver, object *weapon)
736{ 657{
737 int sacrifice_count, sacrifice_needed=0; 658 int sacrifice_count, sacrifice_needed = 0;
738 659
739 if(improver->stats.sp==IMPROVE_PREPARE) { 660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
740 return prepare_weapon(op, improver, weapon); 662 return prepare_weapon (op, improver, weapon);
741 } 663 }
742 if (weapon->level==0) { 664 if (weapon->level == 0)
665 {
743 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
744 return 0; 667 return 0;
745 } 668 }
746 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
747 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
748 return 0; 672 return 0;
749 } 673 }
750 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
751 !check_weapon_power(op, weapon->last_eat+1)) { 675 {
752 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
753 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
754 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
755 return 0; 679 return 0;
756 } 680 }
757 /* This just increases damage by 5 points, no matter what. No sacrifice 681 /* This just increases damage by 5 points, no matter what. No sacrifice
758 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
759 * don't put any maximum value on damage - the limit is how much the 683 * don't put any maximum value on damage - the limit is how much the
760 * weapon can be improved. 684 * weapon can be improved.
761 */ 685 */
762 if (improver->stats.sp==IMPROVE_DAMAGE) { 686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
763 weapon->stats.dam += 5; 688 weapon->stats.dam += 5;
764 weapon->weight += 5000; /* 5 KG's */ 689 weapon->weight += 5000; /* 5 KG's */
765 new_draw_info_format(NDI_UNIQUE, 0, op, 690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
766 "Damage has been increased by 5 to %d", weapon->stats.dam);
767 weapon->last_eat++; 691 weapon->last_eat++;
768 692
769 weapon->item_power++; 693 weapon->item_power++;
770 decrease_ob(improver); 694 decrease_ob (improver);
771 return 1; 695 return 1;
772 } 696 }
773 if (improver->stats.sp == IMPROVE_WEIGHT) { 697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
774 /* Reduce weight by 20% */ 699 /* Reduce weight by 20% */
775 weapon->weight = (weapon->weight * 8)/10; 700 weapon->weight = (weapon->weight * 8) / 10;
776 if (weapon->weight < 1) weapon->weight = 1; 701 if (weapon->weight < 1)
777 new_draw_info_format(NDI_UNIQUE, 0, op, 702 weapon->weight = 1;
778 "Weapon weight reduced to %6.1f kg", 703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
779 (float)weapon->weight/1000.0);
780 weapon->last_eat++; 704 weapon->last_eat++;
781 weapon->item_power++; 705 weapon->item_power++;
782 decrease_ob(improver); 706 decrease_ob (improver);
783 return 1; 707 return 1;
784 } 708 }
785 if (improver->stats.sp == IMPROVE_ENCHANT) { 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
786 weapon->magic++; 711 weapon->magic++;
787 weapon->last_eat++; 712 weapon->last_eat++;
788 new_draw_info_format(NDI_UNIQUE, 0, op 713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
789 ,"Weapon magic increased to %d",weapon->magic);
790 decrease_ob(improver); 714 decrease_ob (improver);
791 weapon->item_power++; 715 weapon->item_power++;
792 return 1; 716 return 1;
793 } 717 }
794 718
795 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
796 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
797 weapon->stats.Wis;
798 721
799 if (sacrifice_needed<1) 722 if (sacrifice_needed < 1)
800 sacrifice_needed =1; 723 sacrifice_needed = 1;
801 sacrifice_needed *=2; 724 sacrifice_needed *= 2;
802 725
803 sacrifice_count = check_sacrifice(op,improver); 726 sacrifice_count = check_sacrifice (op, improver);
804 if (sacrifice_count < sacrifice_needed) { 727 if (sacrifice_count < sacrifice_needed)
805 new_draw_info_format(NDI_UNIQUE, 0, op, 728 {
806 "You need at least %d %s", sacrifice_needed, improver->slaying); 729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
807 return 0; 730 return 0;
808 } 731 }
809 eat_item(op,improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
810 weapon->item_power++; 733 weapon->item_power++;
811 734
812 switch (improver->stats.sp) { 735 switch (improver->stats.sp)
736 {
813 case IMPROVE_STR: 737 case IMPROVE_STR:
814 return improve_weapon_stat(op,improver,weapon, 738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
815 (signed char *) &(weapon->stats.Str),
816 1, "strength");
817 case IMPROVE_DEX: 739 case IMPROVE_DEX:
818 return improve_weapon_stat(op,improver,weapon, 740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
819 (signed char *) &(weapon->stats.Dex),
820 1, "dexterity");
821 case IMPROVE_CON: 741 case IMPROVE_CON:
822 return improve_weapon_stat(op,improver,weapon, 742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
823 (signed char *) &(weapon->stats.Con),
824 1, "constitution");
825 case IMPROVE_WIS: 743 case IMPROVE_WIS:
826 return improve_weapon_stat(op,improver,weapon, 744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
827 (signed char *) &(weapon->stats.Wis),
828 1, "wisdom");
829 case IMPROVE_CHA: 745 case IMPROVE_CHA:
830 return improve_weapon_stat(op,improver,weapon, 746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
831 (signed char *) &(weapon->stats.Cha),
832 1, "charisma");
833 case IMPROVE_INT: 747 case IMPROVE_INT:
834 return improve_weapon_stat(op,improver,weapon, 748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
835 (signed char *) &(weapon->stats.Int),
836 1, "intelligence");
837 case IMPROVE_POW: 749 case IMPROVE_POW:
838 return improve_weapon_stat(op,improver,weapon, 750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
839 (signed char *) &(weapon->stats.Pow),
840 1, "power");
841 default: 751 default:
842 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
843 } 753 }
844 LOG(llevError,"improve_weapon: Got to end of function\n"); 754 LOG (llevError, "improve_weapon: Got to end of function\n");
845 return 0; 755 return 0;
846} 756}
847 757
848/** 758/**
849 * Handles the applying of improve/prepare/enchant weapon scroll. 759 * Handles the applying of improve/prepare/enchant weapon scroll.
850 * Checks a few things (not on a non-magic square, marked weapon, ...), 760 * Checks a few things (not on a non-magic square, marked weapon, ...),
851 * then calls improve_weapon to do the dirty work. 761 * then calls improve_weapon to do the dirty work.
852 */ 762 */
763int
853int check_improve_weapon (object *op, object *tmp) 764check_improve_weapon (object *op, object *tmp)
854{ 765{
855 object *otmp; 766 object *otmp;
856 767
857 if(op->type!=PLAYER) 768 if (op->type != PLAYER)
769 return 0;
770
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
858 return 0; 774 return 0;
859 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
860 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
861 return 0;
862 } 775 }
776
863 otmp=find_marked_object(op); 777 otmp = find_marked_object (op);
864 if(!otmp) { 778 if (!otmp)
779 {
865 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
866 return 0; 781 return 0;
867 } 782 }
783
868 if (otmp->type != WEAPON && otmp->type != BOW) { 784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
869 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
870 return 0; 787 return 0;
871 } 788 }
789
872 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
873 improve_weapon(op,tmp,otmp); 791 improve_weapon (op, tmp, otmp);
874 esrv_send_item(op, otmp); 792 esrv_send_item (op, otmp);
875 return 1; 793 return 1;
876} 794}
877 795
878/** 796/**
879 * This code deals with the armour improvment scrolls. 797 * This code deals with the armour improvment scrolls.
880 * Change limits on improvement - let players go up to 798 * Change limits on improvement - let players go up to
895 * the armour value of the piece of equipment exceed either 813 * the armour value of the piece of equipment exceed either
896 * the users level or 90) 814 * the users level or 90)
897 * Modified by MSW for partial resistance. Only support 815 * Modified by MSW for partial resistance. Only support
898 * changing of physical area right now. 816 * changing of physical area right now.
899 */ 817 */
818int
900int improve_armour(object *op, object *improver, object *armour) 819improve_armour (object *op, object *improver, object *armour)
901{ 820{
902 object *tmp; 821 object *tmp;
903 822
904 if (armour->magic >= settings.armor_max_enchant) { 823 if (armour->magic >= settings.armor_max_enchant)
824 {
905 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
906 return 0; 826 return 0;
907 } 827 }
908 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
909 * etc), so take the easy way out and don't worry about it. 829 * etc), so take the easy way out and don't worry about it.
910 * Note - maybe add scrolls which make the random artifact versions (eg, armour 830 * Note - maybe add scrolls which make the random artifact versions (eg, armour
911 * of gnarg and what not?) 831 * of gnarg and what not?)
912 */ 832 */
913 if (armour->title) { 833 if (armour->title)
834 {
914 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
915 return 0; 836 return 0;
916 } 837 }
917 838
918 /* Split objects if needed. Can't insert tmp until the 839 /* Split objects if needed. Can't insert tmp until the
919 * end of this function - otherwise it will just re-merge. 840 * end of this function - otherwise it will just re-merge.
920 */ 841 */
921 if(armour->nrof > 1) 842 if (armour->nrof > 1)
922 tmp = get_split_ob(armour,armour->nrof - 1); 843 tmp = get_split_ob (armour, armour->nrof - 1);
923 else 844 else
924 tmp = NULL; 845 tmp = NULL;
925 846
926 armour->magic++; 847 armour->magic++;
927 848
928 if ( !settings.armor_speed_linear ) 849 if (!settings.armor_speed_linear)
929 { 850 {
930 int base = 100; 851 int base = 100;
931 int pow = 0; 852 int pow = 0;
853
932 while ( pow < armour->magic ) 854 while (pow < armour->magic)
933 { 855 {
934 base = base - ( base * settings.armor_speed_improvement ) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
935 pow++; 857 pow++;
936 } 858 }
937 859
938 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
939 } 861 }
940 else 862 else
941 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
942 864
943 if ( !settings.armor_weight_linear ) 865 if (!settings.armor_weight_linear)
944 { 866 {
945 int base = 100; 867 int base = 100;
946 int pow = 0; 868 int pow = 0;
869
947 while ( pow < armour->magic ) 870 while (pow < armour->magic)
948 { 871 {
949 base = base - ( base * settings.armor_weight_reduction ) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
950 pow++; 873 pow++;
951 } 874 }
952 875
953 armour->weight = ( armour->arch->clone.weight * base ) / 100; 876 armour->weight = (armour->arch->clone.weight * base) / 100;
954 } 877 }
955 else 878 else
956 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
957 880
958 if ( armour->weight <= 0 ) 881 if (armour->weight <= 0)
959 { 882 {
960 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
961 armour->weight = 1; 884 armour->weight = 1;
962 } 885 }
963 886
964 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
965 888
966 if (op->type == PLAYER) { 889 if (op->type == PLAYER)
890 {
967 esrv_send_item(op, armour); 891 esrv_send_item (op, armour);
968 if(QUERY_FLAG(armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
969 fix_player(op); 893 op->update_stats ();
970 } 894 }
971 decrease_ob(improver); 895 decrease_ob (improver);
972 if (tmp) { 896 if (tmp)
897 {
973 insert_ob_in_ob(tmp, op); 898 insert_ob_in_ob (tmp, op);
974 esrv_send_item(op, tmp); 899 esrv_send_item (op, tmp);
975 } 900 }
976 return 1; 901 return 1;
977} 902}
978 903
979 904
980/* 905/*
981 * convert_item() returns 1 if anything was converted, 0 if the item was not 906 * convert_item() returns 1 if anything was converted, 0 if the item was not
989/* Takes one items and makes another. 914/* Takes one items and makes another.
990 * converter is the object that is doing the conversion. 915 * converter is the object that is doing the conversion.
991 * item is the object that triggered the converter - if it is not 916 * item is the object that triggered the converter - if it is not
992 * what the converter wants, this will not do anything. 917 * what the converter wants, this will not do anything.
993 */ 918 */
919int
994int convert_item(object *item, object *converter) { 920convert_item (object *item, object *converter)
921{
995 int nr=0; 922 int nr = 0;
996 object *tmp;
997 int is_in_shop;
998 uint32 price_in; 923 uint32 price_in;
999 924
1000 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1001 tmp != NULL;
1002 tmp = tmp->above) {
1003 if(tmp->type == SHOP_FLOOR)
1004 break;
1005 }
1006 is_in_shop = (tmp != NULL);
1007
1008 /* We make some assumptions - we assume if it takes money as it type, 925 /* We make some assumptions - we assume if it takes money as it type,
1009 * it wants some amount. We don't make change (ie, if something costs 926 * it wants some amount. We don't make change (ie, if something costs
1010 * 3 gp and player drops a platinum, tough luck) 927 * 3 gp and player drops a platinum, tough luck)
1011 */ 928 */
1012 if (!strcmp(CONV_FROM(converter),"money")) { 929 if (!strcmp (CONV_FROM (converter), "money"))
1013 int cost; 930 {
931 int cost;
1014 932
1015 if(item->type!=MONEY) 933 if (item->type != MONEY)
1016 return 0; 934 return 0;
1017 935
1018 nr=(item->nrof*item->value)/CONV_NEED(converter); 936 nr = (item->nrof * item->value) / CONV_NEED (converter);
1019 if (!nr) return 0; 937 if (!nr)
938 return 0;
1020 cost=nr*CONV_NEED(converter)/item->value; 939 cost = nr * CONV_NEED (converter) / item->value;
1021 /* take into account rounding errors */ 940 /* take into account rounding errors */
1022 if (nr*CONV_NEED(converter)%item->value) cost++; 941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
1023 decrease_ob_nr(item, cost); 943 decrease_ob_nr (item, cost);
1024 944
1025 price_in = cost*item->value; 945 price_in = cost * item->value;
946 }
947 else
1026 } 948 {
1027 else {
1028 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
1029 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1030 return 0; 951 return 0;
1031 952
1032 if(CONV_NEED(converter)) { 953 if (CONV_NEED (converter))
954 {
1033 nr=item->nrof/CONV_NEED(converter); 955 nr = item->nrof / CONV_NEED (converter);
1034 decrease_ob_nr(item,nr*CONV_NEED(converter)); 956 decrease_ob_nr (item, nr * CONV_NEED (converter));
1035 price_in = nr*CONV_NEED(converter)*item->value; 957 price_in = nr * CONV_NEED (converter) * item->value;
1036 } else { 958 }
959 else
960 {
1037 price_in = item->value; 961 price_in = item->value;
1038 remove_ob(item); 962 item->destroy ();
1039 free_object(item); 963 }
1040 }
1041 } 964 }
1042 965
1043 if (converter->inv != NULL) { 966 if (converter->inv != NULL)
967 {
1044 object *ob; 968 object *ob;
1045 int i; 969 int i;
1046 object *ob_to_copy; 970 object *ob_to_copy;
1047 971
1048 /* select random object from inventory to copy */ 972 /* select random object from inventory to copy */
1049 ob_to_copy = converter->inv; 973 ob_to_copy = converter->inv;
1050 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
975 {
1051 if (rndm(0, i) == 0) { 976 if (rndm (0, i) == 0)
1052 ob_to_copy = ob; 977 {
978 ob_to_copy = ob;
979 }
980 }
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1053 } 984 }
1054 } 985 else
1055 item = object_create_clone(ob_to_copy); 986 {
1056 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1057 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1058 } else {
1059 if (converter->other_arch == NULL) { 987 if (converter->other_arch == NULL)
1060 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); 988 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y);
1061 return -1; 991 return -1;
1062 } 992 }
1063 993
1064 item = object_create_arch(converter->other_arch); 994 item = object_create_arch (converter->other_arch);
1065 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1066 } 996 }
1067 997
1068 if(CONV_NR(converter)) 998 if (CONV_NR (converter))
1069 item->nrof=CONV_NR(converter); 999 item->nrof = CONV_NR (converter);
1070 if(nr) 1000 if (nr)
1071 item->nrof*=nr; 1001 item->nrof *= nr;
1072 if(is_in_shop) 1002 if (is_in_shop (converter))
1073 SET_FLAG(item,FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
1074 else if(price_in < item->nrof*item->value) { 1004 else if (price_in < item->nrof * item->value)
1005 {
1075 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1076 converter->name, converter->map->path, converter->x, converter->y, price_in, 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1077 item->nrof*item->value, item->name); 1008
1078 /** 1009 /**
1079 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1080 * propably had something in mind when doing this 1011 * propably had something in mind when doing this
1081 */ 1012 */
1082 } 1013 }
1083 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1084 return 1; 1015 return 1;
1085} 1016}
1086 1017
1087/** 1018/**
1088 * Handle apply on containers. 1019 * Handle apply on containers.
1089 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1090 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1091 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1092 */ 1023 */
1093 1024int
1094int apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1095{ 1026{
1096 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1097 object *tmp; 1028 return 0; /* This might change */
1098 1029
1099 if(op->type!=PLAYER)
1100 return 0; /* This might change */
1101
1102 if (sack==NULL || sack->type != CONTAINER) { 1030 if (!sack || sack->type != CONTAINER)
1031 {
1103 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1104 return 0; 1033 return 0;
1105 } 1034 }
1106 op->contr->last_used = NULL; 1035
1107 op->contr->last_used_id = 0; 1036 op->contr->last_used = 0;
1108 1037
1109 if (sack->env!=op) { 1038 if (sack->env && sack->env != op)
1110 if (sack->other_arch == NULL || sack->env != NULL) {
1111 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1112 return 1;
1113 }
1114 /* It's on the ground, the problems begin */
1115 if (op->container != sack) {
1116 /* it's closed OR some player has opened it */
1117 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1118 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1119 tmp && tmp->container != sack; tmp=tmp->above);
1120 if (tmp) {
1121 /* some other player have opened it */
1122 new_draw_info_format(NDI_UNIQUE, 0, op,
1123 "%s is already occupied.", query_name(sack));
1124 return 1;
1125 }
1126 }
1127 }
1128 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1129 if (op->container == NULL) {
1130 tmp = arch_to_object (sack->other_arch);
1131 /* not good, but insert_ob_in_ob() is too smart */
1132 CLEAR_FLAG (tmp, FLAG_REMOVED);
1133 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1134 tmp->map = NULL;
1135 tmp->env = sack;
1136 if (sack->inv)
1137 sack->inv->above = tmp;
1138 tmp->below = sack->inv;
1139 tmp->above = NULL;
1140 sack->inv = tmp;
1141 sack->move_off = MOVE_ALL; /* trying force closing it */
1142 } else {
1143 sack->move_off = 0;
1144 tmp = sack->inv;
1145 if (tmp && tmp->type == CLOSE_CON) {
1146 remove_ob(tmp);
1147 free_object (tmp);
1148 }
1149 }
1150 }
1151 } 1039 {
1152 1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1153 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1154 if (op->container) {
1155 if (op->container != sack) {
1156 tmp = op->container;
1157 apply_container (op, tmp);
1158 sprintf (buf, "You close %s and open ", query_name(tmp));
1159 op->container = sack;
1160 strcat (buf, query_name(sack));
1161 strcat (buf, ".");
1162 } else {
1163 CLEAR_FLAG (sack, FLAG_APPLIED);
1164 op->container = NULL;
1165 sprintf (buf, "You close %s.", query_name(sack));
1166 }
1167 } else {
1168 CLEAR_FLAG (sack, FLAG_APPLIED);
1169 sprintf (buf, "You open %s.", query_name(sack));
1170 SET_FLAG (sack, FLAG_APPLIED);
1171 op->container = sack;
1172 }
1173 } else { /* not applied */
1174 if (sack->slaying) { /* it's locked */
1175 tmp = find_key(op, op, sack);
1176 if (tmp) {
1177 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1178 SET_FLAG (sack, FLAG_APPLIED);
1179 if (sack->env == NULL) { /* if it's on ground,open it also */
1180 new_draw_info (NDI_UNIQUE,0,op, buf);
1181 apply_container (op, sack);
1182 return 1; 1041 return 1;
1183 } 1042 }
1184 } else { 1043
1185 sprintf (buf, "You don't have the key to unlock %s.", 1044 // already applied == open on ground, or open in inv, or active in inv
1186 query_name(sack)); 1045 if (sack->flag [FLAG_APPLIED])
1187 }
1188 } else {
1189 sprintf (buf, "You readied %s.", query_name(sack));
1190 SET_FLAG (sack, FLAG_APPLIED);
1191 if (sack->env == NULL) { /* if it's on ground,open it also */
1192 new_draw_info (NDI_UNIQUE, 0, op, buf);
1193 apply_container (op, sack);
1194 return 1;
1195 }
1196 }
1197 } 1046 {
1198 new_draw_info (NDI_UNIQUE, 0, op, buf); 1047 if (op->container == sack)
1199 if (op->contr) op->contr->socket.update_look=1; 1048 {
1200 return 1; 1049 // open on ground or inv, so close
1201} 1050 op->close_container ();
1202
1203/**
1204 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1205 * the player has in their inventory, eg, sacks, luggages, etc.
