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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.20 by root, Mon Sep 4 16:46:33 2006 UTC vs.
Revision 1.107 by root, Mon May 28 21:28:35 2007 UTC

1/* 1/*
2 * static char *rcsid_apply_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: apply.C,v 1.20 2006/09/04 16:46:33 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
12 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
13 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
14 (at your option) any later version. 11 * 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, but
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
19 GNU General Public License for more details. 16 * 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 along
22 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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/** 38/**
45 * 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.
46 * 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.
47 */ 41 */
42int
48int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
49{ 44{
50 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
51 /* 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.
52 * 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,
53 * 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,
54 * 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
55 * it. Examples: 51 * it. Examples:
56 * subtype 1: only arch 52 * subtype 1: only arch
57 * subtype 3: arch or name 53 * subtype 3: arch or name
58 * subtype 5: arch or race 54 * subtype 5: arch or race
59 * subtype 7: all three 55 * subtype 7: all three
60 */ 56 */
61 if (op->subtype) 57 if (op->subtype)
62 { 58 {
63 arch_flag = (op->subtype & 1); 59 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 60 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 61 race_flag = (op->subtype & 4);
66 } else { 62 }
63 else
64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* 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,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ( (op->race) && 73 if ((op->race) &&
75 ((!(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)) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 77 return 1;
79 } 78
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 if ( (op->slaying) && (
84 ((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))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 return 1; 85 return 1;
88 } 86
89 return 0; 87 return 0;
90} 88}
91 89
92/** 90/**
93 * 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.
94 * 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.
95 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
96 */ 94 */
95static int
97static int apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
98{ 97{
99 object *id, *marked; 98 object *id, *marked;
100 int success=0; 99 int success = 0;
101 100
102 if (pl == NULL || pl->type != PLAYER) 101 if (pl == NULL || pl->type != PLAYER)
103 return 0; 102 return 0;
104 103
105 /* 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
106 * identifying' from being printed out more than it needs to be. 105 * identifying' from being printed out more than it needs to be.
107 */ 106 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 108 return 0;
110 109
111 marked = find_marked_object (pl); 110 marked = find_marked_object (pl);
112 /* 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
113 * identified. IF it doesn't, then go through the player inventory. 112 * identified. IF it doesn't, then go through the player inventory.
114 */ 113 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 && need_identify (marked))
117 { 115 {
118 if (operate_altar (altar, &money)) { 116 if (operate_altar (altar, &money))
117 {
119 identify (marked); 118 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
121 "You have %s.", long_desc(marked, pl));
122 if (marked->msg) { 120 if (marked->msg)
121 {
123 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:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 } 124 }
126 return money == NULL; 125 return money == NULL;
127 } 126 }
128 } 127 }
129 128
130 for (id=pl->inv; id; id=id->below) { 129 for (id = pl->inv; id; id = id->below)
130 {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 need_identify(id)) { 132 {
133 if (operate_altar(altar,&money)) { 133 if (operate_altar (altar, &money))
134 {
134 identify(id); 135 identify (id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl, 136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) { 137 if (id->msg)
138 {
138 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:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 141 }
142 success = 1;
143 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money))
145 break;
146 }
146 else { 147 else
148 {
147 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");
148 break; 150 break;
149 } 151 }
150 } 152 }
151 } 153 }
154 if (!success)
152 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");
153 return money == NULL; 156 return money == NULL;
154} 157}
155 158
156/** 159/**
157 * 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
158 * matching item. 161 * matching item.
159 **/ 162 **/
163static void
160static void handle_apply_yield(object* tmp) 164handle_apply_yield (object *tmp)
161{ 165{
162 const char* yield; 166 const char *yield;
163 167
164 yield = get_ob_key_value(tmp,"on_use_yield"); 168 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 169 if (yield != NULL)
166 { 170 {
167 object* drop = get_archetype(yield); 171 object *drop = get_archetype (yield);
172
168 if (tmp->env) 173 if (tmp->env)
169 { 174 {
170 drop = insert_ob_in_ob(drop,tmp->env); 175 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 176 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 177 esrv_send_item (tmp->env, drop);
173 } 178 }
174 else 179 else
175 { 180 {
176 drop->x = tmp->x; 181 drop->x = tmp->x;
177 drop->y = tmp->y; 182 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 184 }
180 } 185 }
181} 186}
182 187
183/** 188/**
184 * Handles applying a potion. 189 * Handles applying a potion.