1206 *
1207 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1208 * This version is for client/server mode.
1209 * op is the player, sack is the container the player is opening or closing.
1210 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1211 *
1212 * Reminder - there are three states for any container - closed (non applied),
1213 * applied (not open, but objects that match get tossed into it), and open
1214 * (applied flag set, and op->container points to the open container)
1215 */
1216
1217int esrv_apply_container (object *op, object *sack)
1218{
1219 object *tmp=op->container;
1220 if(op->type!=PLAYER)
1221 return 0; /* This might change */
1222
1223 if (sack==NULL || sack->type != CONTAINER) {
1224 LOG (llevError,
1225 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1226 return 0;
1227 }
1228
1229 /* If we have a currently open container, then it needs to be closed in all cases
1230 * if we are opening this one up. We then fall through if appropriate for
1231 * openening the new container.
1232 */
1233
1234 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1235 if (op->container->env != op) { /* if container is on the ground */
1236 op->container->move_off = 0;
1237 }
1238 /* Lauwenmark: Handle for plugin close event */
1239 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1240 return 1; 1051 return 1;
1241
1242 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1243 query_name(op->container));
1244 CLEAR_FLAG(op->container, FLAG_APPLIED);
1245 op->container=NULL;
1246 esrv_update_item (UPD_FLAGS, op, tmp);
1247 if (tmp == sack) return 1;
1248 }
1249
1250
1251 /* If the player is trying to open it (which he must be doing if we got here),
1252 * and it is locked, check to see if player has the equipment to open it.
1253 */
1254
1255 if (sack->slaying) { /* it's locked */
1256 tmp=find_key(op, op, sack);
1257 if (tmp) {
1258 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1259 } else {
1260 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1261 query_name(sack));
1262 return 0;
1263 } 1052 }
1053 else if (!sack->env)
1054 {
1055 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1057 return 1;
1058 }
1059
1060 // fall through to opening it (active in inv)
1061 }
1062 else if (sack->env)
1264 } 1063 {
1265 1064 // it is in our env, so activate it, do not open yet
1266 /* By the time we get here, we have made sure any other container has been closed and 1065 op->close_container ();
1267 * if this is a locked container, the player they key to open it. 1066 sack->flag [FLAG_APPLIED] = 1;
1268 */
1269
1270 /* There are really two cases - the sack is either on the ground, or the sack is
1271 * part of the players inventory. If on the ground, we assume that the player is
1272 * opening it, since if it was being closed, that would have been taken care of above.
1273 */
1274
1275
1276 if (sack->env != op) {
1277 /* Hypothetical case - the player is trying to open a sack that belong to someone
1278 * else. This normally should not happen, but a misbehaving client/player could
1279 * try to do it, so lets handle it gracefully.
1280 */
1281 if (sack->env) {
1282 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1283 query_name(sack));
1284 return 0;
1285 }
1286 /* set these so when the player walks off, we can unapply the sack */
1287 sack->move_off = MOVE_ALL; /* trying force closing it */
1288
1289 CLEAR_FLAG (sack, FLAG_APPLIED);
1290 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1291 SET_FLAG (sack, FLAG_APPLIED);
1292 op->container = sack;
1293 esrv_update_item (UPD_FLAGS, op, sack);
1294 esrv_send_inventory (op, sack);
1295
1296 } else { /* sack is in players inventory */
1297 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1298 CLEAR_FLAG (sack, FLAG_APPLIED);
1299 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1300 SET_FLAG (sack, FLAG_APPLIED);
1301 op->container = sack;
1302 esrv_update_item (UPD_FLAGS, op, sack); 1067 esrv_update_item (UPD_FLAGS, op, sack);
1303 esrv_send_inventory (op, sack);
1304 }
1305 else {
1306 CLEAR_FLAG (sack, FLAG_APPLIED);
1307 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1308 SET_FLAG (sack, FLAG_APPLIED);
1309 esrv_update_item (UPD_FLAGS, op, sack);
1310 }
1311 }
1312 return 1; 1069 return 1;
1313} 1070 }
1314 1071
1072 // it's locked?
1073 if (sack->slaying)
1074 {
1075 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1077 else
1078 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1080 return 1;
1081 }
1082 }
1083
1084 op->open_container (sack);
1085
1086 return 1;
1087}
1315 1088
1316/** 1089/**
1317 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1318 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1319 */ 1092 */
1093static int
1320static int apply_altar (object *altar, object *sacrifice, object *originator) 1094apply_altar (object *altar, object *sacrifice, object *originator)
1321{ 1095{
1322 /* Only players can make sacrifices on spell casting altars. */ 1096 /* Only players can make sacrifices on spell casting altars. */
1323 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1097 if (altar->inv && (!originator || originator->type != PLAYER))
1324 return 0; 1098 return 0;
1325 1099
1326 if (operate_altar (altar, &sacrifice)) { 1100 if (operate_altar (altar, &sacrifice))
1101 {
1327 /* Simple check. Unfortunately, it means you can't cast magic bullet 1102 /* Simple check. Unfortunately, it means you can't cast magic bullet
1328 * with an altar. We call it a Potion - altars are stationary - it 1103 * with an altar. We call it a Potion - altars are stationary - it
1329 * is up to map designers to use them properly. 1104 * is up to map designers to use them properly.
1330 */ 1105 */
1331 if (altar->inv && altar->inv->type==SPELL) { 1106 if (altar->inv && altar->inv->type == SPELL)
1107 {
1332 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1333 altar->inv->name);
1334 cast_spell (originator, altar, 0, altar->inv, NULL); 1109 cast_spell (originator, altar, 0, altar->inv, NULL);
1335 /* If it is connected, push the button. Fixes some problems with 1110 /* If it is connected, push the button. Fixes some problems with
1336 * old maps. 1111 * old maps.
1337 */ 1112 */
1113
1338/* push_button (altar);*/ 1114/* push_button (altar);*/
1339 } else { 1115 }
1116 else
1117 {
1340 altar->value = 1; /* works only once */ 1118 altar->value = 1; /* works only once */
1341 push_button (altar); 1119 push_button (altar);
1342 } 1120 }
1343 return sacrifice == NULL; 1121
1344 } else { 1122 return !sacrifice;
1123 }
1124 else
1345 return 0; 1125 return 0;
1346 }
1347} 1126}
1348
1349 1127
1350/** 1128/**
1351 * Handles 'movement' of shop mats. 1129 * Handles 'movement' of shop mats.
1352 * Returns 1 if 'op' was destroyed, 0 if not. 1130 * Returns 1 if 'op' was destroyed, 0 if not.
1353 * Largely re-written to not use nearly as many gotos, plus 1131 * Largely re-written to not use nearly as many gotos, plus
1354 * some of this code just looked plain out of date. 1132 * some of this code just looked plain out of date.
1355 * MSW 2001-08-29 1133 * MSW 2001-08-29
1356 */ 1134 */
1135int
1357static int apply_shop_mat (object *shop_mat, object *op) 1136apply_shop_mat (object *shop_mat, object *op)
1358{ 1137{
1359 int rv = 0; 1138 int rv = 0;
1360 double opinion; 1139 double opinion;
1361 object *tmp, *next; 1140 object *tmp, *next;
1362 1141
1363 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1364 1143
1365 if (op->type != PLAYER) { 1144 if (op->type != PLAYER)
1145 {
1366 /* Remove all the unpaid objects that may be carried here. 1146 /* Remove all the unpaid objects that may be carried here.
1367 * This could be pets or monsters that are somehow in 1147 * This could be pets or monsters that are somehow in
1368 * the shop. 1148 * the shop.
1369 */ 1149 */
1370 for (tmp=op->inv; tmp; tmp=next) { 1150 for (tmp = op->inv; tmp; tmp = next)
1151 {
1371 next = tmp->below; 1152 next = tmp->below;
1153
1372 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 {
1373 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1374 1157
1375 remove_ob(tmp); 1158 tmp->remove ();
1376 if (i==-1) i=0; 1159
1377 tmp->map = op->map; 1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1378 tmp->x = op->x + freearr_x[i]; 1164 tmp->x = op->x + freearr_x[i];
1379 tmp->y = op->y + freearr_y[i]; 1165 tmp->y = op->y + freearr_y[i];
1380 insert_ob_in_map(tmp, op->map, op, 0); 1166 insert_ob_in_map (tmp, op->map, op, 0);
1381 } 1167 }
1382 } 1168 }
1383 1169
1384 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1385 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1172 return 0;
1386 1173
1387 /* unpaid objects, or non living objects, can't transfer by 1174 /* unpaid objects, or non living objects, can't transfer by
1388 * shop mats. Instead, put it on a nearby space. 1175 * shop mats. Instead, put it on a nearby space.
1389 */ 1176 */
1390 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 {
1391 1179
1392 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182
1183 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185
1186 return 0;
1187 }
1188 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine.
1190 */
1191 rv = teleport (shop_mat, SHOP_MAT, op);
1192 }
1193 else if (can_pay (op) && get_payment (op))
1194 {
1195 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op);
1197
1198 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor.
1203 */
1204 else if (!rv && !is_in_shop (op))
1205 {
1206 opinion = shopkeeper_approval (op->map, op);
1207
1208 if (opinion > 0.9)
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1210 else if (opinion > 0.75)
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1212 else if (opinion > 0.5)
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 }
1217 }
1218 else
1219 {
1220 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore
1223 */
1393 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225
1394 if (i != -1) { 1226 if (i == -1)
1395 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1227 {
1396 shop_mat);
1397 }
1398 return 0;
1399 }
1400 /* Removed code that checked for multipart objects - it appears that
1401 * the teleport function should be able to handle this just fine.
1402 */
1403 rv = teleport (shop_mat, SHOP_MAT, op);
1404 }
1405 /* immediate block below is only used for players */
1406 else if (can_pay(op)) {
1407 get_payment (op, op->inv);
1408 rv = teleport (shop_mat, SHOP_MAT, op);
1409 if (shop_mat->msg) {
1410 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1411 }
1412 /* This check below is a bit simplistic - generally it should be correct,
1413 * but there is never a guarantee that the bottom space on the map is
1414 * actually the shop floor.
1415 */
1416 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1417 && tmp->type != SHOP_FLOOR) {
1418 opinion = shopkeeper_approval(op->map, op);
1419 if ( opinion > 0.9)
1420 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1421 else if ( opinion > 0.75)
1422 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1423 else if ( opinion > 0.5)
1424 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1425 else
1426 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1427 }
1428 }
1429 else {
1430 /* if we get here, a player tried to leave a shop but was not able
1431 * to afford the items he has. We try to move the player so that
1432 * they are not on the mat anymore
1433 */
1434
1435 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1436 if(i == -1) {
1437 LOG (llevError, "Internal shop-mat problem.\n"); 1228 LOG (llevError, "Internal shop-mat problem.\n");
1438 } else { 1229 }
1439 remove_ob (op); 1230 else
1231 {
1232 op->remove ();
1440 op->x += freearr_x[i]; 1233 op->x += freearr_x[i];
1441 op->y += freearr_y[i]; 1234 op->y += freearr_y[i];
1442 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1235 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1443 esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]); 1236 }
1444 op->contr->socket.update_look=1;
1445 op->contr->socket.look_position=0;
1446 }
1447 } 1237 }
1238
1448 CLEAR_FLAG (op, FLAG_NO_APPLY); 1239 CLEAR_FLAG (op, FLAG_NO_APPLY);
1449 return rv; 1240 return rv;
1450} 1241}
1451 1242
1452/** 1243/**
1453 * Handles applying a sign. 1244 * Handles applying a sign.
1454 */ 1245 */
1246static void
1455static void apply_sign (object *op, object *sign, int autoapply) 1247apply_sign (object *op, object *sign, int autoapply)
1456{ 1248{
1457 readable_message_type* msgType; 1249 readable_message_type *msgType;
1458 char newbuf[HUGE_BUF]; 1250 char newbuf[HUGE_BUF];
1251
1459 if (sign->msg == NULL) { 1252 if (sign->msg == NULL)
1253 {
1460 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return;
1256 }
1257
1258 if (sign->stats.food)
1259 {
1260 if (sign->last_eat >= sign->stats.food)
1261 {
1262 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1461 return; 1264 return;
1462 } 1265 }
1463 1266
1464 if (sign->stats.food) {
1465 if (sign->last_eat >= sign->stats.food) {
1466 if (!sign->move_on)
1467 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1468 return;
1469 }
1470
1471 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1267 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1472 sign->last_eat++; 1268 sign->last_eat++;
1473 } 1269 }
1474 1270
1475 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1271 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1476 * No way to know for sure. The presumption is basically that if 1272 * No way to know for sure. The presumption is basically that if
1477 * move_on is zero, it needs to be manually applied (doesn't talk 1273 * move_on is zero, it needs to be manually applied (doesn't talk
1478 * to us). 1274 * to us).
1479 */ 1275 */
1480 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1481 new_draw_info (NDI_UNIQUE, 0, op, 1277 {
1482 "You are unable to read while blind."); 1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1483 return; 1279 return;
1484 } 1280 }
1485 msgType=get_readable_message_type(sign); 1281 msgType = get_readable_message_type (sign);
1486 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1487 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1488} 1284}
1489
1490 1285
1491/** 1286/**
1492 * 'victim' moves onto 'trap' 1287 * 'victim' moves onto 'trap'
1493 * 'victim' leaves 'trap' 1288 * 'victim' leaves 'trap'
1494 * effect is determined by move_on/move_off of trap and move_type of victime. 1289 * effect is determined by move_on/move_off of trap and move_type of victime.
1495 * 1290 *
1496 * originator: Player, monster or other object that caused 'victim' to move 1291 * originator: Player, monster or other object that caused 'victim' to move
1497 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1292 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1498 * However, some types of traps require an originator to function. 1293 * However, some types of traps require an originator to function.
1499 */ 1294 */
1295void
1500void move_apply (object *trap, object *victim, object *originator) 1296move_apply (object *trap, object *victim, object *originator)
1501{ 1297{
1502 static int recursion_depth = 0; 1298 static int recursion_depth = 0;
1503 1299
1504 /* Only exits affect DMs. */ 1300 /* Only exits affect DMs. */
1505 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1301 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1506 return; 1302 return;
1507 1303
1508 /* move_apply() is the most likely candidate for causing unwanted and 1304 /* move_apply() is the most likely candidate for causing unwanted and
1509 * possibly unlimited recursion. 1305 * possibly unlimited recursion.
1510 */ 1306 */
1512 * maps to fail. 1) it's not an error to recurse: 1308 * maps to fail. 1) it's not an error to recurse:
1513 * rune detonates, summoning monster. monster lands on nearby rune. 1309 * rune detonates, summoning monster. monster lands on nearby rune.
1514 * nearby rune detonates. This sort of recursion is expected and 1310 * nearby rune detonates. This sort of recursion is expected and
1515 * proper. This code was causing needless crashes. 1311 * proper. This code was causing needless crashes.
1516 */ 1312 */
1517 if (recursion_depth >= 500) { 1313 if (recursion_depth >= 500)
1314 {
1518 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1519 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1520 trap->arch->name, trap->name, victim->arch->name, victim->name); 1317 return;
1521 return;
1522 } 1318 }
1523 recursion_depth++; 1319 recursion_depth++;
1524 if (trap->head) trap=trap->head; 1320 if (trap->head)
1321 trap = trap->head;
1525 1322
1526 /* Lauwenmark: Handle for plugin trigger event */ 1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1527 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 1324 goto leave;
1325
1326 switch (trap->type)
1327 {
1328 case PLAYERMOVER:
1329 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1330 {
1331 if (!trap->stats.maxsp)
1332 trap->stats.maxsp = 2;
1333
1334 /* Is this correct? From the docs, it doesn't look like it
1335 * should be divided by trap->speed
1336 */
1337 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1338
1339 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed.
1342 */
1343 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 }
1528 goto leave; 1347 goto leave;
1529 1348
1530 switch (trap->type) {
1531 case PLAYERMOVER:
1532 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1533 !should_director_abort(trap, victim)) {
1534 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1535
1536 /* Is this correct? From the docs, it doesn't look like it
1537 * should be divided by trap->speed
1538 */
1539 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1540
1541 /* Just put in some sanity check. I think there is a bug in the
1542 * above with some objects have zero speed, and thus the player
1543 * getting permanently paralyzed.
1544 */
1545 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1547 }
1548 goto leave;
1549
1550 case SPINNER: 1349 case SPINNER:
1551 if(victim->direction) { 1350 if (victim->direction)
1351 {
1552 victim->direction=absdir(victim->direction-trap->stats.sp); 1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1553 update_turn_face(victim); 1353 update_turn_face (victim);
1554 } 1354 }
1555 goto leave; 1355 goto leave;
1556 1356
1557 case DIRECTOR: 1357 case DIRECTOR:
1558 if(victim->direction && !should_director_abort(trap, victim)) { 1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1559 victim->direction=trap->stats.sp; 1360 victim->direction = trap->stats.sp;
1560 update_turn_face(victim); 1361 update_turn_face (victim);
1561 } 1362 }
1562 goto leave; 1363 goto leave;
1563 1364
1564 case BUTTON: 1365 case BUTTON:
1565 case PEDESTAL: 1366 case PEDESTAL:
1566 update_button(trap); 1367 update_button (trap);
1567 goto leave; 1368 goto leave;
1568 1369
1569 case ALTAR: 1370 case ALTAR:
1570 /* sacrifice victim on trap */ 1371 /* sacrifice victim on trap */
1571 apply_altar (trap, victim, originator); 1372 apply_altar (trap, victim, originator);
1572 goto leave; 1373 goto leave;
1573 1374
1574 case THROWN_OBJ: 1375 case THROWN_OBJ:
1575 if (trap->inv == NULL) 1376 if (trap->inv == NULL)
1576 goto leave; 1377 goto leave;
1577 /* fallthrough */ 1378 /* fallthrough */
1578 1379
1579 case ARROW: 1380 case ARROW:
1580
1581 /* bad bug: monster throw a object, make a step forwards, step on object , 1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1582 * trigger this here and get hit by own missile - and will be own enemy. 1382 * trigger this here and get hit by own missile - and will be own enemy.
1583 * Victim then is his own enemy and will start to kill herself (this is 1383 * Victim then is his own enemy and will start to kill herself (this is
1584 * removed) but we have not synced victim and his missile. To avoid senseless 1384 * removed) but we have not synced victim and his missile. To avoid senseless
1585 * action, we avoid hits here 1385 * action, we avoid hits here
1586 */ 1386 */
1587 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1588 hit_with_arrow (trap, victim); 1388 hit_with_arrow (trap, victim);
1589 goto leave; 1389 goto leave;
1590 1390
1591 case SPELL_EFFECT: 1391 case SPELL_EFFECT:
1592 apply_spell_effect(trap, victim); 1392 apply_spell_effect (trap, victim);
1593 goto leave; 1393 goto leave;
1594 1394
1595 case TRAPDOOR: 1395 case TRAPDOOR:
1596 { 1396 {
1597 int max, sound_was_played; 1397 int max, sound_was_played;
1598 object *ab, *ab_next; 1398 object *ab, *ab_next;
1399
1599 if(!trap->value) { 1400 if (!trap->value)
1600 int tot; 1401 {
1402 int tot;
1403
1601 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1602 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1603 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1604 1407
1605 if(!(trap->value=(tot>trap->weight)?1:0)) 1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1606 goto leave; 1409 goto leave;
1607 1410
1608 SET_ANIMATION(trap, trap->value); 1411 SET_ANIMATION (trap, trap->value);
1609 update_object(trap,UP_OBJ_FACE); 1412 update_object (trap, UP_OBJ_FACE);
1610 } 1413 }
1611 1414
1612 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1415 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1416 {
1613 /* need to set this up, since if we do transfer the object, 1417 /* need to set this up, since if we do transfer the object,
1614 * ab->above would be bogus 1418 * ab->above would be bogus
1615 */ 1419 */
1616 ab_next = ab->above; 1420 ab_next = ab->above;
1617 1421
1618 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1619 if ( ! sound_was_played) { 1423 {
1424 if (!sound_was_played)
1425 {
1620 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1621 sound_was_played = 1; 1427 sound_was_played = 1;
1622 } 1428 }
1623 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1624 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1625 } 1431 }
1626 } 1432 }
1627 goto leave; 1433 goto leave;
1628 } 1434 }
1629 1435
1630 1436
1631 case CONVERTER: 1437 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) { 1438 if (convert_item (victim, trap) < 0)
1633 object *op; 1439 {
1634
1635 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1636 1443
1637 op = get_archetype("burnout");
1638 if (op != NULL) {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map(op, trap->map, trap, 0);
1642 }
1643 }
1644 goto leave; 1444 goto leave;
1645 1445
1646 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1649 check_trigger (trap, victim); 1449 check_trigger (trap, victim);
1650 goto leave; 1450 goto leave;
1651 1451
1652 case DEEP_SWAMP: 1452 case DEEP_SWAMP:
1653 walk_on_deep_swamp (trap, victim); 1453 walk_on_deep_swamp (trap, victim);
1654 goto leave; 1454 goto leave;
1655 1455
1656 case CHECK_INV: 1456 case CHECK_INV:
1657 check_inv (victim, trap); 1457 check_inv (victim, trap);
1658 goto leave; 1458 goto leave;
1659 1459
1660 case HOLE: 1460 case HOLE:
1661 /* Hole not open? */ 1461 /* Hole not open? */
1662 if(trap->stats.wc > 0) 1462 if (trap->stats.wc > 0)
1663 goto leave; 1463 goto leave;
1664 1464
1665 /* Is this a multipart monster and not the head? If so, return. 1465 /* Is this a multipart monster and not the head? If so, return.
1666 * Processing will happen if the head runs into the pit 1466 * Processing will happen if the head runs into the pit
1667 */ 1467 */
1668 if (victim->head) 1468 if (victim->head)
1669 goto leave; 1469 goto leave;
1670 1470
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave; 1474 goto leave;
1675 1475
1676 case EXIT: 1476 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1678 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1679 * players output. 1480 * players output.
1680 */ 1481 */
1681 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1682 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1683 enter_exit (victim, trap); 1484
1684 } 1485 victim->enter_exit (trap);
1486 }
1685 goto leave; 1487 goto leave;
1686 1488
1687 case ENCOUNTER: 1489 case ENCOUNTER:
1688 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1689 goto leave; 1491 goto leave;
1690 1492
1691 case SHOP_MAT: 1493 case SHOP_MAT:
1692 apply_shop_mat (trap, victim); 1494 apply_shop_mat (trap, victim);
1693 goto leave; 1495 goto leave;
1694 1496
1695 /* Drop a certain amount of gold, and have one item identified */ 1497 /* Drop a certain amount of gold, and have one item identified */
1696 case IDENTIFY_ALTAR: 1498 case IDENTIFY_ALTAR:
1697 apply_id_altar (victim, trap, originator); 1499 apply_id_altar (victim, trap, originator);
1698 goto leave; 1500 goto leave;
1699 1501
1700 case SIGN: 1502 case SIGN:
1701 if (victim->type != PLAYER && trap->stats.food > 0) 1503 if (victim->type != PLAYER && trap->stats.food > 0)
1702 goto leave; /* monsters musn't apply magic_mouths with counters */ 1504 goto leave; /* monsters musn't apply magic_mouths with counters */
1703 1505
1704 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1705 goto leave; 1507 goto leave;
1706 1508
1707 case CONTAINER: 1509 case CONTAINER:
1708 if (victim->type==PLAYER)
1709 (void) esrv_apply_container (victim, trap);
1710 else
1711 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1712 goto leave; 1511 goto leave;
1713 1512
1714 case RUNE: 1513 case RUNE:
1715 case TRAP: 1514 case TRAP:
1716 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1717 spring_trap(trap, victim); 1517 spring_trap (trap, victim);
1718 } 1518 }
1719 goto leave; 1519 goto leave;
1720 1520
1721 default: 1521 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", trap->name, trap->arch->name, 1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1724 trap->type);
1725 goto leave; 1524 goto leave;
1726 } 1525 }
1727 1526
1728 leave: 1527leave:
1729 recursion_depth--; 1528 recursion_depth--;
1730} 1529}
1731 1530
1732/** 1531/**
1733 * Handles reading a regular (ie not containing a spell) book. 1532 * Handles reading a regular (ie not containing a spell) book.
1734 */ 1533 */
1534static void
1735static void apply_book (object *op, object *tmp) 1535apply_book (object *op, object *tmp)
1736{ 1536{
1737 int lev_diff; 1537 int lev_diff;
1738 object *skill_ob; 1538 object *skill_ob;
1739 1539
1740 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 {
1741 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1742 return; 1543 return;
1743 } 1544 }
1744 if(tmp->msg==NULL) { 1545 if (tmp->msg == NULL)
1745 new_draw_info_format(NDI_UNIQUE, 0, op, 1546 {
1746 "You open the %s and find it empty.", tmp->name); 1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1747 return; 1548 return;
1748 } 1549 }
1749 1550
1750 /* need a literacy skill to read stuff! */ 1551 /* need a literacy skill to read stuff! */
1751 skill_ob = find_skill_by_name(op, tmp->skill); 1552 skill_ob = find_skill_by_name (op, tmp->skill);
1752 if ( ! skill_ob) { 1553 if (!skill_ob)
1753 new_draw_info(NDI_UNIQUE, 0,op,
1754 "You are unable to decipher the strange symbols.");
1755 return;
1756 } 1554 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1556 return;
1557 }
1757 lev_diff = tmp->level - (skill_ob->level + 5); 1558 lev_diff = tmp->level - (skill_ob->level + 5);
1758 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 {
1759 if (lev_diff < 2) 1561 if (lev_diff < 2)
1760 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1761 else if (lev_diff < 3) 1563 else if (lev_diff < 3)
1762 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1763 else if (lev_diff < 5) 1565 else if (lev_diff < 5)
1764 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1765 else if (lev_diff < 8) 1567 else if (lev_diff < 8)
1766 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1767 else if (lev_diff < 15) 1569 else if (lev_diff < 15)
1768 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1769 else 1571 else
1770 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1771 return; 1573 return;
1772 }
1773
1774
1775 /* Lauwenmark: Handle for plugin book event */
1776 /*printf("Book apply: %s\n", tmp->name);
1777 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1778 printf("Book applied: %s\n", tmp->name);*/
1779 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1780 { 1574 }
1781 CFParm CFP; 1575
1782 int k, l, m;
1783 uint32 n;
1784 new_draw_info_format (NDI_UNIQUE, 0, op,
1785 "You open the %s and start reading.", tmp->name);
1786 k = EVENT_APPLY;
1787 l = SCRIPT_FIX_ALL;
1788 m = 0;
1789 n = 0;
1790 CFP.Value[0] = &k;
1791 CFP.Value[1] = op;
1792 CFP.Value[2] = tmp;
1793 CFP.Value[3] = NULL;
1794 CFP.Value[4] = NULL;
1795 CFP.Value[5] = &n;
1796 CFP.Value[6] = &m;
1797 CFP.Value[7] = &m;
1798 CFP.Value[8] = &l;
1799 CFP.Value[9] = (void*)evt->hook;
1800 CFP.Value[10]= (void*)evt->options;
1801 if (findPlugin(evt->plugin)>=0)
1802 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1803 }
1804 else*/{
1805 readable_message_type* msgType = get_readable_message_type(tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1577
1806 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1807 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1808 "You open the %s and start reading.\n%s", 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1809 "%s\n%s",
1810 long_desc(tmp,op), tmp->msg); 1581 long_desc (tmp, op), &tmp->msg);
1811 }
1812 1582
1813 /* gain xp from reading */ 1583 /* gain xp from reading */
1814 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */
1815 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587
1816 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 {
1817 /*exp_gain *= 2; because they just identified it too */ 1590 /*exp_gain *= 2; because they just identified it too */
1818 SET_FLAG(tmp,FLAG_IDENTIFIED); 1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1819 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1594 if (tmp->env)
1820 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1821 else op->contr->socket.update_look=1; 1596 else
1597 op->contr->ns->floorbox_update ();
1822 } 1598 }
1599
1823 change_exp(op,exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1824 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1825 } 1602 }
1826} 1603}
1827 1604
1828/** 1605/**
1829 * Handles the applying of a skill scroll, calling learn_skill straight. 1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1830 * op is the person learning the skill, tmp is the skill scroll object 1607 * op is the person learning the skill, tmp is the skill scroll object
1831 */ 1608 */
1609static void
1832static void apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1833{ 1611{
1834 switch ((int) learn_skill (op, tmp)) { 1612 switch ((int) learn_skill (op, tmp))
1835 case 0: 1613 {
1614 case 0:
1836 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1837 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1838 return; 1617 return;
1839 1618
1840 case 1: 1619 case 1:
1841 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1842 tmp->skill);
1843 new_draw_info_format(NDI_UNIQUE, 0, op,
1844 "Type 'bind ready_skill %s",tmp->skill);
1845 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1846 decrease_ob(tmp); 1621 decrease_ob (tmp);
1847 return; 1622 return;
1848 1623
1849 default: 1624 default:
1850 new_draw_info_format(NDI_UNIQUE,0,op, 1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1851 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1852 decrease_ob(tmp); 1626 decrease_ob (tmp);
1853 return; 1627 return;
1854 } 1628 }
1855} 1629}
1856 1630
1857/** 1631/**
1858 * Actually makes op learn spell. 1632 * Actually makes op learn spell.
1859 * Informs player of what happens. 1633 * Informs player of what happens.
1860 */ 1634 */
1635void
1861void do_learn_spell (object *op, object *spell, int special_prayer) 1636do_learn_spell (object *op, object *spell, int special_prayer)
1862{ 1637{
1863 object *tmp; 1638 object *tmp;
1864 1639
1865 if (op->type != PLAYER) { 1640 if (op->type != PLAYER)
1641 {
1866 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1642 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1867 return; 1643 return;
1868 } 1644 }
1869 1645
1870 /* Upgrade special prayers to normal prayers */ 1646 /* Upgrade special prayers to normal prayers */
1871 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1647 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1648 {
1872 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1649 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1650 {
1873 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1651 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1874 return; 1652 return;
1875 } 1653 }
1876 return; 1654 return;
1877 } 1655 }
1878 1656
1879 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1880 tmp = get_object(); 1658 tmp = spell->clone ();
1881 copy_object(spell, tmp);
1882 insert_ob_in_ob(tmp, op); 1659 insert_ob_in_ob (tmp, op);
1883 1660
1884 if (special_prayer) { 1661 if (special_prayer)
1885 SET_FLAG(tmp, FLAG_STARTEQUIP); 1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1886 }
1887 1663
1888 new_draw_info_format (NDI_UNIQUE, 0, op,
1889 "Type 'bind cast %s", spell->name);
1890 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1891 esrv_add_spells(op->contr, tmp); 1664 esrv_add_spells (op->contr, tmp);
1892} 1665}
1893 1666
1894/** 1667/**
1895 * Erases spell from player's inventory. 1668 * Erases spell from player's inventory.
1896 */ 1669 */
1670void
1897void do_forget_spell (object *op, const char *spell) 1671do_forget_spell (object *op, const char *spell)
1898{ 1672{
1899 object *spob; 1673 object *spob;
1900 1674
1901 if (op->type != PLAYER) { 1675 if (op->type != PLAYER)
1676 {
1902 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1677 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1903 return; 1678 return;
1904 } 1679 }
1905 if ( (spob=check_spell_known (op, spell)) == NULL) { 1680 if ((spob = check_spell_known (op, spell)) == NULL)
1681 {
1906 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1907 return; 1683 return;
1908 }
1909 1684 }
1910 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1685
1911 "You lose knowledge of %s.", spell); 1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1912 player_unready_range_ob(op->contr, spob); 1687 player_unready_range_ob (op->contr, spob);
1913 esrv_remove_spell(op->contr, spob); 1688 esrv_remove_spell (op->contr, spob);
1914 remove_ob(spob); 1689 spob->destroy ();
1915 free_object(spob);
1916} 1690}
1917 1691
1918/** 1692/**
1919 * Handles player applying a spellbook. 1693 * Handles player applying a spellbook.
1920 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1694 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1921 * stuff like that. Random learning failure too. 1695 * stuff like that. Random learning failure too.
1922 */ 1696 */
1697static void
1923static void apply_spellbook (object *op, object *tmp) 1698apply_spellbook (object *op, object *tmp)
1924{ 1699{
1925 object *skop, *spell, *spell_skill; 1700 object *skop, *spell, *spell_skill;
1926 1701
1927 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 {
1928 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1929 return; 1705 return;
1930 } 1706 }
1931 1707
1932 /* artifact_spellbooks have 'slaying' field point to a spell name, 1708 /* artifact_spellbooks have 'slaying' field point to a spell name,
1933 * instead of having their spell stored in stats.sp. These are 1709 * instead of having their spell stored in stats.sp. These are
1934 * legacy spellbooks 1710 * legacy spellbooks
1935 */ 1711 */
1936 1712
1937 if(tmp->slaying != NULL) { 1713 if (tmp->slaying != NULL)
1714 {
1938 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1939 if (!spell) { 1716 if (!spell)
1940 new_draw_info_format(NDI_UNIQUE, 0, op, 1717 {
1941 "The book's formula for %s is incomplete", tmp->slaying); 1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1942 return; 1719 return;
1943 } 1720 }
1944 else 1721 else
1945 insert_ob_in_ob(spell, tmp); 1722 insert_ob_in_ob (spell, tmp);
1946 free_string(tmp->slaying);
1947 tmp->slaying=NULL; 1723 tmp->slaying = NULL;
1948 } 1724 }
1949 1725
1950 skop = find_skill_by_name(op, tmp->skill); 1726 skop = find_skill_by_name (op, tmp->skill);
1951 1727
1952 /* need a literacy skill to learn spells. Also, having a literacy level 1728 /* need a literacy skill to learn spells. Also, having a literacy level
1953 * lower than the spell will make learning the spell more difficult */ 1729 * lower than the spell will make learning the spell more difficult */
1954 if ( !skop) { 1730 if (!skop)
1731 {
1955 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1956 return; 1733 return;
1957 } 1734 }
1958 1735
1959 spell = tmp->inv; 1736 spell = tmp->inv;
1737
1960 if (!spell) { 1738 if (!spell)
1739 {
1961 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1962 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1963 return; 1742 return;
1964 }
1965 if (spell->level > (skop->level+10)) {
1966 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1967 return;
1968 } 1743 }
1969 1744
1970 new_draw_info_format(NDI_UNIQUE, 0, op, 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1971 "The spellbook contains the %s level spell %s.", 1746 {
1972 get_levelnumber(spell->level), spell->name); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1748 return;
1749 }
1973 1750
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1752
1974 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1975 identify(tmp); 1755 identify (tmp);
1756
1976 if (tmp->env) 1757 if (tmp->env)
1977 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1978 else 1759 else
1979 op->contr->socket.update_look=1; 1760 op->contr->ns->floorbox_update ();
1980 } 1761 }
1981 1762
1982 /* I removed the check for special_prayer_mark here - it didn't make 1763 /* I removed the check for special_prayer_mark here - it didn't make
1983 * a lot of sense - special prayers are not found in spellbooks, and 1764 * a lot of sense - special prayers are not found in spellbooks, and
1984 * if the player doesn't know the spell, doesn't make a lot of sense that 1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1985 * they would have a special prayer mark. 1766 * they would have a special prayer mark.
1986 */ 1767 */
1987 if (check_spell_known (op, spell->name)) { 1768 if (check_spell_known (op, spell->name))
1769 {
1988 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1989 return; 1771 return;
1990 } 1772 }
1991 1773
1992 if (spell->skill) { 1774 if (spell->skill)
1775 {
1993 spell_skill = find_skill_by_name(op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1777
1994 if (!spell_skill) { 1778 if (!spell_skill)
1995 new_draw_info_format(NDI_UNIQUE, 0, op, 1779 {
1996 "You lack the skill %s to use this spell", 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1997 spell->skill);
1998 return; 1781 return;
1999 } 1782 }
1783
2000 if (spell_skill->level < spell->level) { 1784 if (spell_skill->level < spell->level)
2001 new_draw_info_format(NDI_UNIQUE, 0, op, 1785 {
2002 "You need to be level %d in %s to learn this spell.", 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2003 spell->level, spell->skill);
2004 return; 1787 return;
2005 } 1788 }
2006 } 1789 }
2007 1790
2008 /* Logic as follows 1791 /* Logic as follows
2009 * 1792 *
2010 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1793 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2011 * 1794 *
2012 * 2- The learner's skill level in literacy adjusts the chance to learn 1795 * 2- The learner's skill level in literacy adjusts the chance to learn
2013 * a spell. 1796 * a spell.
2014 * 1797 *
2015 * 3 -Automatically fail to learn if you read while confused 1798 * 3 -Automatically fail to learn if you read while confused
2016 * 1799 *
2017 * Overall, chances are the same but a player will find having a high 1800 * Overall, chances are the same but a player will find having a high
2018 * literacy rate very useful! -b.t. 1801 * literacy rate very useful! -b.t.
2019 */ 1802 */
2020 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1803 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 {
2021 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2022 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 }
2023 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2024 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2025 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1810 {
2026 1811
2027 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2028 do_learn_spell (op, spell, 0); 1813 do_learn_spell (op, spell, 0);
2029 1814
2030 /* xp gain to literacy for spell learning */ 1815 /* xp gain to literacy for spell learning */
2031 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2032 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2033 } else { 1818 }
1819 else
1820 {
2034 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2035 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2036 } 1823 }
1824
2037 decrease_ob(tmp); 1825 decrease_ob (tmp);
2038} 1826}
2039 1827
2040/** 1828/**
2041 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2042 */ 1830 */
1831void
2043void apply_scroll (object *op, object *tmp, int dir) 1832apply_scroll (object *op, object *tmp, int dir)
2044{ 1833{
2045 object *skop; 1834 object *skop;
2046 1835
2047 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 {
2048 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2049 return; 1839 return;
2050 } 1840 }
2051 1841
2052 if (!tmp->inv || tmp->inv->type != SPELL) { 1842 if (!tmp->inv || tmp->inv->type != SPELL)
2053 new_draw_info (NDI_UNIQUE, 0, op, 1843 {
2054 "The scroll just doesn't make sense!"); 1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2055 return; 1845 return;
2056 } 1846 }
2057 1847
2058 if(op->type==PLAYER) { 1848 if (op->type == PLAYER)
1849 {
2059 /* players need a literacy skill to read stuff! */ 1850 /* players need a literacy skill to read stuff! */
2060 int exp_gain=0; 1851 int exp_gain = 0;
2061 1852
2062 /* hard code literacy - tmp->skill points to where the exp 1853 /* hard code literacy - tmp->skill points to where the exp
2063 * should go for anything killed by the spell. 1854 * should go for anything killed by the spell.
2064 */ 1855 */
2065 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2066 1857
2067 if ( ! skop) { 1858 if (!skop)
2068 new_draw_info(NDI_UNIQUE, 0,op, 1859 {
2069 "You are unable to decipher the strange symbols."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2070 return; 1861 return;
2071 } 1862 }
2072 1863
2073 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1864 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2074 change_exp(op,exp_gain, skop->skill, 0); 1865 change_exp (op, exp_gain, skop->skill, 0);
2075 } 1866 }
2076 1867
2077 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2078 identify(tmp); 1869 identify (tmp);
2079 1870
2080 new_draw_info_format(NDI_BLACK, 0, op, 1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2081 "The scroll of %s turns to dust.", tmp->inv->name);
2082 1872
2083
2084 cast_spell(op,tmp,dir,tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
2085 decrease_ob(tmp); 1874 decrease_ob (tmp);
2086} 1875}
2087 1876
2088/** 1877/**
2089 * Applies a treasure object - by default, chest. op 1878 * Applies a treasure object - by default, chest. op
2090 * is the person doing the applying, tmp is the treasure 1879 * is the person doing the applying, tmp is the treasure
2091 * chest. 1880 * chest.