185 */ 190 */
191int
186int apply_potion (object * op, object * tmp) 192apply_potion (object *op, object *tmp)
187{ 193{
188 int got_one = 0, i; 194 int got_one = 0, i;
189 object *force = 0, *floor = 0; 195 object *force = 0, *floor = 0;
190 196
191 floor = get_map_ob (op->map, op->x, op->y); 197 floor = GET_MAP_OB (op->map, op->x, op->y);
192 198
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 200 {
195 if (op->type == PLAYER) 201 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
198 );
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 203 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 204 return 0;
201 } 205 }
202 206
203 if (op->type == PLAYER) 207 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 208 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 209 identify (tmp);
207 }
208 210
209 handle_apply_yield (tmp); 211 handle_apply_yield (tmp);
210 212
211 /* Potion of restoration - only for players */ 213 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 214 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 216 object *depl;
215 archetype *at; 217 archetype *at;
216 218
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 220 {
219 drain_stat (op); 221 op->drain_stat ();
220 fix_player (op); 222 op->update_stats ();
221 decrease_ob (tmp); 223 decrease_ob (tmp);
222 return 1; 224 return 1;
223 } 225 }
226
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
225 { 228 {
226 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 230 return 0;
228 } 231 }
229 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
233
230 if (depl != NULL) 234 if (depl)
231 { 235 {
232 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
234 {
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236 } 239
237 remove_ob (depl); 240 depl->destroy ();
238 free_object (depl); 241 op->update_stats ();
239 fix_player (op);
240 } 242 }
241 else 243 else
242 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.");
243 245
244 decrease_ob (tmp); 246 decrease_ob (tmp);
246 } 248 }
247 249
248 /* improvement potion - only for players */ 250 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250 { 252 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 253 for (i = 1; i < MIN (11, op->level); i++)
253 { 254 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 256 {
256 if (op->contr->levhp[i] != 1) 257 if (op->contr->levhp[i] != 1)
286 op->contr->levgrace[i] = 3; 287 op->contr->levgrace[i] = 3;
287 break; 288 break;
288 } 289 }
289 } 290 }
290 } 291 }
292
291 /* Just makes checking easier */ 293 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 294 if (i < MIN (11, op->level))
293 got_one = 1; 295 got_one = 1;
296
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 298 {
296 if (got_one) 299 if (got_one)
297 { 300 {
298 fix_player (op); 301 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op, 302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
300 "The Gods smile upon you and remake you"); 303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
301 new_draw_info (NDI_UNIQUE, 0, op, 304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
302 "a little more in their image.");
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect.");
305 } 305 }
306 else 306 else
307 new_draw_info (NDI_UNIQUE, 0, op, 307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
308 "The potion had no effect - you are already perfect");
309 } 308 }
310 else 309 else
311 { /* cursed potion */ 310 { /* cursed potion */
312 if (got_one) 311 if (got_one)
313 { 312 {
314 fix_player (op); 313 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, 314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 "The Gods are angry and punish you.");
317 } 315 }
318 else 316 else
319 new_draw_info (NDI_UNIQUE, 0, op, 317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
320 "You are fortunate that you are so pathetic.");
321 } 318 }
319
322 decrease_ob (tmp); 320 decrease_ob (tmp);
323 return 1; 321 return 1;
324 } 322 }
325 323
326 324
336 object *fball; 334 object *fball;
337 335
338 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!");
339 /* Explodes a fireball centered at player */ 337 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 338 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x; 341 fball->x = op->x;
346 fball->y = op->y; 342 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0); 343 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 344 }
349 else 345 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 347
352 decrease_ob (tmp); 348 decrease_ob (tmp);
353 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 351 op->update_stats ();
356 return 1; 352 return 1;
357 } 353 }
358 354
359 /* Deal with protection potions */ 355 /* Deal with protection potions */
360 force = NULL; 356 force = NULL;
378 force->stats.food *= 10; 374 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 } 378 }
379
383 force->speed_left = -1; 380 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force); 384 change_abil (op, force);
390 } 387 }
391 388
392 /* Only thing left are the stat potions */ 389 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 390 if (op->type == PLAYER)
394 { /* only for players */ 391 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 393 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 394 else
399 SET_FLAG (tmp, FLAG_APPLIED); 395 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp)) 396 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
405 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 403 * up all the stats.
408 */ 404 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 406 op->update_stats ();
411 decrease_ob (tmp); 407 decrease_ob (tmp);
412 return 1; 408 return 1;
413} 409}
414 410
415/**************************************************************************** 411/****************************************************************************
417 ****************************************************************************/ 413 ****************************************************************************/
418 414
419/** 415/**
420 * This returns the sum of nrof of item (arch name). 416 * This returns the sum of nrof of item (arch name).
421 */ 417 */
418static int
422static int check_item(object *op, const char *item) 419check_item (object *op, const char *item)
423{ 420{
424 int count=0; 421 int count = 0;
425 422
426 423
427 if (item==NULL) return 0; 424 if (item == NULL)
425 return 0;
426
428 op=op->below; 427 op = op->below;
429 while(op!=NULL) { 428 while (op != NULL)
429 {
430 if (strcmp(op->arch->name,item)==0){ 430 if (strcmp (op->arch->name, item) == 0)
431 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 434 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 436 count++;
436 else 437 else
437 count += op->nrof; 438 count += op->nrof;
438 } 439 }
439 } 440 }
441
440 op=op->below; 442 op = op->below;
441 } 443 }
444
442 return count; 445 return count;
443} 446}
444 447
445/** 448/**
446 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 450 * op is typically the player, which is only
448 * really used to determine what space to look at. 451 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 452 * Modified to only eat 'nrof' of objects.
450 */ 453 */
454static void
451static void eat_item(object *op,const char *item, uint32 nrof) 455eat_item (object *op, const char *item, uint32 nrof)
452{ 456{
453 object *prev; 457 object *prev;
454 458
455 prev = op; 459 prev = op;
456 op=op->below; 460 op = op->below;
457 461
458 while(op!=NULL) { 462 while (op != NULL)
463 {
459 if (strcmp(op->arch->name,item)==0) { 464 if (strcmp (op->arch->name, item) == 0)
465 {
460 if (op->nrof >= nrof) { 466 if (op->nrof >= nrof)
467 {
461 decrease_ob_nr(op,nrof); 468 decrease_ob_nr (op, nrof);
462 return; 469 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 470 }
471 else
472 {
473 decrease_ob_nr (op, op->nrof);
474 nrof -= op->nrof;
475 }
467 op=prev; 476 op = prev;
468 } 477 }
469 prev = op; 478 prev = op;
470 op=op->below; 479 op = op->below;
471 } 480 }
472} 481}
473 482
474/** 483/**
475 * 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
476 * with improvs improvements (typically last_eat). We take an int here 485 * with improvs improvements (typically last_eat). We take an int here
477 * 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
478 * increased value to see if the object is usuable. 487 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 488 * we return 1 (true) if the player can use the weapon.
480 */ 489 */
490static int
481static int check_weapon_power(const object *who, int improvs) 491check_weapon_power (const object *who, int improvs)
482{ 492{
493
483/* 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
484 * 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
485 * 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.
486 */ 497 */
487#if 1 498#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
489 else return 0; 502 return 0;
490 503
491#else 504#else
492 int level=0; 505 int level = 0;
493 506
494 /* The skill system hands out wc and dam bonuses to fighters 507 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 508 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 509 * we need to curtail the power of player enchanted weapons.
497 * 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.
498 * 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
499 * using normal level - it is just a matter of play balance. 512 * using normal level - it is just a matter of play balance.