2092 */ 1881 */
1882static void
2093static void apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
2094{ 1884{
2095 object *treas;
2096 tag_t tmp_tag = tmp->count, op_tag = op->count;
2097
2098
2099 /* Nice side effect of new treasure creation method is that the treasure 1885 /* Nice side effect of new treasure creation method is that the treasure
2100 * for the chest is done when the chest is created, and put into the chest 1886 * for the chest is done when the chest is created, and put into the chest
2101 * inventory. So that when the chest burns up, the items still exist. Also 1887 * inventory. So that when the chest burns up, the items still exist. Also
2102 * prevents people fromt moving chests to more difficult maps to get better 1888 * prevents people fromt moving chests to more difficult maps to get better
2103 * treasure 1889 * treasure
2104 */ 1890 */
2105
2106 treas = tmp->inv; 1891 object *treas = tmp->inv;
2107 if(treas==NULL) { 1892
1893 if (!treas)
1894 {
2108 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2109 decrease_ob(tmp);
2110 return;
2111 }
2112 while (tmp->inv) {
2113 treas = tmp->inv;
2114
2115 remove_ob(treas);
2116 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2117 query_name(treas));
2118
2119 treas->x=op->x;
2120 treas->y=op->y;
2121 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2122
2123 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2124 && QUERY_FLAG (op, FLAG_ALIVE))
2125 spring_trap (treas, op);
2126 /* If either player or container was destroyed, no need to do
2127 * further processing. I think this should be enclused with
2128 * spring trap above, as I don't think there is otherwise
2129 * any way for the treasure chest or player to get killed
2130 */
2131 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2132 break;
2133 }
2134
2135 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2136 decrease_ob (tmp); 1896 decrease_ob (tmp);
1897 return;
1898 }
1899
1900 while (tmp->inv)
1901 {
1902 treas = tmp->inv;
1903
1904 treas->remove ();
1905 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1906
1907 treas->x = op->x;
1908 treas->y = op->y;
1909 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1910
1911 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1912 spring_trap (treas, op);
1913
1914 /* If either player or container was destroyed, no need to do
1915 * further processing. I think this should be enclused with
1916 * spring trap above, as I don't think there is otherwise
1917 * any way for the treasure chest or player to get killed
1918 */
1919 if (op->destroyed () || tmp->destroyed ())
1920 break;
1921 }
1922
1923 if (!tmp->destroyed () && tmp->inv == NULL)
1924 decrease_ob (tmp);
2137 1925
2138} 1926}
2139 1927
2140/** 1928/**
2141 * op eats food. 1929 * op eats food.
2142 * If player, takes care of messages and dragon special food. 1930 * If player, takes care of messages and dragon special food.
2143 */ 1931 */
1932static void
2144static void apply_food (object *op, object *tmp) 1933apply_food (object *op, object *tmp)
2145{ 1934{
2146 int capacity_remaining; 1935 int capacity_remaining;
2147 1936
2148 if(op->type!=PLAYER) 1937 if (op->type != PLAYER)
2149 op->stats.hp=op->stats.maxhp; 1938 op->stats.hp = op->stats.maxhp;
2150 else { 1939 else
1940 {
2151 /* check if this is a dragon (player), eating some flesh */ 1941 /* check if this is a dragon (player), eating some flesh */
2152 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1942 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2153 ; 1943 ;
2154 else { 1944 else
1945 {
2155 /* usual case - no dragon meal: */ 1946 /* usual case - no dragon meal: */
2156 if(op->stats.food+tmp->stats.food>999) { 1947 if (op->stats.food + tmp->stats.food > 999)
1948 {
2157 if(tmp->type==FOOD || tmp->type==FLESH) 1949 if (tmp->type == FOOD || tmp->type == FLESH)
2158 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1950 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2159 else 1951 else
2160 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 1952 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2161 } 1953 }
2162 1954
2163 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1955 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1956 {
2164 char buf[MAX_BUF]; 1957 char buf[MAX_BUF];
2165 1958
2166 if (!is_dragon_pl(op)) { 1959 if (!is_dragon_pl (op))
1960 {
2167 /* eating message for normal players*/ 1961 /* eating message for normal players */
2168 if(tmp->type==DRINK) 1962 if (tmp->type == DRINK)
2169 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 1963 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2170 else 1964 else
2171 sprintf(buf,"The %s tasted %s",tmp->name, 1965 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2172 tmp->type==FLESH?"terrible!":"good."); 1966 }
2173 } 1967 else
2174 else { 1968 {
2175 /* eating message for dragon players*/ 1969 /* eating message for dragon players */
2176 sprintf(buf,"The %s tasted terrible!",tmp->name); 1970 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2177 } 1971 }
2178 1972
2179 new_draw_info(NDI_UNIQUE, 0,op,buf); 1973 new_draw_info (NDI_UNIQUE, 0, op, buf);
2180 capacity_remaining = 999 - op->stats.food; 1974 capacity_remaining = 999 - op->stats.food;
2181 op->stats.food+=tmp->stats.food; 1975 op->stats.food += tmp->stats.food;
2182 if(capacity_remaining < tmp->stats.food) 1976 if (capacity_remaining < tmp->stats.food)
2183 op->stats.hp += capacity_remaining / 50; 1977 op->stats.hp += capacity_remaining / 50;
2184 else 1978 else
2185 op->stats.hp+=tmp->stats.food/50; 1979 op->stats.hp += tmp->stats.food / 50;
2186 if(op->stats.hp>op->stats.maxhp) 1980 if (op->stats.hp > op->stats.maxhp)
2187 op->stats.hp=op->stats.maxhp; 1981 op->stats.hp = op->stats.maxhp;
2188 if (op->stats.food > 999) 1982 if (op->stats.food > 999)
2189 op->stats.food = 999; 1983 op->stats.food = 999;
2190 } 1984 }
2191 1985
2192 /* special food hack -b.t. */ 1986 /* special food hack -b.t. */
2193 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 1987 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2194 eat_special_food(op,tmp); 1988 eat_special_food (op, tmp);
2195 } 1989 }
2196 } 1990 }
2197 handle_apply_yield(tmp); 1991 handle_apply_yield (tmp);
2198 decrease_ob(tmp); 1992 decrease_ob (tmp);
2199} 1993}
2200 1994
2201/** 1995/**
2202 * A dragon is eating some flesh. If the flesh contains resistances, 1996 * A dragon is eating some flesh. If the flesh contains resistances,
2203 * there is a chance for the dragon's skin to get improved. 1997 * there is a chance for the dragon's skin to get improved.
2206 * object *op the object (dragon player) eating the flesh 2000 * object *op the object (dragon player) eating the flesh
2207 * object *meal the flesh item, getting chewed in dragon's mouth 2001 * object *meal the flesh item, getting chewed in dragon's mouth
2208 * return: 2002 * return:
2209 * int 1 if eating successful, 0 if it doesn't work 2003 * int 1 if eating successful, 0 if it doesn't work
2210 */ 2004 */
2005int
2211int dragon_eat_flesh(object *op, object *meal) { 2006dragon_eat_flesh (object *op, object *meal)
2007{
2212 object *skin = NULL; /* pointer to dragon skin force*/ 2008 object *skin = NULL; /* pointer to dragon skin force */
2213 object *abil = NULL; /* pointer to dragon ability force*/ 2009 object *abil = NULL; /* pointer to dragon ability force */
2214 object *tmp = NULL; /* tmp. object */ 2010 object *tmp = NULL; /* tmp. object */
2215 2011
2216 char buf[MAX_BUF]; /* tmp. string buffer */ 2012 char buf[MAX_BUF]; /* tmp. string buffer */
2217 double chance; /* improvement-chance of one resistance type */ 2013 double chance; /* improvement-chance of one resistance type */
2218 double totalchance=1; /* total chance of gaining one resistance */ 2014 double totalchance = 1; /* total chance of gaining one resistance */
2219 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2015 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2220 double mbonus=0; /* monster bonus */ 2016 double mbonus = 0; /* monster bonus */
2221 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2017 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2222 int winners=0; /* number of winners */ 2018 int winners = 0; /* number of winners */
2223 int i; /* index */ 2019 int i; /* index */
2224 2020
2225 /* let's make sure and doublecheck the parameters */ 2021 /* let's make sure and doublecheck the parameters */
2226 if (meal->type!=FLESH || !is_dragon_pl(op)) 2022 if (meal->type != FLESH || !is_dragon_pl (op))
2227 return 0; 2023 return 0;
2228 2024
2229 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230 from the player's inventory */ 2026 from the player's inventory */
2027 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028 shstr_cmp dragon_skin_force ("dragon_skin_force");
2029
2231 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2232 if (tmp->type == FORCE) { 2031 if (tmp->type == FORCE)
2233 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2032 if (tmp->arch->name == dragon_skin_force)
2234 skin = tmp; 2033 skin = tmp;
2235 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2034 else if (tmp->arch->name == dragon_ability_force)
2236 abil = tmp; 2035 abil = tmp;
2237 } 2036
2238 }
2239
2240 /* if either skin or ability are missing, this is an old player 2037 /* if either skin or ability are missing, this is an old player
2241 which is not to be considered a dragon -> bail out */ 2038 which is not to be considered a dragon -> bail out */
2242 if (skin == NULL || abil == NULL) return 0; 2039 if (skin == NULL || abil == NULL)
2243 2040 return 0;
2041
2244 /* now start by filling stomache and health, according to food-value */ 2042 /* now start by filling stomache and health, according to food-value */
2245 if((999 - op->stats.food) < meal->stats.food) 2043 if ((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50; 2044 op->stats.hp += (999 - op->stats.food) / 50;
2247 else 2045 else
2248 op->stats.hp += meal->stats.food/50; 2046 op->stats.hp += meal->stats.food / 50;
2249 if(op->stats.hp>op->stats.maxhp) 2047 if (op->stats.hp > op->stats.maxhp)
2250 op->stats.hp=op->stats.maxhp; 2048 op->stats.hp = op->stats.maxhp;
2251 2049
2252 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253 2051
2254 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2052 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2255 2053
2256 /* on to the interesting part: chances for adding resistance */ 2054 /* on to the interesting part: chances for adding resistance */
2257 for (i=0; i<NROFATTACKS; i++) { 2055 for (i = 0; i < NROFATTACKS; i++)
2056 {
2258 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2057 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2058 {
2259 /* got positive resistance, now calculate improvement chance (0-100) */ 2059 /* got positive resistance, now calculate improvement chance (0-100) */
2260 2060
2261 /* this bonus makes resistance increase easier at lower levels */ 2061 /* this bonus makes resistance increase easier at lower levels */
2262 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2062 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2263 if (i == abil->stats.exp) 2063 if (i == abil->stats.exp)
2264 bonus += 5; /* additional bonus for resistance of ability-focus */ 2064 bonus += 5; /* additional bonus for resistance of ability-focus */
2265 2065
2266 /* monster bonus increases with level, because high-level 2066 /* monster bonus increases with level, because high-level
2267 flesh is too rare */ 2067 flesh is too rare */
2268 mbonus = op->level * 20. / ((double)settings.max_level); 2068 mbonus = op->level * 20. / ((double) settings.max_level);
2269 2069
2270 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2070 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2271 ((double)settings.max_level)) - skin->resist[i]; 2071 ((double) settings.max_level)) - skin->resist[i];
2272 2072
2273 if (chance >= 0.) 2073 if (chance >= 0.)
2274 chance += 1.; 2074 chance += 1.;
2275 else 2075 else
2276 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2076 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2277 2077
2278 /* chance is proportional to amount of resistance (max. 50) */ 2078 /* chance is proportional to amount of resistance (max. 50) */
2279 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2079 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2280 2080
2281 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2282 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2283 chance = MIN(100., chance*2.); 2083 chance = MIN (100., chance * 2.);
2284 2084
2285 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2085 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2286 if (RANDOM()%10000 < (int)(chance*100)) { 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2087 {
2287 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2288 winners++; 2089 winners++;
2289 } 2090 }
2290 2091
2291 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2092 if (chance >= 0.01)
2292 2093 totalchance *= 1 - chance / 100;
2094
2293 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2095 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2294 } 2096 }
2295 } 2097 }
2296 2098
2297 /* inverse totalchance as until now we have the failure-chance */ 2099 /* inverse totalchance as until now we have the failure-chance */
2298 totalchance = 100 - totalchance*100; 2100 totalchance = 100 - totalchance * 100;
2299 /* print message according to totalchance */ 2101 /* print message according to totalchance */
2300 if (totalchance > 50.) 2102 if (totalchance > 50.)
2301 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2103 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2302 else if (totalchance > 10.) 2104 else if (totalchance > 10.)
2303 sprintf(buf, "The %s tasted very good.", meal->name); 2105 sprintf (buf, "The %s tasted very good.", &meal->name);
2304 else if (totalchance > 1.) 2106 else if (totalchance > 1.)
2305 sprintf(buf, "The %s tasted good.", meal->name); 2107 sprintf (buf, "The %s tasted good.", &meal->name);
2306 else if (totalchance > 0.1) 2108 else if (totalchance > 0.1)
2307 sprintf(buf, "The %s tasted bland.", meal->name); 2109 sprintf (buf, "The %s tasted bland.", &meal->name);
2308 else if (totalchance >= 0.01) 2110 else if (totalchance >= 0.01)
2309 sprintf(buf, "The %s had a boring taste.", meal->name); 2111 sprintf (buf, "The %s had a boring taste.", &meal->name);
2310 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2112 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2311 sprintf(buf, "The %s tasted strange.", meal->name); 2113 sprintf (buf, "The %s tasted strange.", &meal->name);
2312 else 2114 else
2313 sprintf(buf, "The %s had no taste.", meal->name); 2115 sprintf (buf, "The %s had no taste.", &meal->name);
2314 new_draw_info(NDI_UNIQUE, 0, op, buf); 2116 new_draw_info (NDI_UNIQUE, 0, op, buf);
2315 2117
2316 /* now choose a winner if we have any */ 2118 /* now choose a winner if we have any */
2317 i = -1; 2119 i = -1;
2318 if (winners>0) 2120 if (winners > 0)
2319 i = atnr_winner[RANDOM()%winners]; 2121 i = atnr_winner[RANDOM () % winners];
2320 2122
2321 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2124 {
2322 /* resistance increased! */ 2125 /* resistance increased! */
2323 skin->resist[i]++; 2126 skin->resist[i]++;
2324 fix_player(op); 2127 op->update_stats ();
2325 2128
2326 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2129 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2327 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2328 } 2131 }
2329 2132
2330 /* if this flesh contains a new ability focus, we mark it 2133 /* if this flesh contains a new ability focus, we mark it
2331 into the ability_force and it will take effect on next level */ 2134 into the ability_force and it will take effect on next level */
2332 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2135 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2333 && meal->last_eat != abil->last_eat) { 2136 {
2334 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2137 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2335 2138
2336 if (meal->last_eat != abil->stats.exp) { 2139 if (meal->last_eat != abil->stats.exp)
2140 {
2337 sprintf(buf, "Your metabolism prepares to focus on %s!", 2141 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2338 change_resist_msg[meal->last_eat]);
2339 new_draw_info(NDI_UNIQUE, 0, op, buf); 2142 new_draw_info (NDI_UNIQUE, 0, op, buf);
2340 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2143 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2341 new_draw_info(NDI_UNIQUE, 0, op, buf); 2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2342 } 2145 }
2343 else { 2146 else
2147 {
2344 sprintf(buf, "Your metabolism will continue to focus on %s.", 2148 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2345 change_resist_msg[meal->last_eat]);
2346 new_draw_info(NDI_UNIQUE, 0, op, buf); 2149 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 abil->last_eat = 0; 2150 abil->last_eat = 0;
2348 } 2151 }
2349 } 2152 }
2350 return 1; 2153 return 1;
2351}
2352
2353static void apply_savebed (object *pl)
2354{
2355#ifndef COZY_SERVER
2356 if(!pl->contr->name_changed||!pl->stats.exp) {
2357 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2358 return;
2359 }
2360#endif
2361 /* Need to call terminate_all_pets() before we remove the player ob */
2362 terminate_all_pets(pl);
2363 remove_ob(pl);
2364 pl->direction=0;
2365 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2366 "%s leaves the game.",pl->name);
2367
2368 /* update respawn position */
2369 strcpy(pl->contr->savebed_map, pl->map->path);
2370 pl->contr->bed_x = pl->x;
2371 pl->contr->bed_y = pl->y;
2372
2373 strcpy(pl->contr->killer,"left");
2374 check_score(pl); /* Always check score */
2375 (void)save_player(pl,0);
2376 pl->map->players--;
2377#if MAP_MAXTIMEOUT
2378 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2379#endif
2380 play_again(pl);
2381 pl->speed = 0;
2382 update_ob_speed(pl);
2383} 2154}
2384 2155
2385/** 2156/**
2386 * Handles applying an improve armor scroll. 2157 * Handles applying an improve armor scroll.
2387 * Does some sanity checks, then calls improve_armour. 2158 * Does some sanity checks, then calls improve_armour.
2388 */ 2159 */
2160static void
2389static void apply_armour_improver (object *op, object *tmp) 2161apply_armour_improver (object *op, object *tmp)
2390{ 2162{
2391 object *armor; 2163 object *armor;
2392 2164
2393 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2165 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2166 {
2394 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2395 return;
2396 }
2397 armor=find_marked_object(op);
2398 if ( ! armor) {
2399 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2400 return; 2168 return;
2401 } 2169 }
2170
2171 armor = find_marked_object (op);
2172
2173 if (!armor)
2174 {
2175 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2176 return;
2177 }
2178
2402 if (armor->type != ARMOUR 2179 if (armor->type != ARMOUR
2403 && armor->type != CLOAK 2180 && armor->type != CLOAK
2404 && armor->type != BOOTS && armor->type != GLOVES 2181 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2405 && armor->type != BRACERS && armor->type != SHIELD
2406 && armor->type != HELMET)
2407 { 2182 {
2408 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2183 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2409 return; 2184 return;
2410 } 2185 }
2411 2186
2412 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2413 improve_armour(op,tmp,armor); 2188 improve_armour (op, tmp, armor);
2414} 2189}
2415 2190
2416 2191extern void
2417extern void apply_poison (object *op, object *tmp) 2192apply_poison (object *op, object *tmp)
2418{ 2193{
2419 if (op->type == PLAYER) { 2194 if (op->type == PLAYER)
2195 {
2420 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2196 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2421 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2197 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2422 strcpy(op->contr->killer,"poisonous booze"); 2198 strcpy (op->contr->killer, "poisonous booze");
2423 } 2199 }
2424 if (tmp->stats.hp > 0) { 2200 if (tmp->stats.hp > 0)
2201 {
2425 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2202 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2426 tmp->stats.hp);
2427 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2203 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2428 } 2204 }
2429 op->stats.food-=op->stats.food/4; 2205 op->stats.food -= op->stats.food / 4;
2430 handle_apply_yield(tmp); 2206 handle_apply_yield (tmp);
2431 decrease_ob(tmp); 2207 decrease_ob (tmp);
2432} 2208}
2433 2209
2434/** 2210/**
2435 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2211 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2436 * A valid 2 way exit means: 2212 * A valid 2 way exit means:
2437 * -You can come back (there is another exit at the other side) 2213 * -You can come back (there is another exit at the other side)
2438 * -You are 2214 * -You are
2439 * ° the owner of the exit 2215 * ° the owner of the exit
2440 * ° or in the same party as the owner 2216 * ° or in the same party as the owner
2441 * 2217 *
2442 * Note: a owner in a 2 way exit is saved as the owner's name 2218 * Note: a owner in a 2 way exit is saved as the owner's name
2443 * in the field exit->name cause the field exit->owner doesn't 2219 * in the field exit->name cause the field exit->owner doesn't
2444 * survive in the swapping (in fact the whole exit doesn't survive). 2220 * survive in the swapping (in fact the whole exit doesn't survive).
2445 */ 2221 */
2222int
2446int is_legal_2ways_exit (object* op, object *exit) 2223is_legal_2ways_exit (object *op, object *exit)
2447 { 2224{
2448 object * tmp; 2225 if (exit->stats.exp != 1)
2449 object * exit_owner; 2226 return 1; /*This is not a 2 way, so it is legal */
2450 player * pp; 2227
2451 mapstruct * exitmap; 2228#if 0 //TODO
2452 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2453 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2230 return 0; /* This is a reset town portal */
2454 /* To know if an exit has a correspondant, we look at 2231#endif
2455 * all the exits in destination and try to find one with same path as 2232
2456 * the current exit's position */ 2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2457 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2234
2458 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2459 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2460 if (exitmap) 2235 if (exitmap)
2461 { 2236 {
2462 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2237 exitmap->load_sync ();
2463 if (!tmp) return 0; 2238
2464 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2239 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240
2241 if (!tmp)
2242 return 0;
2243
2244 for (; tmp; tmp = tmp->above)
2465 { 2245 {
2466 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2246 if (tmp->type != EXIT)
2467 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2247 continue; /*Not an exit */
2468 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2469 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2470 2248
2249 if (!EXIT_PATH (tmp))
2250 continue; /*Not a valid exit */
2251
2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2253 continue; /*Not in the same place */
2254
2255 if (exit->map->path != EXIT_PATH (tmp))
2256 continue; /*Not in the same map */
2257
2471 /* From here we have found the exit is valid. However we do 2258 /* From here we have found the exit is valid. However we do
2472 * here the check of the exit owner. It is important for the 2259 * here the check of the exit owner. It is important for the
2473 * town portals to prevent strangers from visiting your appartments 2260 * town portals to prevent strangers from visiting your appartments
2474 */ 2261 */
2262 if (!exit->race)
2475 if (!exit->race) return 1; /*No owner, free for all!*/ 2263 return 1; /*No owner, free for all! */
2476 exit_owner=NULL; 2264
2477 for (pp=first_player;pp;pp=pp->next) 2265 object *exit_owner = 0;
2266
2267 for_all_players (pp)
2478 { 2268 {
2479 if (!pp->ob) continue; 2269 if (!pp->ob)
2270 continue;
2271
2480 if (pp->ob->name!=exit->race) continue; 2272 if (pp->ob->name != exit->race)
2273 continue;
2274
2481 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2275 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2482 break; 2276 break;
2483 } 2277 }
2484 if (!exit_owner) return 0; /* No more owner*/ 2278
2485 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2279 if (!exit_owner)
2280 return 0; /* No more owner */
2281
2282 if (exit_owner->contr == op->contr)
2283 return 1; /*It is your exit */
2284
2486 if ( exit_owner && /*There is a owner*/ 2285 if (exit_owner && /*There is a owner */
2487 (op->contr) && /*A player tries to pass */ 2286 (op->contr) && /*A player tries to pass */
2488 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2287 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2489 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2288 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2490 return 0; 2289 return 0;
2290
2491 return 1; 2291 return 1;
2492 } 2292 }
2493 } 2293 }
2294
2494 return 0; 2295 return 0;
2495 } 2296}
2496
2497 2297
2498/** 2298/**
2499 * Main apply handler. 2299 * Main apply handler.