500 */ 513 */
501 if(who->type==PLAYER) { 514 if (who->type == PLAYER)
515 {
502 object *wc_obj=NULL; 516 object *wc_obj = NULL;
503 517
504 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)
505 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)
506 level = wc_obj->level; 520 level = wc_obj->level;
507 521
508 if (!level ) { 522 if (!level)
523 {
509 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);
510 level = who->level; 525 level = who->level;
511 } 526 }
512 } 527 }
513 else 528 else
514 level=who->level; 529 level = who->level;
515 530
516 return (improvs <= ((level/5)+5)); 531 return (improvs <= ((level / 5) + 5));
517#endif 532#endif
518} 533}
519 534
520/** 535/**
521 * 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.
522 * 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.
523 */ 538 */
539static int
524static int check_sacrifice(object *op, const object *improver) 540check_sacrifice (object *op, const object *improver)
525{ 541{
526 int count=0; 542 int count = 0;
527 543
528 if (improver->slaying!=NULL) { 544 if (improver->slaying != NULL)
545 {
529 count = check_item(op,improver->slaying); 546 count = check_item (op, improver->slaying);
530 if (count<1) { 547 if (count < 1)
548 {
531 char buf[200]; 549 char buf[200];
550
532 sprintf(buf,"The gods want more %ss", &improver->slaying); 551 sprintf (buf, "The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf); 552 new_draw_info (NDI_UNIQUE, 0, op, buf);
534 return 0; 553 return 0;
535 } 554 }
536 } 555 }
537 else 556 else
538 count=1; 557 count = 1;
539 558
540 return count; 559 return count;
541} 560}
542 561
543/** 562/**
544 * Actually improves the weapon, and tells user. 563 * Actually improves the weapon, and tells user.
545 */ 564 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 565int
547 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)
548{ 567{
549 568
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
551 *stat += sacrifice_count; 570 *stat += sacrifice_count;
552 weapon->last_eat++; 571 weapon->last_eat++;
553 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);
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver); 573 decrease_ob (improver);
556 574
557 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
558 fix_player(op); 576 op->update_stats ();
559 return 1; 577 return 1;
560} 578}
561 579
562/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
576/** 594/**
577 * This does the prepare weapon scroll. 595 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 596 * Checks for sacrifice, and so on.
579 */ 597 */
580 598
599int
581int prepare_weapon(object *op, object *improver, object *weapon) 600prepare_weapon (object *op, object *improver, object *weapon)
582{ 601{
583 int sacrifice_count,i; 602 int sacrifice_count, i;
584 char buf[MAX_BUF]; 603 char buf[MAX_BUF];
585 604
586 if (weapon->level!=0) { 605 if (weapon->level != 0)
606 {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
588 return 0; 608 return 0;
589 } 609 }
590 for (i=0; i<NROFATTACKS; i++) 610 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 611 if (weapon->resist[i])
612 break;
592 613
593 /* If we break out, i will be less than nrofattacks, preventing 614 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 615 * improvement of items that already have protections.
595 */ 616 */
596 if (i<NROFATTACKS || 617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 619 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 620 weapon->stats.ac) /* AC - only taifu's I think */
601 { 621 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
603 return 0; 623 return 0;
604 } 624 }
605 sacrifice_count=check_sacrifice(op,improver); 625 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 626 if (sacrifice_count <= 0)
607 return 0; 627 return 0;
608 weapon->level=isqrt(sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
611 631
612 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);
613 &weapon->name,weapon->level);
614 633
615 sprintf(buf,"%s's %s",&op->name,&weapon->name); 634 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 weapon->name = weapon->name_pl = buf; 635 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same 636 weapon->nrof = 0; /* prevents preparing n weapons in the same
618 slot at once! */ 637 slot at once! */
619 decrease_ob(improver); 638 decrease_ob (improver);
620 weapon->last_eat=0; 639 weapon->last_eat = 0;
621 return 1; 640 return 1;
622} 641}
623 642
624 643
625/** 644/**
626 * 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.
631 * 650 *
632 * 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
633 * 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 ??
634 * level == max improve last_eat == current improve 653 * level == max improve last_eat == current improve
635 */ 654 */
655int
636int improve_weapon(object *op,object *improver,object *weapon) 656improve_weapon (object *op, object *improver, object *weapon)
637{ 657{
638 int sacrifice_count, sacrifice_needed=0; 658 int sacrifice_count, sacrifice_needed = 0;
639 659
640 if(improver->stats.sp==IMPROVE_PREPARE) { 660 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
641 return prepare_weapon(op, improver, weapon); 662 return prepare_weapon (op, improver, weapon);
642 } 663 }
643 if (weapon->level==0) { 664 if (weapon->level == 0)
665 {
644 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.");
645 return 0; 667 return 0;
646 } 668 }
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
670 {
648 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.");
649 return 0; 672 return 0;
650 } 673 }
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
652 !check_weapon_power(op, weapon->last_eat+1)) { 675 {
653 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");
654 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");
655 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.");
656 return 0; 679 return 0;
657 } 680 }
658 /* 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
659 * 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,
660 * 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
661 * weapon can be improved. 684 * weapon can be improved.
662 */ 685 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) { 686 if (improver->stats.sp == IMPROVE_DAMAGE)
687 {
664 weapon->stats.dam += 5; 688 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */ 689 weapon->weight += 5000; /* 5 KG's */
666 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);
667 "Damage has been increased by 5 to %d", weapon->stats.dam);
668 weapon->last_eat++; 691 weapon->last_eat++;
669 692
670 weapon->item_power++; 693 weapon->item_power++;
671 decrease_ob(improver); 694 decrease_ob (improver);
672 return 1; 695 return 1;
673 } 696 }
674 if (improver->stats.sp == IMPROVE_WEIGHT) { 697 if (improver->stats.sp == IMPROVE_WEIGHT)
698 {
675 /* Reduce weight by 20% */ 699 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10; 700 weapon->weight = (weapon->weight * 8) / 10;
677 if (weapon->weight < 1) weapon->weight = 1; 701 if (weapon->weight < 1)
678 new_draw_info_format(NDI_UNIQUE, 0, op, 702 weapon->weight = 1;
679 "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);
680 (float)weapon->weight/1000.0);
681 weapon->last_eat++; 704 weapon->last_eat++;
682 weapon->item_power++; 705 weapon->item_power++;
683 decrease_ob(improver); 706 decrease_ob (improver);
684 return 1; 707 return 1;
685 } 708 }
686 if (improver->stats.sp == IMPROVE_ENCHANT) { 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
687 weapon->magic++; 711 weapon->magic++;
688 weapon->last_eat++; 712 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op 713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
690 ,"Weapon magic increased to %d",weapon->magic);
691 decrease_ob(improver); 714 decrease_ob (improver);
692 weapon->item_power++; 715 weapon->item_power++;
693 return 1; 716 return 1;
694 } 717 }
695 718
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
698 weapon->stats.Wis;
699 721
700 if (sacrifice_needed<1) 722 if (sacrifice_needed < 1)
701 sacrifice_needed =1; 723 sacrifice_needed = 1;
702 sacrifice_needed *=2; 724 sacrifice_needed *= 2;
703 725
704 sacrifice_count = check_sacrifice(op,improver); 726 sacrifice_count = check_sacrifice (op, improver);
705 if (sacrifice_count < sacrifice_needed) { 727 if (sacrifice_count < sacrifice_needed)
706 new_draw_info_format(NDI_UNIQUE, 0, op, 728 {
707 "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);
708 return 0; 730 return 0;
709 } 731 }
710 eat_item(op,improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
711 weapon->item_power++; 733 weapon->item_power++;
712 734
713 switch (improver->stats.sp) { 735 switch (improver->stats.sp)
736 {
714 case IMPROVE_STR: 737 case IMPROVE_STR:
715 return improve_weapon_stat(op,improver,weapon, 738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
716 (signed char *) &(weapon->stats.Str),
717 1, "strength");
718 case IMPROVE_DEX: 739 case IMPROVE_DEX:
719 return improve_weapon_stat(op,improver,weapon, 740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
720 (signed char *) &(weapon->stats.Dex),
721 1, "dexterity");
722 case IMPROVE_CON: 741 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon, 742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS: 743 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon, 744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA: 745 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon, 746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT: 747 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon, 748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW: 749 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon, 750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default: 751 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
744 } 753 }
745 LOG(llevError,"improve_weapon: Got to end of function\n"); 754 LOG (llevError, "improve_weapon: Got to end of function\n");
746 return 0; 755 return 0;
747} 756}
748 757
749/** 758/**
750 * Handles the applying of improve/prepare/enchant weapon scroll. 759 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * 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, ...),
752 * then calls improve_weapon to do the dirty work. 761 * then calls improve_weapon to do the dirty work.