2500 * 2300 *
2501 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2509 * being applied. 2309 * being applied.
2510 * 2310 *
2511 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2512 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2513 */ 2313 */
2514 2314int
2515int manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2516{ 2316{
2517 if (tmp->head) tmp=tmp->head; 2317 if (tmp->head)
2318 tmp = tmp->head;
2518 2319
2519 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2320 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2321 {
2520 if (op->type == PLAYER) { 2322 if (op->type == PLAYER)
2323 {
2521 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2324 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2522 return 1; 2325 return 1;
2523 } else { 2326 }
2327 else
2524 return 0; /* monsters just skip unpaid items */ 2328 return 0; /* monsters just skip unpaid items */
2525 } 2329 }
2330
2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2332 return RESULT_INT (0);
2333
2334 switch (tmp->type)
2526 } 2335 {
2527 2336 case CF_HANDLE:
2528 2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2529 /* Lauwenmark: Handle for plugin apply event */ 2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2530 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2339 tmp->value = tmp->value ? 0 : 1;
2340 SET_ANIMATION (tmp, tmp->value);
2341 update_object (tmp, UP_OBJ_FACE);
2342 push_button (tmp);
2531 return 1; 2343 return 1;
2532 2344
2533 switch (tmp->type) { 2345 case TRIGGER:
2534 2346 if (check_trigger (tmp, op))
2535 case TRANSPORT: 2347 {
2536 return apply_transport(op, tmp, aflag);
2537
2538 case CF_HANDLE:
2539 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2540 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2541 tmp->value=tmp->value?0:1;
2542 SET_ANIMATION(tmp, tmp->value);
2543 update_object(tmp,UP_OBJ_FACE);
2544 push_button(tmp);
2545 return 1;
2546
2547 case TRIGGER:
2548 if (check_trigger (tmp, op)) {
2549 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2550 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2551 } else { 2350 }
2351 else
2552 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2553 } 2353
2554 return 1; 2354 return 1;
2555 2355
2556 case EXIT: 2356 case EXIT:
2557 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2558 return 0; 2358 return 0;
2359
2559 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2560 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2561 query_name(tmp)); 2362 else
2562 } else { 2363 {
2563 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2564 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2565 strncmp(EXIT_PATH(tmp), "/random/", 8))
2566 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2567 enter_exit(op,tmp); 2367
2568 } 2368 op->enter_exit (tmp);
2369 }
2370
2569 return 1; 2371 return 1;
2570 2372
2571 case SIGN: 2373 case SIGN:
2572 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2573 return 1; 2375 return 1;
2574 2376
2575 case BOOK: 2377 case BOOK:
2576 if (op->type == PLAYER) { 2378 if (op->type == PLAYER)
2379 {
2577 apply_book (op, tmp); 2380 apply_book (op, tmp);
2578 return 1; 2381 return 1;
2579 } else { 2382 }
2580 return 0; 2383 else
2581 } 2384 return 0;
2582 2385
2583 case SKILLSCROLL: 2386 case SKILLSCROLL:
2584 if (op->type == PLAYER) { 2387 if (op->type == PLAYER)
2388 {
2585 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2586 return 1; 2390 return 1;
2587 } 2391 }
2392 else
2588 return 0; 2393 return 0;
2589 2394
2590 case SPELLBOOK: 2395 case SPELLBOOK:
2591 if (op->type == PLAYER) { 2396 if (op->type == PLAYER)
2397 {
2592 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2593 return 1; 2399 return 1;
2594 } 2400 }
2401 else
2595 return 0; 2402 return 0;
2596 2403
2597 case SCROLL: 2404 case SCROLL:
2598 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2599 return 1; 2406 return 1;
2600 2407
2601 case POTION: 2408 case POTION:
2602 (void) apply_potion(op, tmp); 2409 apply_potion (op, tmp);
2603 return 1; 2410 return 1;
2604 2411
2605 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2606 case CLOSE_CON: 2414 case CLOSE_CON:
2607 if (op->type==PLAYER)
2608 (void) esrv_apply_container (op, tmp->env);
2609 else
2610 (void) apply_container (op, tmp->env); 2415 apply_container (op, tmp->env);
2611 return 1; 2416 return 1;
2612 2417
2613 case CONTAINER: 2418 case CONTAINER:
2614 if (op->type==PLAYER)
2615 (void) esrv_apply_container (op, tmp);
2616 else
2617 (void) apply_container (op, tmp); 2419 apply_container (op, tmp);
2618 return 1; 2420 return 1;
2619 2421
2620 case TREASURE: 2422 case TREASURE:
2621 if (op->type == PLAYER) { 2423 if (op->type == PLAYER)
2424 {
2622 apply_treasure (op, tmp); 2425 apply_treasure (op, tmp);
2623 return 1; 2426 return 1;
2624 } else { 2427 }
2625 return 0; 2428 else
2626 } 2429 return 0;
2627 2430
2628 case WEAPON: 2431 case WEAPON:
2629 case ARMOUR: 2432 case ARMOUR:
2630 case BOOTS: 2433 case BOOTS:
2631 case GLOVES: 2434 case GLOVES:
2632 case AMULET: 2435 case AMULET:
2633 case GIRDLE: 2436 case GIRDLE:
2634 case BRACERS: 2437 case BRACERS:
2635 case SHIELD: 2438 case SHIELD:
2636 case HELMET: 2439 case HELMET:
2637 case RING: 2440 case RING:
2638 case CLOAK: 2441 case CLOAK:
2639 case WAND: 2442 case WAND:
2640 case ROD: 2443 case ROD:
2641 case HORN: 2444 case HORN:
2642 case SKILL: 2445 case SKILL:
2643 case BOW: 2446 case BOW:
2644 case LAMP: 2447 case LAMP:
2645 case BUILDER: 2448 case BUILDER:
2646 case SKILL_TOOL: 2449 case SKILL_TOOL:
2647 if (tmp->env != op) 2450 if (tmp->env != op)
2648 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2649 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2650 return 1; 2454 return 1;
2651 2455
2652 case DRINK: 2456 case DRINK:
2653 case FOOD: 2457 case FOOD:
2654 case FLESH: 2458 case FLESH:
2655 apply_food (op, tmp); 2459 apply_food (op, tmp);
2656 return 1; 2460 return 1;
2657 2461
2658 case POISON: 2462 case POISON:
2659 apply_poison (op, tmp); 2463 apply_poison (op, tmp);
2660 return 1; 2464 return 1;
2661 2465
2662 case SAVEBED: 2466 case SAVEBED:
2467 return 1;
2468
2469 case ARMOUR_IMPROVER:
2663 if (op->type == PLAYER) { 2470 if (op->type == PLAYER)
2664 apply_savebed (op); 2471 {
2665 return 1; 2472 apply_armour_improver (op, tmp);
2666 } else { 2473 return 1;
2667 return 0; 2474 }
2668 } 2475 else
2476 return 0;
2669 2477
2670 case ARMOUR_IMPROVER: 2478 case WEAPON_IMPROVER:
2479 check_improve_weapon (op, tmp);
2480 return 1;
2481
2482 case CLOCK:
2671 if (op->type == PLAYER) { 2483 if (op->type == PLAYER)
2672 apply_armour_improver (op, tmp); 2484 {
2673 return 1; 2485 char buf[MAX_BUF];
2674 } else { 2486 timeofday_t tod;
2675 return 0;
2676 }
2677 2487
2678 case WEAPON_IMPROVER: 2488 get_tod (&tod);
2679 (void) check_improve_weapon(op, tmp); 2489 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2680 return 1; 2490 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2491 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2494 return 1;
2495 }
2496 else
2497 return 0;
2681 2498
2682 case CLOCK: 2499 case MENU:
2683 if (op->type == PLAYER) { 2500 if (op->type == PLAYER)
2684 char buf[MAX_BUF]; 2501 {
2685 timeofday_t tod; 2502 shop_listing (tmp, op);
2503 return 1;
2504 }
2505 else
2506 return 0;
2686 2507
2687 get_tod(&tod);
2688 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2689 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2690 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2691 ((tod.hour >= 14) ? "pm" : "am"));
2692 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2693 new_draw_info(NDI_UNIQUE, 0,op, buf);
2694 return 1;
2695 } else {
2696 return 0;
2697 }
2698
2699 case MENU:
2700 if (op->type == PLAYER) {
2701 shop_listing (op);
2702 return 1;
2703 } else {
2704 return 0;
2705 }
2706
2707 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2708 apply_power_crystal(op,tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2709 return 1; 2510 return 1;
2710 2511
2711 case LIGHTER: /* for lighting torches/lanterns/etc */ 2512 case LIGHTER: /* for lighting torches/lanterns/etc */
2712 if (op->type == PLAYER) { 2513 if (op->type == PLAYER)
2713 apply_lighter(op,tmp); 2514 {
2714 return 1; 2515 apply_lighter (op, tmp);
2715 } else { 2516 return 1;
2716 return 0; 2517 }
2717 } 2518 else
2519 return 0;
2718 2520
2719 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2720 apply_item_transformer( op, tmp ); 2522 apply_item_transformer (op, tmp);
2721 return 1; 2523 return 1;
2722 2524
2723 default: 2525 default:
2724 return 0; 2526 return 0;
2725 } 2527 }
2726} 2528}
2727 2529
2728 2530
2729/* quiet suppresses the "don't know how to apply" and "you must get it first" 2531/* quiet suppresses the "don't know how to apply" and "you must get it first"
2730 * messages as needed by player_apply_below(). But there can still be 2532 * messages as needed by player_apply_below(). But there can still be
2731 * "but you are floating high above the ground" messages. 2533 * "but you are floating high above the ground" messages.
2732 * 2534 *
2733 * Same return value as apply() function. 2535 * Same return value as apply() function.
2734 */ 2536 */
2537int
2735int player_apply (object *pl, object *op, int aflag, int quiet) 2538player_apply (object *pl, object *op, int aflag, int quiet)
2736{ 2539{
2737 int tmp; 2540 int tmp;
2738 2541
2739 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2542 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2543 {
2740 /* player is flying and applying object not in inventory */ 2544 /* player is flying and applying object not in inventory */
2741 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2545 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2546 {
2742 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2743 "above the ground!");
2744 return 0; 2548 return 0;
2745 } 2549 }
2746 }
2747
2748 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2749 * applied.
2750 */
2751 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2752 { 2550 }
2753 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2754 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2755 "of smoke!");
2756 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2757 remove_ob (op);
2758 free_object (op);
2759 return 1;
2760 }
2761 2551
2762 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2763 pl->contr->last_used_id = op->count;
2764 2553
2765 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2766 if ( ! quiet) { 2555 if (!quiet)
2556 {
2767 if (tmp == 0) 2557 if (tmp == 0)
2768 new_draw_info_format (NDI_UNIQUE, 0, pl, 2558 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2769 "I don't know how to apply the %s.",
2770 query_name (op));
2771 else if (tmp == 2) 2559 else if (tmp == 2)
2772 new_draw_info_format (NDI_UNIQUE, 0, pl, 2560 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2773 "You must get it first!\n");
2774 } 2561 }
2775 return tmp; 2562 return tmp;
2776} 2563}
2777 2564
2778/** 2565/**
2779 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2780 * If the player has an open container, we use that for below, otherwise 2567 * If the player has an open container, we use that for below, otherwise
2781 * we use the ground. 2568 * we use the ground.
2782 */ 2569 */
2783 2570void
2784void player_apply_below (object *pl) 2571player_apply_below (object *pl)
2785{ 2572{
2786 object *tmp, *next;
2787 int floors; 2573 int floors = 0;
2788 2574
2789 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2790 apply_transport(pl, pl->contr->transport, 0);
2791 return;
2792 }
2793
2794 /* If using a container, set the starting item to be the top 2575 /* If using a container, set the starting item to be the top
2795 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2796 */
2797 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2798
2799 /* This is perhaps more complicated. However, I want to make sure that 2577 * This is perhaps more complicated. However, I want to make sure that
2800 * we don't use a corrupt pointer for the next object, so we get the 2578 * we don't use a corrupt pointer for the next object, so we get the
2801 * next object in the stack before applying. This is can only be a 2579 * next object in the stack before applying. This is can only be a
2802 * problem if player_apply() has a bug in that it uses the object but does 2580 * problem if player_apply() has a bug in that it uses the object but does
2803 * not return a proper value. 2581 * not return a proper value.
2804 */ 2582 */
2805 for (floors = 0; tmp!=NULL; tmp=next) { 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2584 {
2806 next = tmp->below; 2585 next = tmp->below;
2586
2807 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2808 floors++; 2588 floors++;
2809 else if (floors > 0) 2589 else if (floors > 0)
2810 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2811 2591
2812 /* If it is visible, player can apply it. If it is applied by 2592 /* If it is visible, player can apply it. If it is applied by
2813 * person moving on it, also activate. Added code to make it 2593 * person moving on it, also activate. Added code to make it
2814 * so that at least one of players movement types be that which 2594 * so that at least one of players movement types be that which
2815 * the item needs. 2595 * the item needs.
2816 */ 2596 */
2817 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2597 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2598 {
2818 if (player_apply (pl, tmp, 0, 1) == 1) 2599 if (player_apply (pl, tmp, 0, 1) == 1)
2819 return; 2600 return;
2820 } 2601 }
2821 if (floors >= 2) 2602 if (floors >= 2)
2822 return; /* process at most two floor objects */ 2603 return; /* process at most two floor objects */
2823 } 2604 }
2824} 2605}
2825 2606
2826/** 2607/**
2827 * Unapplies specified item. 2608 * Unapplies specified item.
2828 * No check done on cursed/damned. 2609 * No check done on cursed/damned.
2829 * Break this out of apply_special - this is just done 2610 * Break this out of apply_special - this is just done
2830 * to keep the size of apply_special to a more managable size. 2611 * to keep the size of apply_special to a more managable size.
2831 */ 2612 */
2613static int
2832static int unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2833{ 2615{
2834 object *tmp2; 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2618 return RESULT_INT (0);
2835 2619
2836 CLEAR_FLAG(op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2837 switch(op->type) { 2622 switch (op->type)
2838 case WEAPON: 2623 {
2839 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2840
2841 (void) change_abil (who,op);
2842 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2843 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2844 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2845 who->current_weapon_script = NULL;
2846 who->current_weapon = NULL;
2847 clear_skill(who);
2848 break;
2849
2850 case SKILL: /* allows objects to impart skills */
2851 case SKILL_TOOL: 2624 case SKILL_TOOL:
2852 if (op != who->chosen_skill) { 2625 // unapplying a skill tool should also unapply the skill it governs
2853 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2626 // but this is hard, as it shouldn't do so when the skill can
2854 } 2627 // be used for other reasons
2855 if (who->type==PLAYER) { 2628 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2856 if (who->contr->shoottype == range_skill) 2629 if (tmp->skill == op->skill
2857 who->contr->shoottype = range_none; 2630 && tmp->type == SKILL
2858 if ( ! op->invisible) { 2631 && tmp->flag [FLAG_APPLIED]
2859 new_draw_info_format (NDI_UNIQUE, 0, who, 2632 && !tmp->flag [FLAG_CAN_USE_SKILL])
2860 "You stop using the %s.", query_name(op)); 2633 unapply_special (who, tmp, 0);
2861 } else {
2862 new_draw_info_format (NDI_UNIQUE, 0, who,
2863 "You can no longer use the skill: %s.",
2864 op->skill);
2865 }
2866 }
2867 (void) change_abil (who, op);
2868 who->chosen_skill = NULL;
2869 CLEAR_FLAG (who, FLAG_READY_SKILL);
2870 break;
2871 2634
2872 case ARMOUR: 2635 change_abil (who, op);
2873 case HELMET:
2874 case SHIELD:
2875 case RING:
2876 case BOOTS:
2877 case GLOVES:
2878 case AMULET:
2879 case GIRDLE:
2880 case BRACERS:
2881 case CLOAK:
2882 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2883 (void) change_abil (who,op);
2884 break;
2885 case LAMP:
2886 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2887 op->name);
2888 tmp2 = arch_to_object(op->other_arch);
2889 tmp2->x = op->x;
2890 tmp2->y = op->y;
2891 tmp2->map = op->map;
2892 tmp2->below = op->below;
2893 tmp2->above = op->above;
2894 tmp2->stats.food = op->stats.food;
2895 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2896 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2897 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2898 if (who->type == PLAYER)
2899 esrv_del_item(who->contr, (tag_t)op->count);
2900 remove_ob(op);
2901 free_object(op);
2902 insert_ob_in_ob(tmp2, who);
2903 fix_player(who);
2904 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2905 if (who->type == PLAYER) {
2906 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2907 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2908 }
2909 }
2910 if(who->type==PLAYER)
2911 esrv_send_item(who, tmp2);
2912 return 1; /* otherwise, an attempt to drop causes problems */
2913 break;
2914 case BOW:
2915 case WAND:
2916 case ROD:
2917 case HORN:
2918 clear_skill(who);
2919 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2920 if(who->type==PLAYER) {
2921 who->contr->shoottype = range_none;
2922 } else {
2923 if (op->type == BOW)
2924 CLEAR_FLAG (who, FLAG_READY_BOW);
2925 else
2926 CLEAR_FLAG(who, FLAG_READY_RANGE);
2927 }
2928 break;
2929
2930 case BUILDER:
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2932 who->contr->shoottype = range_none;
2933 who->contr->ranges[ range_builder ] = NULL;
2934 break; 2636 break;
2935 2637
2936 default: 2638 case WEAPON:
2937 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2639 if (player *pl = who->contr)
2938 break; 2640 if (op == pl->combat_ob)
2939 } 2641 {
2940 2642 pl->combat_ob = 0;
2941 fix_player(who); 2643 who->change_weapon (pl->ranged_ob);
2942
2943 if ( ! (aflags & AP_NO_MERGE)) {
2944 object *tmp;
2945
2946 tag_t del_tag = op->count;
2947 tmp = merge_ob (op, NULL);
2948 if (who->type == PLAYER) {
2949 if (tmp) { /* it was merged */
2950 esrv_del_item (who->contr, del_tag);
2951 op = tmp;
2952 } 2644 }
2645
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2647
2648 change_abil (who, op);
2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2650 break;
2651
2652 case SKILL:
2653 if (who->contr)
2654 {
2655 if (!op->invisible)
2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2657 else
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2659 }
2660
2661 change_abil (who, op);
2662 CLEAR_FLAG (who, FLAG_READY_SKILL);
2663 break;
2664
2665 case ARMOUR:
2666 case HELMET:
2667 case SHIELD:
2668 case RING:
2669 case BOOTS:
2670 case GLOVES:
2671 case AMULET:
2672 case GIRDLE:
2673 case BRACERS:
2674 case CLOAK:
2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2676 change_abil (who, op);
2677 break;
2678
2679 case LAMP:
2680 {
2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2682
2683 object *tmp2 = arch_to_object (op->other_arch);
2684 tmp2->x = op->x;
2685 tmp2->y = op->y;
2686 tmp2->map = op->map;
2687 tmp2->below = op->below;
2688 tmp2->above = op->above;
2689 tmp2->stats.food = op->stats.food;
2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2691
2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2694
2695 if (who->contr)
2696 esrv_del_item (who->contr, op->count);
2697
2698 op->destroy ();
2699 insert_ob_in_ob (tmp2, who);
2700 who->update_stats ();
2701
2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2703 {
2704 if (who->contr)
2705 {
2706 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2708 }
2709 }
2710
2711 if (who->contr)
2712 esrv_send_item (who, tmp2);
2713 }
2714
2715 return 1; /* otherwise, an attempt to drop causes problems */
2716
2717 case BOW:
2718 case WAND:
2719 case ROD:
2720 case HORN:
2721 if (player *pl = who->contr)
2722 {
2723 if (op == pl->ranged_ob)
2724 {
2725 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob);
2727 }
2728
2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2730 }
2731 else
2732 {
2733 who->change_skill (0);
2734
2735 if (op->type == BOW)
2736 CLEAR_FLAG (who, FLAG_READY_BOW);
2737 else
2738 CLEAR_FLAG (who, FLAG_READY_RANGE);
2739 }
2740
2741 break;
2742
2743 case BUILDER:
2744 if (who->contr)
2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2746 break;
2747
2748 default:
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2750 break;
2751 }
2752
2753 who->update_stats ();
2754
2755 if (!(aflags & AP_NO_MERGE))
2756 {
2757 object *tmp = merge_ob (op, 0);
2758
2759 if (who->contr)
2760 {
2761 if (tmp)
2762 { /* it was merged */
2763 esrv_del_item (who->contr, op->count);
2764 op = tmp;
2765 }
2766
2953 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
2954 } 2768 }
2955 } 2769 }
2770
2956 return 0; 2771 return 0;
2957} 2772}
2958 2773
2959/** 2774/**
2960 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
2961 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
2962 * then go through the below of this. In this way, you can do 2777 * then go through the below of this. In this way, you can do
2963 * something like: 2778 * something like:
2964 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
2965 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2966 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
2967 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
2968 * loc is the index into the array we are looking for a match. 2783 * loc is the index into the array we are looking for a match.
2969 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
2970 * invisible other objects that use 2785 * invisible other objects that use
2971 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
2972 */ 2787 */
2973object *get_item_from_body_location(object *start, int loc) 2788static object *
2789get_next_item_from_body_location (int loc, object *start)
2974{ 2790{
2975 object *tmp;
2976
2977 if (!start) return NULL;
2978
2979 for (tmp=start; tmp; tmp=tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
2980 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2792 if (tmp->flag [FLAG_APPLIED]
2981 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2793 && tmp->slot[loc].info
2794 && (!tmp->invisible || tmp->type == SKILL))
2795 return tmp;
2982 2796
2983 return NULL; 2797 return 0;
2984} 2798}
2985
2986
2987 2799
2988/** 2800/**
2989 * 'op' wants to apply an object, but can't because of other equipment. 2801 * 'op' wants to apply an object, but can't because of other equipment.
2990 * This should only be called when it is known 2802 * This should only be called when it is known
2991 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
2994 * Returns 0 on success, returns 1 if there is some problem. 2806 * Returns 0 on success, returns 1 if there is some problem.
2995 * if aflags is AP_PRINT, we instead print out waht to unapply 2807 * if aflags is AP_PRINT, we instead print out waht to unapply
2996 * instead of doing it. This is a lot less code than having 2808 * instead of doing it. This is a lot less code than having
2997 * another function that does just that. 2809 * another function that does just that.
2998 */ 2810 */
2811int
2999int unapply_for_ob(object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
3000{ 2813{
3001 int i; 2814 if (op->is_range ())
3002 object *tmp=NULL, *last;
3003
3004 /* If we are applying a shield or weapon, unapply any equipped shield
3005 * or weapons first - only allowed to use one weapon/shield at a time.
3006 */
3007 if (op->type == WEAPON || op->type == SHIELD) {
3008 for (tmp=who->inv; tmp; tmp=tmp->below) { 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3009 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3010 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2817 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3011 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2818 {
3012 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
3013 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3014 else 2821 else
3015 unapply_special(who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
3016 } 2823 }
3017 else { 2824 else
2825 {
3018 /* In this case, we want to try and remove a cursed item. 2826 /* In this case, we want to try and remove a cursed item.
3019 * While we know it won't work, we want unapply_special to 2827 * While we know it won't work, we want unapply_special to
3020 * at least generate the message. 2828 * at least generate the message.
3021 */ 2829 */
3022 new_draw_info_format(NDI_UNIQUE, 0, who, 2830 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3023 "No matter how hard you try, you just can't\nremove %s.", 2831 return 1;
3024 query_name(tmp)); 2832 }
3025 return 1;
3026 }
3027 2833
3028 }
3029 }
3030 }
3031
3032 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2835 {
3033 /* this used up a slot that we need to free */ 2836 /* this used up a slot that we need to free */
3034 if (op->body_info[i]) { 2837 if (op->slot[i].info)
3035 last = who->inv; 2838 {
2839 object *last = who->inv;
3036 2840
3037 /* We do a while loop - may need to remove several items in order 2841 /* We do a while loop - may need to remove several items in order
3038 * to free up enough slots. 2842 * to free up enough slots.
3039 */ 2843 */
3040 while ((who->body_used[i] + op->body_info[i]) < 0) { 2844 while ((who->slot[i].used + op->slot[i].info) < 0)
3041 tmp = get_item_from_body_location(last, i); 2845 {
3042 if (!tmp) { 2846 object *tmp = get_next_item_from_body_location (i, last);
2847
2848 if (!tmp)
2849 {
3043#if 0 2850#if 0
3044 /* Not a bug - we'll get this if the player has cursed items 2851 /* Not a bug - we'll get this if the player has cursed items
3045 * equipped. 2852 * equipped.
3046 */ 2853 */
3047 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2854 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3048 i, body_locations[i].save_name, who->name);
3049#endif 2855#endif
3050 return 1; 2856 return 1;
3051 } 2857 }
2858
3052 /* If we are just printing, we don't care about cursed status */ 2859 /* If we are just printing, we don't care about cursed status */
3053 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2860 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3054 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2861 {
3055 if (aflags & AP_PRINT) 2862 if (aflags & AP_PRINT)
3056 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3057 else 2864 else
3058 unapply_special(who, tmp, aflags); 2865 unapply_special (who, tmp, aflags);
3059 } 2866 }
3060 else { 2867 else
2868 {
3061 /* Cursed item that we can't unequip - tell the player. 2869 /* Cursed item that we can't unequip - tell the player.
3062 * Note this could be annoying if this is just one of a few, 2870 * Note this could be annoying if this is just one of a few,
3063 * so it may not be critical (eg, putting on a ring and you have 2871 * so it may not be critical (eg, putting on a ring and you have
3064 * one cursed ring.) 2872 * one cursed ring.)
3065 */ 2873 */
3066 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2874 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3067 } 2875 }
3068 last = tmp->below; 2876
3069 } 2877 last = tmp->below;
2878 }
3070 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2879 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3071 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
3072 */ 2881 */
3073 } /* if op is using this body location */ 2882 } /* if op is using this body location */
3074 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
3075 return 0; 2885 return 0;
3076} 2886}
3077 2887
3078/** 2888/**
3079 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
3080 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
3081 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
3082 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
3083 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2893 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3084 * is set, do we really are what the other flags may be?) 2894 * is set, do we really care what the other flags may be?)
3085 * 2895 *
3086 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
3087 * these return values. 2897 * these return values.
3088 */ 2898 */
2899int
3089int can_apply_object(object *who, object *op) 2900can_apply_object (object *who, object *op)
3090{ 2901{
2902 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2903 return RESULT_INT (0);
2904
3091 int i, retval=0; 2905 int retval = 0;
3092 object *tmp=NULL, *ws=NULL; 2906 object *tmp = 0, *ws = 0;
3093 2907
3094 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3095 * 2 weapons, but we don't want to let them do that. So if they are
3096 * trying to equip a weapon or shield, see if they already have one
3097 * in place and store that way.
3098 */
3099 if (op->type == WEAPON || op->type == SHIELD) {
3100 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3101 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3102 retval = CAN_APPLY_UNAPPLY;
3103 ws = tmp;
3104 }
3105 }
3106 }
3107
3108
3109 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3110 if (op->body_info[i]) { 2909 {
2910 if (op->slot[i].info)
2911 {
3111 /* Item uses more slots than we have */ 2912 /* Item uses more slots than we have */
3112 if (FABS(op->body_info[i]) > who->body_info[i]) { 2913 if (who->slot[i].info + op->slot [i].info < 0)
2914 {
3113 /* Could return now for efficiently - rest of info below isn' 2915 /* Could return now for efficiency - rest of info below isn't
3114 * really needed. 2916 * really needed.
3115 */ 2917 */
3116 retval |= CAN_APPLY_NEVER; 2918 retval |= CAN_APPLY_NEVER;
3117 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2919 }
2920 else if (who->slot[i].used + op->slot[i].info < 0)
2921 {
3118 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
3119 * we have. 2923 * we have.
3120 */ 2924 */
3121 object *tmp1;
3122 2925
3123
3124 /* if we have an applied weapon/shield, and unapply it would free 2926 /* if we have an applied weapon/shield, and unapply it would free
3125 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
3126 * continue. We don't care about the logic below - if you have 2928 * apply unapply". We don't care about the logic below - if you have a
3127 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
3128 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
3129 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
3130 * may be two handed for example. 2932 * may be two handed for example.
3131 */ 2933 */
3132 if (ws) { 2934 if (ws)
3133 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2935 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3134 retval |= CAN_APPLY_UNAPPLY; 2936 {
3135 continue; 2937 retval |= CAN_APPLY_UNAPPLY;
3136 } 2938 continue;
3137 } 2939 }
3138 2940
3139 tmp1 = get_item_from_body_location(who->inv, i); 2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3140 if (!tmp1) { 2942 if (!tmp1)
2943 {
3141#if 0 2944#if 0
3142 /* This is sort of an error, but happens a lot when old players 2945 /* This is sort of an error, but happens a lot when old players
3143 * join in with more stuff equipped than they are now allowed. 2946 * join in with more stuff equipped than they are now allowed.
3144 */ 2947 */
3145 LOG(llevError,"Can't find object using location %d on %s\n", 2948 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3146 i, who->name);
3147#endif 2949#endif
3148 retval |= CAN_APPLY_NEVER; 2950 retval |= CAN_APPLY_NEVER;
3149 } else { 2951 }
2952 else
2953 {
3150 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3151 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3152 * to apply multiple objects 2956 * to apply multiple objects
3153 */ 2957 */
3154 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
3155 if (!tmp) tmp = tmp1; 2959
3156 else if (tmp != tmp1) { 2960 if (!tmp)
3157 retval |= CAN_APPLY_UNAPPLY_MULT; 2961 tmp = tmp1;
3158 } 2962 else if (tmp != tmp1)
2963 retval |= CAN_APPLY_UNAPPLY_MULT;
2964
3159 /* This object isn't using up all the slots, so there must 2965 /* This object isn't using up all the slots, so there must
3160 * be another. If so, and it the new item doesn't need all 2966 * be another. If so, and it the new item doesn't need all
3161 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3162 */ 2968 */
3163 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 2969 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3164 (FABS(op->body_info[i]) < who->body_info[i])) 2970 && abs (op->slot[i].info) < who->slot[i].info)
3165 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3166 2972
3167 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3168 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3169 */ 2975 */
3170 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2976 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3171 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3172 2978 }
3173 } 2979 } /* if not enough free slots */
3174 } /* if not enough free slots */ 2980 } /* if this object uses location i */
3175 } /* if this object uses location i */
3176 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3177 2982
3178 /* Note that we don't check for FLAG_USE_ARMOUR - that should 2983 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3179 * really be controlled by use of body locations. We do have 2984 * really be controlled by use of body locations. We do have
3180 * the weapon/shield checks, and the range checks for monsters, 2985 * the weapon/shield checks, and the range checks for monsters,
3181 * because you can't control those just by body location - bows, shields, 2986 * because you can't control those just by body location - bows, shields,
3182 * and weapons all use the same slot. Similar for horn/rod/wand - they 2987 * and weapons all use the same slot. Similar for horn/rod/wand - they
3183 * all use the same location. 2988 * all use the same location.
3184 */ 2989 */
3185 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3186 retval |= CAN_APPLY_RESTRICTION;
3187 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3188 retval |= CAN_APPLY_RESTRICTION;
3189
3190
3191 if (who->type != PLAYER) {
3192 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3193 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3194 retval |= CAN_APPLY_RESTRICTION;
3195 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3196 retval |= CAN_APPLY_RESTRICTION; 2991 retval |= CAN_APPLY_RESTRICTION;
2992
3197 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3198 retval |= CAN_APPLY_RESTRICTION; 2994 retval |= CAN_APPLY_RESTRICTION;
3199 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 2995
2996 if (who->type != PLAYER)
2997 {
2998 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3200 retval |= CAN_APPLY_RESTRICTION; 2999 retval |= CAN_APPLY_RESTRICTION;
3000
3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3002 retval |= CAN_APPLY_RESTRICTION;
3003
3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3005 retval |= CAN_APPLY_RESTRICTION;
3006
3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3008 retval |= CAN_APPLY_RESTRICTION;
3201 } 3009 }
3010
3202 return retval; 3011 return retval;
3203} 3012}
3204
3205
3206 3013
3207/** 3014/**
3208 * who is the object using the object. It can be a monster. 3015 * who is the object using the object. It can be a monster.
3209 * op is the object they are using. op is an equipment type item, 3016 * op is the object they are using. op is an equipment type item,
3210 * eg, one which you put on and keep on for a while, and not something 3017 * eg, one which you put on and keep on for a while, and not something
3219 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3220 * 3027 *
3221 * Optional flags: 3028 * Optional flags:
3222 * AP_NO_MERGE: don't merge an unapplied object with other objects 3029 * AP_NO_MERGE: don't merge an unapplied object with other objects
3223 * AP_IGNORE_CURSE: unapply cursed items 3030 * AP_IGNORE_CURSE: unapply cursed items
3031 * AP_NO_READY: do not ready skills when applying skill tools
3224 * 3032 *
3225 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3226 * 3034 *
3227 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3228 */ 3036 */
3037int
3229int apply_special (object *who, object *op, int aflags) 3038apply_special (object *who, object *op, int aflags)
3230{ 3039{
3231 int basic_flag = aflags & AP_BASIC_FLAGS; 3040 int basic_flag = aflags & AP_BASIC_FLAGS;
3232 object *tmp, *tmp2, *skop=NULL; 3041 object *tmp, *tmp2, *skop = NULL;
3233 int i;
3234 3042
3235 if(who==NULL) { 3043 if (who == NULL)
3044 {
3236 LOG(llevError,"apply_special() from object without environment.\n"); 3045 LOG (llevError, "apply_special() from object without environment.\n");
3237 return 1; 3046 return 1;
3238 } 3047 }
3239 3048
3240 if(op->env!=who) 3049 if (op->env != who)
3241 return 1; /* op is not in inventory */ 3050 return 1; /* op is not in inventory */
3242 3051
3243 /* trying to unequip op */ 3052 /* trying to unequip op */
3244 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3053 if (QUERY_FLAG (op, FLAG_APPLIED))
3054 {
3245 /* always apply, so no reason to unapply */ 3055 /* always apply, so no reason to unapply */
3246 if (basic_flag == AP_APPLY) return 0; 3056 if (basic_flag == AP_APPLY)
3057 return 0;
3247 3058
3248 if ( ! (aflags & AP_IGNORE_CURSE) 3059 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3249 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3060 {
3250 new_draw_info_format(NDI_UNIQUE, 0, who, 3061 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3251 "No matter how hard you try, you just can't\nremove %s.",
3252 query_name(op));
3253 return 1; 3062 return 1;
3254 } 3063 }
3064
3255 return unapply_special(who, op, aflags); 3065 return unapply_special (who, op, aflags);
3256 } 3066 }
3257 3067
3258 if (basic_flag == AP_UNAPPLY) return 0; 3068 if (basic_flag == AP_UNAPPLY)
3069 return 0;
3259 3070
3260 i = can_apply_object(who, op); 3071 // if the item is combat/ranged, wield the relevant slot first
3072 // to resolve conflicts.
3073 if (player *pl = who->contr)
3074 switch (op->slottype ())
3075 {
3076 case slot_combat: who->change_weapon (pl->combat_ob); break;
3077 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3078 }
3261 3079
3080 splay (op);
3081
3262 /* Can't just apply this object. Lets see what not and what to do */ 3082 /* Can't just apply this object. Lets see what not and what to do */
3263 if (i) { 3083 if (int i = can_apply_object (who, op))
3084 {
3264 if (i & CAN_APPLY_NEVER) { 3085 if (i & CAN_APPLY_NEVER)
3086 {
3265 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3087 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3266 return 1; 3088 return 1;
3089 }
3267 } else if (i & CAN_APPLY_RESTRICTION) { 3090 else if (i & CAN_APPLY_RESTRICTION)
3091 {
3268 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3092 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3269 return 1; 3093 return 1;
3270 } 3094 }
3095
3271 if (who->type != PLAYER) { 3096 if (who->type != PLAYER)
3097 {
3272 /* Some error, so don't try to equip something more */ 3098 /* Some error, so don't try to equip something more */
3273 if (unapply_for_ob(who, op, aflags)) return 1; 3099 if (unapply_for_ob (who, op, aflags))
3274 } else { 3100 return 1;
3275 if (who->contr->unapply == unapply_never || 3101 }
3276 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3102 else
3277 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3103 {
3104 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3105 {
3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3278 unapply_for_ob(who, op, AP_PRINT); 3107 unapply_for_ob (who, op, AP_PRINT);
3279 return 1; 3108 return 1;
3280 } 3109 }
3281 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3110 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3282 i = unapply_for_ob(who, op, aflags); 3111 if (unapply_for_ob (who, op, aflags))
3283 if (i) return 1; 3112 return 1;
3113 }
3284 } 3114 }
3285 } 3115
3286 }
3287 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3117 {
3288 skop=find_skill_by_name(who, op->skill); 3118 skop = find_skill_by_name (who, op->skill);
3289 if (!skop) { 3119
3120 if (!skop)
3121 {
3290 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3291 return 1; 3123 return 1;
3292 } else { 3124 }
3125 else
3293 /* While experience will be credited properly, we want to change the 3126 /* While experience will be credited properly, we want to change the
3294 * skill so that the dam and wc get updated 3127 * skill so that the dam and wc get updated
3295 */ 3128 */
3296 change_skill(who, skop, 0); 3129 who->change_skill (skop);
3297 }
3298 } 3130 }
3299 3131
3300 if (who->type == PLAYER && op->item_power && 3132 if (who->type == PLAYER
3133 && op->item_power
3301 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3302 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3303 return 1;
3304 } 3135 {
3305 3136 new_draw_info (NDI_UNIQUE, 0, who,
3137 "Equipping that combined with other items would consume your soul! "
3138 "[use the skills command to check your available item power]");
3139 return 1;
3140 }
3306 3141
3307 /* Ok. We are now at the state where we can apply the new object. 3142 /* Ok. We are now at the state where we can apply the new object.
3308 * Note that we don't have the checks for can_use_... 3143 * Note that we don't have the checks for can_use_...
3309 * below - that is already taken care of by can_apply_object. 3144 * below - that is already taken care of by can_apply_object.
3310 */ 3145 */
3311
3312
3313 if(op->nrof > 1) 3146 if (op->nrof > 1)
3314 tmp = get_split_ob(op,op->nrof - 1); 3147 tmp = get_split_ob (op, op->nrof - 1);
3315 else 3148 else
3316 tmp = NULL; 3149 tmp = 0;
3317 3150
3151 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3152 return RESULT_INT (0);
3153
3318 switch(op->type) { 3154 switch (op->type)
3155 {
3319 case WEAPON: 3156 case WEAPON:
3320 if (!check_weapon_power(who, op->last_eat)) { 3157 if (!check_weapon_power (who, op->last_eat))
3321 new_draw_info(NDI_UNIQUE, 0,who, 3158 {
3322 "That weapon is too powerful for you to use."); 3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3323 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3160 "It would consume your soul!.");
3324 if(tmp!=NULL) 3161
3325 (void) insert_ob_in_ob(tmp,who); 3162 if (tmp)
3326 return 1; 3163 insert_ob_in_ob (tmp, who);
3327 } 3164
3165 return 1;
3166 }
3167
3168 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword.