753 */ 762 */
763int
754int check_improve_weapon (object *op, object *tmp) 764check_improve_weapon (object *op, object *tmp)
755{ 765{
756 object *otmp; 766 object *otmp;
757 767
758 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.");
759 return 0; 774 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 } 775 }
776
764 otmp=find_marked_object(op); 777 otmp = find_marked_object (op);
765 if(!otmp) { 778 if (!otmp)
779 {
766 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.");
767 return 0; 781 return 0;
768 } 782 }
783
769 if (otmp->type != WEAPON && otmp->type != BOW) { 784 if (otmp->type != WEAPON && otmp->type != BOW)
785 {
770 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");
771 return 0; 787 return 0;
772 } 788 }
789
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
774 improve_weapon(op,tmp,otmp); 791 improve_weapon (op, tmp, otmp);
775 esrv_send_item(op, otmp); 792 esrv_send_item (op, otmp);
776 return 1; 793 return 1;
777} 794}
778 795
779/** 796/**
780 * This code deals with the armour improvment scrolls. 797 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to 798 * Change limits on improvement - let players go up to
796 * the armour value of the piece of equipment exceed either 813 * the armour value of the piece of equipment exceed either
797 * the users level or 90) 814 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support 815 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now. 816 * changing of physical area right now.
800 */ 817 */
818int
801int improve_armour(object *op, object *improver, object *armour) 819improve_armour (object *op, object *improver, object *armour)
802{ 820{
803 object *tmp; 821 object *tmp;
804 822
805 if (armour->magic >= settings.armor_max_enchant) { 823 if (armour->magic >= settings.armor_max_enchant)
824 {
806 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.");
807 return 0; 826 return 0;
808 } 827 }
809 /* 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,
810 * 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.
811 * 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
812 * of gnarg and what not?) 831 * of gnarg and what not?)
813 */ 832 */
814 if (armour->title) { 833 if (armour->title)
834 {
815 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.");
816 return 0; 836 return 0;
817 } 837 }
818 838
819 /* Split objects if needed. Can't insert tmp until the 839 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge. 840 * end of this function - otherwise it will just re-merge.
821 */ 841 */
822 if(armour->nrof > 1) 842 if (armour->nrof > 1)
823 tmp = get_split_ob(armour,armour->nrof - 1); 843 tmp = get_split_ob (armour, armour->nrof - 1);
824 else 844 else
825 tmp = NULL; 845 tmp = NULL;
826 846
827 armour->magic++; 847 armour->magic++;
828 848
829 if ( !settings.armor_speed_linear ) 849 if (!settings.armor_speed_linear)
830 { 850 {
831 int base = 100; 851 int base = 100;
832 int pow = 0; 852 int pow = 0;
853
833 while ( pow < armour->magic ) 854 while (pow < armour->magic)
834 { 855 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
836 pow++; 857 pow++;
837 } 858 }
838 859
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
840 } 861 }
841 else 862 else
842 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;
843 864
844 if ( !settings.armor_weight_linear ) 865 if (!settings.armor_weight_linear)
845 { 866 {
846 int base = 100; 867 int base = 100;
847 int pow = 0; 868 int pow = 0;
869
848 while ( pow < armour->magic ) 870 while (pow < armour->magic)
849 { 871 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
851 pow++; 873 pow++;
852 } 874 }
853 875
854 armour->weight = ( armour->arch->clone.weight * base ) / 100; 876 armour->weight = (armour->arch->clone.weight * base) / 100;
855 } 877 }
856 else 878 else
857 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;
858 880
859 if ( armour->weight <= 0 ) 881 if (armour->weight <= 0)
860 { 882 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
862 armour->weight = 1; 884 armour->weight = 1;
863 } 885 }
864 886
865 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);
866 888
867 if (op->type == PLAYER) { 889 if (op->type == PLAYER)
890 {
868 esrv_send_item(op, armour); 891 esrv_send_item (op, armour);
869 if(QUERY_FLAG(armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
870 fix_player(op); 893 op->update_stats ();
871 } 894 }
872 decrease_ob(improver); 895 decrease_ob (improver);
873 if (tmp) { 896 if (tmp)
897 {
874 insert_ob_in_ob(tmp, op); 898 insert_ob_in_ob (tmp, op);
875 esrv_send_item(op, tmp); 899 esrv_send_item (op, tmp);
876 } 900 }
877 return 1; 901 return 1;
878} 902}
879 903
880 904
881/* 905/*
882 * 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
890/* Takes one items and makes another. 914/* Takes one items and makes another.