3328 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3171 {
3329 /* if the weapon does not have the name as the character, can't use it. */ 3172 /* if the weapon does not have the name as the character, can't use it. */
3330 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3173 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3331 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3174 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3332 if(tmp!=NULL) 3175
3333 (void) insert_ob_in_ob(tmp,who); 3176 if (tmp)
3334 return 1; 3177 insert_ob_in_ob (tmp, who);
3335 } 3178
3179 return 1;
3180 }
3181
3182 if (!skop)
3183 {
3184 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3185 return 1;
3186 }
3187
3336 SET_FLAG(op, FLAG_APPLIED); 3188 SET_FLAG (op, FLAG_APPLIED);
3189 who->change_skill (skop);
3337 3190
3338 if (skop) change_skill(who, skop, 1); 3191 if (who->contr)
3339 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3192 who->change_weapon (who->contr->combat_ob = op);
3340 SET_FLAG(who, FLAG_READY_WEAPON);
3341 3193
3342 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3194 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3343 3195
3344 (void) change_abil (who,op);
3345 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3346 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3347 LOG(llevDebug, "Scripting Weapon wielded\n");
3348 if (who->current_weapon_script) free_string(who->current_weapon_script);
3349 who->current_weapon_script=add_string(query_name(op));
3350 }
3351 who->current_weapon = op;*/
3352 break;
3353
3354 case ARMOUR:
3355 case HELMET:
3356 case SHIELD:
3357 case BOOTS:
3358 case GLOVES:
3359 case GIRDLE:
3360 case BRACERS:
3361 case CLOAK:
3362 case RING:
3363 case AMULET:
3364 SET_FLAG(op, FLAG_APPLIED);
3365 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3366 (void) change_abil (who,op);
3367 break;
3368 case LAMP:
3369 if (op->stats.food < 1) {
3370 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3371 " fuel!", op->name);
3372 return 1;
3373 }
3374 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3375 op->name);
3376 tmp2 = arch_to_object(op->other_arch);
3377 tmp2->stats.food = op->stats.food;
3378 SET_FLAG(tmp2, FLAG_APPLIED);
3379 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3380 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3381 insert_ob_in_ob(tmp2, who);
3382
3383 /* Remove the old lantern */
3384 if (who->type == PLAYER)
3385 esrv_del_item(who->contr, (tag_t)op->count);
3386 remove_ob(op);
3387 free_object(op);
3388
3389 /* insert the portion that was split off */
3390 if(tmp!=NULL) {
3391 (void) insert_ob_in_ob(tmp,who);
3392 if(who->type==PLAYER)
3393 esrv_send_item(who, tmp);
3394 }
3395 fix_player(who);
3396 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3397 if (who->type == PLAYER) {
3398 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3399 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3400 }
3401 }
3402 if(who->type==PLAYER)
3403 esrv_send_item(who, tmp2);
3404 return 0;
3405 break;
3406
3407 /* this part is needed for skill-tools */
3408 case SKILL:
3409 case SKILL_TOOL:
3410 if (who->chosen_skill) {
3411 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3412 return 1;
3413 }
3414 if (who->type == PLAYER) {
3415 who->contr->shoottype = range_skill;
3416 who->contr->ranges[range_skill] = op;
3417 if ( ! op->invisible) {
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3419 query_name (op));
3420 new_draw_info_format (NDI_UNIQUE, 0, who,
3421 "You can now use the skill: %s.",
3422 op->skill);
3423 } else {
3424 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3425 op->skill? op->skill:op->name);
3426 }
3427 }
3428 SET_FLAG (op, FLAG_APPLIED);
3429 (void) change_abil (who, op);
3430 who->chosen_skill = op;
3431 SET_FLAG (who, FLAG_READY_SKILL);
3432 break;
3433
3434 case BOW:
3435 if (!check_weapon_power(who, op->last_eat)) {
3436 new_draw_info(NDI_UNIQUE, 0, who,
3437 "That item is too powerful for you to use.");
3438 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3439 if(tmp != NULL)
3440 (void)insert_ob_in_ob(tmp,who);
3441 return 1;
3442 }
3443 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3444 new_draw_info(NDI_UNIQUE, 0, who,
3445 "The weapon does not recognize you as its owner.");
3446 if(tmp != NULL)
3447 (void)insert_ob_in_ob(tmp,who);
3448 return 1;
3449 }
3450 /*FALLTHROUGH*/
3451 case WAND:
3452 case ROD:
3453 case HORN:
3454 /* check for skill, alter player status */
3455 SET_FLAG(op, FLAG_APPLIED);
3456 if (skop) change_skill(who, skop, 0);
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3458
3459 if(who->type==PLAYER) {
3460 if (op->type == BOW) {
3461 (void)change_abil(who, op);
3462 new_draw_info_format (NDI_UNIQUE, 0, who,
3463 "You will now fire %s with %s.",
3464 op->race ? op->race : "nothing", query_name(op));
3465 who->contr->shoottype = range_bow;
3466 } else {
3467 who->contr->shoottype = range_misc;
3468 }
3469 } else {
3470 if (op->type == BOW)
3471 SET_FLAG (who, FLAG_READY_BOW);
3472 else
3473 SET_FLAG (who, FLAG_READY_RANGE); 3196 SET_FLAG (who, FLAG_READY_WEAPON);
3474 } 3197 change_abil (who, op);
3475 break;
3476
3477 case BUILDER:
3478 if ( who->contr->ranges[ range_builder ] )
3479 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3480 who->contr->shoottype = range_builder;
3481 who->contr->ranges[ range_builder ] = op;
3482 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3483 break; 3198 break;
3484 3199
3485 default: 3200 case ARMOUR:
3201 case HELMET:
3202 case SHIELD:
3203 case BOOTS:
3204 case GLOVES:
3205 case GIRDLE:
3206 case BRACERS:
3207 case CLOAK:
3208 case RING:
3209 case AMULET:
3210 SET_FLAG (op, FLAG_APPLIED);
3211 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3212 change_abil (who, op);
3213 break;
3214
3215 case LAMP:
3216 if (op->stats.food < 1)
3217 {
3218 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3219 return 1;
3220 }
3221
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3223 tmp2 = arch_to_object (op->other_arch);
3224 tmp2->stats.food = op->stats.food;
3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3230 insert_ob_in_ob (tmp2, who);
3231
3232 /* Remove the old lantern */
3233 if (who->type == PLAYER)
3234 esrv_del_item (who->contr, op->count);
3235
3236 op->destroy ();
3237
3238 /* insert the portion that was split off */
3239 if (tmp)
3240 {
3241 insert_ob_in_ob (tmp, who);
3242 if (who->type == PLAYER)
3243 esrv_send_item (who, tmp);
3244 }
3245
3246 who->update_stats ();
3247
3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3249 if (who->type == PLAYER)
3250 {
3251 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3253 }
3254
3255 if (who->type == PLAYER)
3256 esrv_send_item (who, tmp2);
3257
3258 return 0;
3259
3260 case SKILL_TOOL:
3261 // applying a skill tool also readies the skill
3262 SET_FLAG (op, FLAG_APPLIED);
3263
3264 if (!(aflags & AP_NO_READY))
3265 {
3266 skop = find_skill_by_name (who, op->skill);
3267 if (!skop->flag [FLAG_APPLIED])
3268 apply_special (who, skop, AP_APPLY);
3269 }
3270 break;
3271
3272 case SKILL:
3273 if (player *pl = who->contr)
3274 {
3275 if (IS_COMBAT_SKILL (op->subtype))
3276 {
3277 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3278 {
3279 for (object *item = who->inv; item; item = item->below)
3280 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3281 {
3282 if (item->skill == op->skill)
3283 {
3284 who->change_weapon (pl->combat_ob = item);
3285 goto found_weapon;
3286 }
3287 }
3288
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3290 return 1;
3291
3292 found_weapon:;
3293 }
3294 else
3295 who->change_weapon (pl->combat_ob = op);
3296 }
3297 else if (IS_RANGED_SKILL (op->subtype))
3298 {
3299 if (skill_flags [op->subtype] & SF_NEED_BOW)
3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == BOW && item->flag [FLAG_APPLIED])
3303 {
3304 //TODO: bows should/must all have skill missile weapon right now
3305 who->change_weapon (pl->ranged_ob = item);
3306 goto found_bow;
3307 }
3308
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3310 return 1;
3311
3312 found_bow:;
3313 }
3314 else
3315 who->change_weapon (pl->ranged_ob = op);
3316 }
3317
3318 if (!op->invisible)
3319 {
3320 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3322 }
3323 else
3324 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3325 }
3326 else
3327 {
3328 SET_FLAG (op, FLAG_APPLIED);
3329 change_abil (who, op);
3330 who->chosen_skill = op;
3331 SET_FLAG (who, FLAG_READY_SKILL);
3332 }
3333
3334 break;
3335
3336 case BOW:
3337 if (!check_weapon_power (who, op->last_eat))
3338 {
3339 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3340 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3341
3342 if (tmp)
3343 insert_ob_in_ob (tmp, who);
3344
3345 return 1;
3346 }
3347
3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3349 {
3350 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3351 if (tmp)
3352 insert_ob_in_ob (tmp, who);
3353
3354 return 1;
3355 }
3356
3357 /*FALLTHROUGH*/
3358 case WAND:
3359 case ROD:
3360 case HORN:
3361 /* check for skill, alter player status */
3362
3363 if (!skop)
3364 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3366 return 1;
3367 }
3368
3369 SET_FLAG (op, FLAG_APPLIED);
3370 who->change_skill (skop);
3371
3372 if (who->contr)
3373 {
3374 who->contr->ranged_ob = op;
3375
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3377
3378 if (op->type == BOW)
3379 {
3380 who->current_weapon = op;
3381 change_abil (who, op);
3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3383 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3384 }
3385 }
3386 else
3387 {
3388 if (op->type == BOW)
3389 SET_FLAG (who, FLAG_READY_BOW);
3390 else
3391 SET_FLAG (who, FLAG_READY_RANGE);
3392 }
3393
3394 break;
3395
3396 case BUILDER:
3397 if (who->type == PLAYER)
3398 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3401 unapply_special (who, who->contr->ranged_ob, 0);
3402
3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3404
3405 who->contr->ranged_ob = op;
3406 }
3407 break;
3408
3409 default:
3486 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3487 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3488 3412
3489 SET_FLAG(op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3490 3414
3491 if(tmp!=NULL) 3415 if (tmp)
3492 tmp = insert_ob_in_ob(tmp,who); 3416 tmp = insert_ob_in_ob (tmp, who);
3493 3417
3494 fix_player(who); 3418 who->update_stats ();
3495 3419
3496 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3497 * been applied flag when they are used - until that point, 3421 * been applied flag when they are used - until that point,
3498 * you don't know anything about them. 3422 * you don't know anything about them.
3499 */ 3423 */
3500 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3424 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3501 op->type!=ROD)
3502 SET_FLAG(op,FLAG_BEEN_APPLIED); 3425 SET_FLAG (op, FLAG_BEEN_APPLIED);
3503 3426
3504 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3427 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3428 {
3505 if (who->type == PLAYER) { 3429 if (who->type == PLAYER)
3430 {
3506 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3431 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3507 SET_FLAG(op,FLAG_KNOWN_CURSED); 3432 SET_FLAG (op, FLAG_KNOWN_CURSED);
3508 } 3433 }
3509 } 3434 }
3435
3510 if(who->type==PLAYER) { 3436 if (who->type == PLAYER)
3437 {
3511 /* if multiple objects were applied, update both slots */ 3438 /* if multiple objects were applied, update both slots */
3512 if (tmp) 3439 if (tmp)
3513 esrv_send_item(who, tmp); 3440 esrv_send_item (who, tmp);
3441
3514 esrv_send_item(who, op); 3442 esrv_send_item (who, op);
3515 } 3443 }
3444
3516 return 0; 3445 return 0;
3517} 3446}
3518 3447
3519 3448int
3520int monster_apply_special (object *who, object *op, int aflags) 3449monster_apply_special (object *who, object *op, int aflags)
3521{ 3450{
3522 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3523 return 1; 3452 return 1;
3524 return apply_special (who, op, aflags); 3453 return apply_special (who, op, aflags);
3525} 3454}
3526 3455
3527/** 3456/**
3528 * Map was just loaded, handle op's initialisation. 3457 * Map was just loaded, handle op's initialisation.
3529 * 3458 *
3530 * Generates shop floor's item, and treasures. 3459 * Generates shop floor's item, and treasures.
3531 */ 3460 */
3461int
3532int auto_apply (object *op) { 3462auto_apply (object *op)
3463{
3533 object *tmp = NULL, *tmp2; 3464 object *tmp = NULL, *tmp2;
3534 int i; 3465 int i;
3535 3466
3536 switch(op->type) { 3467 switch (op->type)
3468 {
3537 case SHOP_FLOOR: 3469 case SHOP_FLOOR:
3538 if (!HAS_RANDOM_ITEMS(op)) return 0; 3470 if (!op->has_random_items ())
3539 do { 3471 return 0;
3540 i=10; /* let's give it 10 tries */ 3472
3473 do
3474 {
3475 i = 10; /* let's give it 10 tries */
3541 while((tmp=generate_treasure(op->randomitems, 3476 while ((tmp = generate_treasure (op->randomitems,
3542 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3477 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3543 if(tmp==NULL) 3478 if (tmp == NULL)
3544 return 0; 3479 return 0;
3545 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3480 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3546 free_object(tmp); 3481 {
3547 tmp = NULL; 3482 tmp->destroy ();
3548 } 3483 tmp = NULL;
3549 } while(!tmp); 3484 }
3485 }
3486 while (!tmp);
3487
3550 tmp->x=op->x; 3488 tmp->x = op->x;
3551 tmp->y=op->y; 3489 tmp->y = op->y;
3552 SET_FLAG(tmp,FLAG_UNPAID); 3490 SET_FLAG (tmp, FLAG_UNPAID);
3553 insert_ob_in_map(tmp,op->map,NULL,0); 3491 insert_ob_in_map (tmp, op->map, NULL, 0);
3554 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3492 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3555 identify(tmp); 3493 identify (tmp);
3556 break; 3494 break;
3557 3495
3558 case TREASURE: 3496 case TREASURE:
3559 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3560 return 0; 3498 return 0;
3499
3561 while ((op->stats.hp--)>0) 3500 while (op->stats.hp-- > 0)
3562 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3563 op->stats.exp ? (int)op->stats.exp : 3502 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3564 op->map == NULL ? 14: op->map->difficulty,0);
3565 3503
3566 /* If we generated an object and put it in this object inventory, 3504 /* If we generated an object and put it in this object inventory,
3567 * move it to the parent object as the current object is about 3505 * move it to the parent object as the current object is about
3568 * to disappear. An example of this item is the random_* stuff 3506 * to disappear. An example of this item is the random_* stuff
3569 * that is put inside other objects. 3507 * that is put inside other objects.
3570 */ 3508 */
3571 for (tmp=op->inv; tmp; tmp=tmp2) { 3509 for (tmp = op->inv; tmp; tmp = tmp2)
3572 tmp2 = tmp->below; 3510 {
3573 remove_ob(tmp); 3511 tmp2 = tmp->below;
3574 if (op->env) insert_ob_in_ob(tmp, op->env); 3512 tmp->remove ();
3575 else free_object(tmp); 3513
3514 if (op->env)
3515 insert_ob_in_ob (tmp, op->env);
3516 else
3517 tmp->destroy ();
3518 }
3519
3520 op->destroy ();
3521 break;
3576 } 3522 }
3577 remove_ob(op);
3578 free_object(op);
3579 break;
3580 }
3581 return tmp ? 1 : 0; 3523 return tmp ? 1 : 0;
3582} 3524}
3583 3525
3584/** 3526/**
3585 * fix_auto_apply goes through the entire map (only the first time 3527 * fix_auto_apply goes through the entire map every time a map
3586 * when an original map is loaded) and performs special actions for 3528 * is loaded or swapped in and performs special actions for
3587 * certain objects (most initialization of chests and creation of 3529 * certain objects (most initialization of chests and creation of
3588 * treasures and stuff). Calls auto_apply if appropriate. 3530 * treasures and stuff). Calls auto_apply if appropriate.
3589 */ 3531 */
3532void
3533maptile::fix_auto_apply ()
3534{
3535 if (!spaces)
3536 return;
3590 3537
3591void fix_auto_apply(mapstruct *m) { 3538 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3592 object *tmp,*above=NULL; 3539 for (object *tmp = ms->bot; tmp; )
3593 int x,y; 3540 {
3541 object *above = tmp->above;
3594 3542
3595 if(m==NULL) return; 3543 if (tmp->inv)
3596 3544 {
3597 for(x=0;x<MAP_WIDTH(m);x++)
3598 for(y=0;y<MAP_HEIGHT(m);y++)
3599 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3600 above=tmp->above;
3601
3602 if (tmp->inv) {
3603 object *invtmp, *invnext; 3545 object *invtmp, *invnext;
3604 3546
3605 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3606 invnext = invtmp->below; 3548 {
3549 invnext = invtmp->below;
3607 3550
3608 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3609 auto_apply(invtmp); 3552 auto_apply (invtmp);
3610 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3554 {
3611 while ((invtmp->stats.hp--)>0) 3555 while ((invtmp->stats.hp--) > 0)
3612 create_treasure(invtmp->randomitems, invtmp, 0, 3556 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3613 m->difficulty,0); 3557
3614 invtmp->randomitems = NULL; 3558 invtmp->randomitems = NULL;
3615 } 3559 }
3616 else if (invtmp && invtmp->arch && 3560 else if (invtmp && invtmp->arch
3617 invtmp->type!=TREASURE && 3561 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3618 invtmp->type != SPELL && 3562 {
3619 invtmp->type != CLASS && 3563 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3620 HAS_RANDOM_ITEMS(invtmp)) {
3621 create_treasure(invtmp->randomitems, invtmp, 0,
3622 m->difficulty,0);
3623 /* Need to clear this so that we never try to create 3564 /* Need to clear this so that we never try to create
3624 * treasure again for this object 3565 * treasure again for this object
3625 */ 3566 */
3626 invtmp->randomitems = NULL; 3567 invtmp->randomitems = NULL;
3627 } 3568 }
3628 } 3569 }
3629 /* This is really temporary - the code at the bottom will 3570 /* This is really temporary - the code at the bottom will
3630 * also set randomitems to null. The problem is there are bunches 3571 * also set randomitems to null. The problem is there are bunches
3631 * of maps/players already out there with items that have spells 3572 * of maps/players already out there with items that have spells
3632 * which haven't had the randomitems set to null yet. 3573 * which haven't had the randomitems set to null yet.
3633 * MSW 2004-05-13 3574 * MSW 2004-05-13
3634 * 3575 *
3635 * And if it's a spellbook, it's better to set randomitems to NULL too, 3576 * And if it's a spellbook, it's better to set randomitems to NULL too,
3636 * else you get two spells in the book ^_- 3577 * else you get two spells in the book ^_-
3637 * Ryo 2004-08-16 3578 * Ryo 2004-08-16
3638 */ 3579 */
3639 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3580 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3640 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3581 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3641 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3642 tmp->randomitems = NULL; 3582 tmp->randomitems = NULL;
3643 3583
3644 } 3584 }
3645 3585
3646 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3586 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3647 auto_apply(tmp); 3587 auto_apply (tmp);
3648 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3588 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3589 {
3649 while ((tmp->stats.hp--)>0) 3590 while ((tmp->stats.hp--) > 0)
3650 create_treasure(tmp->randomitems, tmp, 0, 3591 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3651 m->difficulty,0);
3652 tmp->randomitems = NULL; 3592 tmp->randomitems = NULL;
3653 } 3593 }
3654 else if(tmp->type==TIMED_GATE) { 3594 else if (tmp->type == TIMED_GATE)
3595 {
3655 object *head = tmp->head != NULL ? tmp->head : tmp; 3596 object *head = tmp->head != NULL ? tmp->head : tmp;
3597
3656 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3598 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3657 tmp->speed = 0; 3599 tmp->set_speed (0);
3658 update_ob_speed(tmp); 3600 }
3659 }
3660 }
3661 /* This function can be called everytime a map is loaded, even when 3601 /* This function can be called everytime a map is loaded, even when
3662 * swapping back in. As such, we don't want to create the treasure 3602 * swapping back in. As such, we don't want to create the treasure
3663 * over and ove again, so after we generate the treasure, blank out 3603 * over and ove again, so after we generate the treasure, blank out
3664 * randomitems so if it is swapped in again, it won't make anything. 3604 * randomitems so if it is swapped in again, it won't make anything.
3665 * This is a problem for the above objects, because they have counters 3605 * This is a problem for the above objects, because they have counters
3666 * which say how many times to make the treasure. 3606 * which say how many times to make the treasure.