891 * converter is the object that is doing the conversion. 915 * converter is the object that is doing the conversion.
892 * 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
893 * what the converter wants, this will not do anything. 917 * what the converter wants, this will not do anything.
894 */ 918 */
919int
895int convert_item(object *item, object *converter) { 920convert_item (object *item, object *converter)
921{
896 int nr=0; 922 int nr = 0;
897 object *tmp;
898 uint32 price_in; 923 uint32 price_in;
899 924
900 /* 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,
901 * 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
902 * 3 gp and player drops a platinum, tough luck) 927 * 3 gp and player drops a platinum, tough luck)
903 */ 928 */
904 if (!strcmp(CONV_FROM(converter),"money")) { 929 if (!strcmp (CONV_FROM (converter), "money"))
930 {
905 int cost; 931 int cost;
906 932
907 if(item->type!=MONEY) 933 if (item->type != MONEY)
908 return 0; 934 return 0;
909 935
910 nr=(item->nrof*item->value)/CONV_NEED(converter); 936 nr = (item->nrof * item->value) / CONV_NEED (converter);
937 if (!nr)
911 if (!nr) return 0; 938 return 0;
912 cost=nr*CONV_NEED(converter)/item->value; 939 cost = nr * CONV_NEED (converter) / item->value;
913 /* take into account rounding errors */ 940 /* take into account rounding errors */
914 if (nr*CONV_NEED(converter)%item->value) cost++; 941 if (nr * CONV_NEED (converter) % item->value)
942 cost++;
915 decrease_ob_nr(item, cost); 943 decrease_ob_nr (item, cost);
916 944
917 price_in = cost*item->value; 945 price_in = cost * item->value;
946 }
947 else
918 } 948 {
919 else {
920 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
921 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
922 return 0; 951 return 0;
923 952
924 if(CONV_NEED(converter)) { 953 if (CONV_NEED (converter))
954 {
925 nr=item->nrof/CONV_NEED(converter); 955 nr = item->nrof / CONV_NEED (converter);
926 decrease_ob_nr(item,nr*CONV_NEED(converter)); 956 decrease_ob_nr (item, nr * CONV_NEED (converter));
927 price_in = nr*CONV_NEED(converter)*item->value; 957 price_in = nr * CONV_NEED (converter) * item->value;
958 }
928 } else { 959 else
960 {
929 price_in = item->value; 961 price_in = item->value;
930 remove_ob(item); 962 item->destroy ();
931 free_object(item);
932 } 963 }
933 } 964 }
934 965
935 if (converter->inv != NULL) { 966 if (converter->inv != NULL)
967 {
936 object *ob; 968 object *ob;
937 int i; 969 int i;
938 object *ob_to_copy; 970 object *ob_to_copy;
939 971
940 /* select random object from inventory to copy */ 972 /* select random object from inventory to copy */
941 ob_to_copy = converter->inv; 973 ob_to_copy = converter->inv;
942 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 {
943 if (rndm(0, i) == 0) { 976 if (rndm (0, i) == 0)
977 {
944 ob_to_copy = ob; 978 ob_to_copy = ob;
945 } 979 }
946 } 980 }
947 item = object_create_clone(ob_to_copy); 981 item = object_create_clone (ob_to_copy);
948 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
949 unflag_inv(item, FLAG_IS_A_TEMPLATE); 983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
950 } else { 984 }
985 else
986 {
951 if (converter->other_arch == NULL) { 987 if (converter->other_arch == NULL)
988 {
952 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
953 &converter->name, converter->map->path, converter->x, converter->y); 990 &converter->name, &converter->map->path, converter->x, converter->y);
954 return -1; 991 return -1;
955 } 992 }
956 993
957 item = object_create_arch(converter->other_arch); 994 item = object_create_arch (converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
959 } 996 }
960 997
961 if(CONV_NR(converter)) 998 if (CONV_NR (converter))
962 item->nrof=CONV_NR(converter); 999 item->nrof = CONV_NR (converter);
963 if(nr) 1000 if (nr)
964 item->nrof*=nr; 1001 item->nrof *= nr;
965 if(is_in_shop (converter)) 1002 if (is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) { 1004 else if (price_in < item->nrof * item->value)
1005 {
968 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",
969 &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);
970 item->nrof*item->value, &item->name); 1008
971 /** 1009 /**
972 * 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
973 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
974 */ 1012 */
975 } 1013 }
976 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);
977 return 1; 1015 return 1;
978} 1016}
979 1017
980/** 1018/**
981 * Handle apply on containers. 1019 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
983 * 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]
984 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
985 */ 1023 */
986 1024int
987int apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
988{ 1026{
989 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */ 1028 return 0; /* This might change */
994 1029
995 if (sack==NULL || sack->type != CONTAINER) { 1030 if (!sack || sack->type != CONTAINER)
1031 {
996 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
997 return 0; 1033 return 0;
998 } 1034 }
999 op->contr->last_used = NULL; 1035
1000 op->contr->last_used_id = 0; 1036 op->contr->last_used = 0;
1001 1037
1002 if (sack->env!=op) { 1038 if (sack->env && sack->env != op)
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 } 1039 {
1045 1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1; 1041 return 1;
1094} 1042 }
1095 1043
1096/** 1044 // already applied == open on ground, or open in inv, or active in inv
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1045 if (sack->flag [FLAG_APPLIED])
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110int esrv_apply_container (object *op, object *sack)
1111{
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1118 return 0;
1119 } 1046 {
1120 1047 if (op->container == sack)
1121 /* If we have a currently open container, then it needs to be closed in all cases
1122 * if we are opening this one up. We then fall through if appropriate for
1123 * openening the new container.
1124 */
1125
1126 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1127 if (op->container->env != op) { /* if container is on the ground */
1128 op->container->move_off = 0;
1129 } 1048 {
1130 1049 // open on ground or inv, so close
1131 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1050 op->close_container ();
1132 return 1; 1051 return 1;
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 }
1133 1059
1134 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1060 // fall through to opening it (active in inv)
1135 query_name(op->container)); 1061 }
1136 CLEAR_FLAG(op->container, FLAG_APPLIED); 1062 else if (sack->env)
1137 op->container=NULL; 1063 {
1064 // it is in our env, so activate it, do not open yet
1065 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1;
1138 esrv_update_item (UPD_FLAGS, op, tmp); 1067 esrv_update_item (UPD_FLAGS, op, sack);
1139 if (tmp == sack) return 1; 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1069 return 1;
1070 }
1071
1072 // it's locked?
1073 if (sack->slaying)
1140 } 1074 {
1141
1142
1143 /* If the player is trying to open it (which he must be doing if we got here),
1144 * and it is locked, check to see if player has the equipment to open it.
1145 */
1146
1147 if (sack->slaying) { /* it's locked */
1148 tmp=find_key(op, op, sack); 1075 if (object *tmp = find_key (op, op, sack))
1149 if (tmp) {
1150 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1151 } else { 1077 else
1078 {
1152 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", 1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1153 query_name(sack));
1154 return 0;
1155 }
1156 }
1157
1158 /* By the time we get here, we have made sure any other container has been closed and
1159 * if this is a locked container, the player they key to open it.
1160 */
1161
1162 /* There are really two cases - the sack is either on the ground, or the sack is
1163 * part of the players inventory. If on the ground, we assume that the player is
1164 * opening it, since if it was being closed, that would have been