3667 */ 3607 */
3668 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3608 else if (tmp && tmp->arch && tmp->type != PLAYER
3669 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3609 && tmp->type != TREASURE && tmp->type != SPELL
3670 HAS_RANDOM_ITEMS(tmp)) { 3610 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3611 {
3671 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3612 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3672 m->difficulty,0);
3673 tmp->randomitems = NULL; 3613 tmp->randomitems = NULL;
3674 } 3614 }
3615
3616 // close all containers
3617 else if (tmp->type == CONTAINER)
3618 tmp->flag [FLAG_APPLIED] = 0;
3619
3620 tmp = above;
3675 } 3621 }
3676 3622
3677 for(x=0;x<MAP_WIDTH(m);x++) 3623 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3678 for(y=0;y<MAP_HEIGHT(m);y++) 3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3679 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3680 if (tmp->above &&
3681 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3625 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3682 check_trigger (tmp, tmp->above); 3626 check_trigger (tmp, tmp->above);
3683} 3627}
3684 3628
3685/** 3629/**
3686 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3687 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3688 * that doesn't work with the new spell code. Since we know what 3632 * that doesn't work with the new spell code. Since we know what
3689 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3690 */ 3634 */
3691 3635void
3692void eat_special_food(object *who, object *food) { 3636eat_special_food (object *who, object *food)
3637{
3693 object *force; 3638 object *force;
3694 int i, did_one=0; 3639 int i, did_one = 0;
3695 sint8 k;
3696 3640
3697 force = get_archetype(FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3698 3642
3699 for (i=0; i < NUM_STATS; i++) { 3643 for (i = 0; i < NUM_STATS; i++)
3700 k = get_attr_value(&food->stats, i); 3644 if (sint8 k = food->stats.stat (i))
3701 if (k) { 3645 {
3702 set_attr_value(&force->stats, i, k); 3646 force->stats.stat (i) = k;
3703 did_one = 1; 3647 did_one = 1;
3704 }
3705 } 3648 }
3706 3649
3707 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3708 for (i=0; i<NROFATTACKS; i++) { 3651 for (i = 0; i < NROFATTACKS; i++)
3652 {
3709 if (food->resist[i]>0) { 3653 if (food->resist[i] > 0)
3654 {
3710 force->resist[i] = food->resist[i] / 2; 3655 force->resist[i] = food->resist[i] / 2;
3711 did_one = 1; 3656 did_one = 1;
3712 } 3657 }
3713 } 3658 }
3659
3714 if (did_one) { 3660 if (did_one)
3715 force->speed = 0.1; 3661 {
3716 update_ob_speed(force); 3662 force->set_speed (0.1);
3717 /* bigger morsel of food = longer effect time */ 3663 /* bigger morsel of food = longer effect time */
3718 force->stats.food = food->stats.food / 5; 3664 force->duration = food->stats.food / 5;
3719 SET_FLAG(force, FLAG_IS_USED_UP);
3720 SET_FLAG(force, FLAG_APPLIED); 3665 SET_FLAG (force, FLAG_APPLIED);
3721 change_abil(who, force); 3666 change_abil (who, force);
3722 insert_ob_in_ob(force, who); 3667 insert_ob_in_ob (force, who);
3723 } else {
3724 free_object(force);
3725 } 3668 }
3669 else
3670 force->destroy ();
3726 3671
3727 /* check for hp, sp change */ 3672 /* check for hp, sp change */
3728 if(food->stats.hp!=0) { 3673 if (food->stats.hp != 0)
3674 {
3729 if(QUERY_FLAG(food, FLAG_CURSED)) { 3675 if (QUERY_FLAG (food, FLAG_CURSED))
3730 strcpy(who->contr->killer,food->name); 3676 {
3677 assign (who->contr->killer, food->name);
3731 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3678 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3732 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3733 } else { 3680 }
3681 else
3682 {
3734 if(food->stats.hp>0) 3683 if (food->stats.hp > 0)
3735 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3684 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3736 else 3685 else
3737 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3686 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3738 who->stats.hp += food->stats.hp; 3687 who->stats.hp += food->stats.hp;
3739 } 3688 }
3740 } 3689 }
3741 if(food->stats.sp!=0) { 3690 if (food->stats.sp != 0)
3691 {
3742 if(QUERY_FLAG(food, FLAG_CURSED)) { 3692 if (QUERY_FLAG (food, FLAG_CURSED))
3693 {
3743 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3694 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3744 who->stats.sp -= food->stats.sp; 3695 who->stats.sp -= food->stats.sp;
3745 if(who->stats.sp<0) who->stats.sp=0; 3696 if (who->stats.sp < 0)
3746 } else { 3697 who->stats.sp = 0;
3698 }
3699 else
3700 {
3747 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3701 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3748 who->stats.sp += food->stats.sp; 3702 who->stats.sp += food->stats.sp;
3749 /* place limit on max sp from food? */ 3703 /* place limit on max sp from food? */
3704 }
3750 } 3705 }
3751 } 3706 who->update_stats ();
3752 fix_player(who);
3753} 3707}
3754
3755 3708
3756/** 3709/**
3757 * Designed primarily to light torches/lanterns/etc. 3710 * Designed primarily to light torches/lanterns/etc.
3758 * Also burns up burnable material too. First object in the inventory is 3711 * Also burns up burnable material too. First object in the inventory is
3759 * the selected object to "burn". -b.t. 3712 * the selected object to "burn". -b.t.
3760 */ 3713 */
3761 3714void
3762void apply_lighter(object *who, object *lighter) { 3715apply_lighter (object *who, object *lighter)
3716{
3763 object *item; 3717 object *item;
3764 int is_player_env=0; 3718 int is_player_env = 0;
3765 uint32 nrof;
3766 tag_t count;
3767 char item_name[MAX_BUF];
3768 3719
3769 item=find_marked_object(who); 3720 item = find_marked_object (who);
3770 if(item) { 3721 if (item)
3722 {
3771 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3723 if (lighter->last_eat && lighter->stats.food)
3724 { /* lighter gets used up */
3772 /* Split multiple lighters if they're being used up. Otherwise * 3725 /* Split multiple lighters if they're being used up. Otherwise *
3773 * one charge from each would be used up. --DAMN */ 3726 * one charge from each would be used up. --DAMN */
3774 if(lighter->nrof > 1) { 3727 if (lighter->nrof > 1)
3775 object *oneLighter = get_object(); 3728 {
3776 copy_object(lighter, oneLighter); 3729 object *oneLighter = lighter->clone ();
3730
3777 lighter->nrof -= 1; 3731 lighter->nrof -= 1;
3778 oneLighter->nrof = 1; 3732 oneLighter->nrof = 1;
3779 oneLighter->stats.food--; 3733 oneLighter->stats.food--;
3780 esrv_send_item(who, lighter); 3734 esrv_send_item (who, lighter);
3781 oneLighter=insert_ob_in_ob(oneLighter, who); 3735 oneLighter = insert_ob_in_ob (oneLighter, who);
3782 esrv_send_item(who, oneLighter); 3736 esrv_send_item (who, oneLighter);
3783 } else { 3737 }
3738 else
3784 lighter->stats.food--; 3739 lighter->stats.food--;
3785 } 3740 }
3786 3741 else if (lighter->last_eat)
3787 } else if(lighter->last_eat) { /* no charges left in lighter */ 3742 { /* no charges left in lighter */
3788 new_draw_info_format(NDI_UNIQUE, 0,who, 3743 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3789 "You attempt to light the %s with a used up %s.",
3790 item->name, lighter->name);
3791 return; 3744 return;
3792 } 3745 }
3746
3793 /* Perhaps we should split what we are trying to light on fire? 3747 /* Perhaps we should split what we are trying to light on fire?
3794 * I can't see many times when you would want to light multiple 3748 * I can't see many times when you would want to light multiple
3795 * objects at once. 3749 * objects at once.
3796 */ 3750 */
3797 nrof=item->nrof;
3798 count=item->count;
3799 /* If the item is destroyed, we don't have a valid pointer to the
3800 * name object, so make a copy so the message we print out makes
3801 * some sense.
3802 */
3803 strcpy(item_name, item->name);
3804 if (who == is_player_inv(item)) is_player_env=1;
3805 3751
3752 if (who == item->in_player ())
3753 is_player_env = 1;
3754
3806 save_throw_object(item,AT_FIRE,who); 3755 save_throw_object (item, AT_FIRE, who);
3807 /* Change to check count and not freed, since the object pointer 3756
3808 * may have gotten recycled 3757 if (item->destroyed ())
3809 */ 3758 {
3810 if ((nrof != item->nrof ) || (count != item->count)) { 3759 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3811 new_draw_info_format(NDI_UNIQUE, 0,who,
3812 "You light the %s with the %s.",item_name,lighter->name);
3813 /* Need to update the player so that the players glow radius 3760 /* Need to update the player so that the players glow radius
3814 * gets changed. 3761 * gets changed.
3815 */ 3762 */
3816 if (is_player_env) fix_player(who); 3763 if (is_player_env)
3817 } else { 3764 who->update_stats ();
3818 new_draw_info_format(NDI_UNIQUE, 0,who, 3765 }
3819 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3766 else
3820 } 3767 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3821 3768 }
3822 } else /* nothing to light */ 3769 else /* nothing to light */
3823 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3770 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3824 3771
3825} 3772}
3826 3773
3827/** 3774/**
3828 * op made some mistake with a scroll, this takes care of punishment. 3775 * op made some mistake with a scroll, this takes care of punishment.
3829 * scroll_failure()- hacked directly from spell_failure 3776 * scroll_failure()- hacked directly from spell_failure
3830 */ 3777 */
3778void
3831void scroll_failure(object *op, int failure, int power) 3779scroll_failure (object *op, int failure, int power)
3832{ 3780{
3833 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3781 if (abs (failure / 4) > power)
3782 power = abs (failure / 4); /* set minimum effect */
3834 3783
3835 if(failure<= -1&&failure > -15) {/* wonder */ 3784 if (failure <= -1 && failure > -15)
3785 { /* wonder */
3836 object *tmp; 3786 object *tmp;
3837 3787
3838 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3788 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3839 tmp=get_archetype(SPELL_WONDER); 3789 tmp = get_archetype (SPELL_WONDER);
3840 cast_wonder(op, op, 0, tmp); 3790 cast_wonder (op, op, 0, tmp);
3841 free_object(tmp); 3791 tmp->destroy ();
3792 }
3842 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3793 else if (failure <= -15 && failure > -35)
3794 { /* drain mana */
3843 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3795 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3844 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3796 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3845 if(op->stats.sp<0) op->stats.sp = 0; 3797 if (op->stats.sp < 0)
3798 op->stats.sp = 0;
3799 }
3846 } else if (settings.spell_failure_effects == TRUE) { 3800 else if (settings.spell_failure_effects == TRUE)
3847 if (failure <= -35&&failure > -60) { /* confusion */ 3801 {
3802 if (failure <= -35 && failure > -60)
3803 { /* confusion */
3848 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3804 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3849 confuse_player(op,op,power); 3805 confuse_player (op, op, power);
3850 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3806 }
3807 else if (failure <= -60 && failure > -70)
3808 { /* paralysis */
3851 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3809 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3852 "you!");
3853 paralyze_player(op,op,power); 3810 paralyze_player (op, op, power);
3811 }
3854 } else if (failure <= -70&&failure> -80) {/* blind */ 3812 else if (failure <= -70 && failure > -80)
3813 { /* blind */
3855 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3814 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3856 blind_player(op,op,power); 3815 blind_player (op, op, power);
3857 } else if (failure <= -80) {/* blast the immediate area */ 3816 }
3858 object *tmp; 3817 else if (failure <= -80)
3859 tmp=get_archetype(LOOSE_MANA); 3818 { /* blast the immediate area */
3819 object *tmp = get_archetype (LOOSE_MANA);
3860 cast_magic_storm(op,tmp, power); 3820 cast_magic_storm (op, tmp, power);
3861 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3862 free_object(tmp); 3822 tmp->destroy ();
3863 } 3823 }
3864 } 3824 }
3865} 3825}
3866 3826
3827void
3867void apply_changes_to_player(object *pl, object *change) { 3828apply_changes_to_player (object *pl, object *change)
3829{
3868 int excess_stat=0; /* if the stat goes over the maximum 3830 int excess_stat = 0; /* if the stat goes over the maximum
3869 for the race, put the excess stat some 3831 for the race, put the excess stat some
3870 where else. */ 3832 where else. */
3871 3833
3872 switch (change->type) { 3834 switch (change->type)
3873 case CLASS: { 3835 {
3836 case CLASS:
3837 {
3874 living *stats = &(pl->contr->orig_stats); 3838 living *stats = &(pl->contr->orig_stats);
3875 living *ns = &(change->stats); 3839 living *ns = &(change->stats);
3876 object *walk; 3840 object *walk;
3877 int flag_change_face=1; 3841 int flag_change_face = 1;
3878 3842
3879 /* the following code assigns stats up to the stat max 3843 /* the following code assigns stats up to the stat max
3880 * for the race, and if the stat max is exceeded, 3844 * for the race, and if the stat max is exceeded,
3881 * tries to randomly reassign the excess stat 3845 * tries to randomly reassign the excess stat
3882 */ 3846 */
3883 int i,j; 3847 int i, j;
3848
3884 for(i=0;i<NUM_STATS;i++) { 3849 for (i = 0; i < NUM_STATS; i++)
3885 sint8 stat=get_attr_value(stats,i); 3850 {
3886 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3851 int race_bonus = pl->arch->clone.stats.stat (i);
3887 stat += get_attr_value(ns,i); 3852 sint8 stat = stats->stat (i) + ns->stat (i);
3888 if(stat > 20 + race_bonus) {
3889 excess_stat++;
3890 stat = 20+race_bonus;
3891 }
3892 set_attr_value(stats,i,stat);
3893 }
3894 3853
3895 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3854 if (stat > 20 + race_bonus)
3896 int i = rndm(0, 6); 3855 {
3897 int stat=get_attr_value(stats,i); 3856 excess_stat++;
3898 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3857 stat = 20 + race_bonus;
3899 if(i==CHA) continue; /* exclude cha from this */ 3858 }
3900 if( stat < 20 + race_bonus) { 3859
3860 stats->stat (i) = stat;
3861 }
3862
3863 for (j = 0; excess_stat > 0 && j < 100; j++)
3864 { /* try 100 times to assign excess stats */
3865 int i = rndm (0, 6);
3866
3867 if (i == CHA)
3868 continue; /* exclude cha from this */
3869
3870 int stat = stats->stat (i);
3871 int race_bonus = pl->arch->clone.stats.stat (i);
3872 if (stat < 20 + race_bonus)
3873 {
3901 change_attr_value(stats,i,1); 3874 change_attr_value (stats, i, 1);
3902 excess_stat--; 3875 excess_stat--;
3903 } 3876 }
3904 } 3877 }
3905 3878
3906 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
3907 * the player ref: player.c 3880 * the player ref: player.c
3908 */ 3881 */
3909 if(change->randomitems!=NULL) 3882 if (change->randomitems != NULL)
3910 give_initial_items(pl,change->randomitems); 3883 give_initial_items (pl, change->randomitems);
3911 3884
3912
3913 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
3914 3886
3915 /* first, look for the force object banning 3887 /* first, look for the force object banning
3916 * changing the face. Certain races never change face with class. 3888 * changing the face. Certain races never change face with class.
3917 */ 3889 */
3918 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3890 for (walk = pl->inv; walk != NULL; walk = walk->below)
3919 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3891 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3892 flag_change_face = 0;
3920 3893
3921 if(flag_change_face) { 3894 if (flag_change_face)
3895 {
3922 pl->animation_id = GET_ANIM_ID(change); 3896 pl->animation_id = GET_ANIM_ID (change);
3923 pl->face = change->face; 3897 pl->face = change->face;
3924 3898
3925 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3899 if (QUERY_FLAG (change, FLAG_ANIMATE))
3926 SET_FLAG(pl,FLAG_ANIMATE); 3900 SET_FLAG (pl, FLAG_ANIMATE);
3927 else 3901 else
3928 CLEAR_FLAG(pl,FLAG_ANIMATE); 3902 CLEAR_FLAG (pl, FLAG_ANIMATE);
3929 } 3903 }
3930 3904
3931 /* check the special case of can't use weapons */ 3905 /* check the special case of can't use weapons */
3932 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3906 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3933 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3907 if (!strcmp (change->name, "monk"))
3908 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3934 3909
3935 break; 3910 break;
3936 } 3911 }
3937 } 3912 }
3938} 3913}
3939 3914
3940/** 3915/**
3941 * This handles items of type 'transformer'. 3916 * This handles items of type 'transformer'.
3945 * Change information is contained in the 'slaying' field of the marked item. 3920 * Change information is contained in the 'slaying' field of the marked item.
3946 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3921 * The format is as follow: transformer:[number ]yield[;transformer:...].
3947 * This way an item can be transformed in many things, and/or many objects. 3922 * This way an item can be transformed in many things, and/or many objects.
3948 * The 'slaying' field for transformer is used as verb for the action. 3923 * The 'slaying' field for transformer is used as verb for the action.
3949 */ 3924 */
3925void
3950void apply_item_transformer( object* pl, object* transformer ) 3926apply_item_transformer (object *pl, object *transformer)
3951 { 3927{
3952 object* marked; 3928 object *marked;
3953 object* new_item; 3929 object *new_item;
3954 char* find; 3930 char *find;
3955 char* separator; 3931 char *separator;
3956 int yield; 3932 int yield;
3957 char got[ MAX_BUF ]; 3933 char got[MAX_BUF];
3958 int len; 3934 int len;
3959 3935
3960 if ( !pl || !transformer ) 3936 if (!pl || !transformer)
3961 return; 3937 return;
3962 marked = find_marked_object( pl ); 3938 marked = find_marked_object (pl);
3963 if ( !marked ) 3939 if (!marked)
3964 { 3940 {
3965 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3941 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3966 return; 3942 return;
3967 } 3943 }
3968 if ( !marked->slaying ) 3944 if (!marked->slaying)
3969 { 3945 {
3970 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3946 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3971 return; 3947 return;
3972 } 3948 }
3973 /* check whether they are compatible or not */ 3949 /* check whether they are compatible or not */
3974 find = strstr( marked->slaying, transformer->arch->name ); 3950 find = strstr (marked->slaying, transformer->arch->name);
3975 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3951 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3976 { 3952 {
3977 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3953 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3978 return; 3954 return;
3979 } 3955 }
3980 find += strlen( transformer->arch->name ) + 1; 3956 find += strlen (transformer->arch->name) + 1;
3981 /* Item can be used, now find how many and what it yields */ 3957 /* Item can be used, now find how many and what it yields */
3982 if ( isdigit( *( find ) ) ) 3958 if (isdigit (*(find)))
3983 { 3959 {
3984 yield = atoi( find ); 3960 yield = atoi (find);
3985 if ( yield < 1 ) 3961 if (yield < 1)
3986 { 3962 {
3987 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3963 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3988 yield = 1; 3964 yield = 1;
3989 } 3965 }
3990 } 3966 }
3991 else 3967 else
3992 yield = 1; 3968 yield = 1;
3993 3969
3994 while ( isdigit( *find ) ) 3970 while (isdigit (*find))
3995 find++; 3971 find++;
3996 while ( *find == ' ' ) 3972 while (*find == ' ')
3997 find++; 3973 find++;
3998 memset( got, 0, MAX_BUF ); 3974 memset (got, 0, MAX_BUF);
3999 if ( (separator = strchr( find, ';' ))!=NULL) 3975 if ((separator = strchr (find, ';')) != NULL)
4000 { 3976 {
4001 len = separator - find; 3977 len = separator - find;
4002 } 3978 }
4003 else 3979 else
4004 { 3980 {
4005 len = strlen(find); 3981 len = strlen (find);
4006 } 3982 }
4007 if ( len > MAX_BUF-1) 3983 if (len > MAX_BUF - 1)
4008 len = MAX_BUF-1; 3984 len = MAX_BUF - 1;
4009 strcpy( got, find ); 3985 strcpy (got, find);
4010 got[len] = '\0'; 3986 got[len] = '\0';
4011 3987
4012 /* Now create new item, remove used ones when required. */ 3988 /* Now create new item, remove used ones when required. */
4013 new_item = get_archetype( got ); 3989 new_item = get_archetype (got);
4014 if ( !new_item ) 3990 if (!new_item)
4015 { 3991 {
4016 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 3992 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4017 return; 3993 return;
4018 } 3994 }
3995
4019 new_item->nrof = yield; 3996 new_item->nrof = yield;
4020 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 3997 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4021 insert_ob_in_ob( new_item, pl ); 3998 insert_ob_in_ob (new_item, pl);
4022 esrv_send_inventory( pl, pl ); 3999 esrv_send_inventory (pl, pl);
4023 /* Eat up one item */ 4000 /* Eat up one item */
4024 decrease_ob_nr( marked, 1 ); 4001 decrease_ob_nr (marked, 1);
4025 /* Eat one transformer if needed */ 4002 /* Eat one transformer if needed */
4026 if ( transformer->stats.food ) 4003 if (transformer->stats.food)
4027 if ( --transformer->stats.food == 0 ) 4004 if (--transformer->stats.food == 0)
4028 decrease_ob_nr( transformer, 1 ); 4005 decrease_ob_nr (transformer, 1);
4029 } 4006}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines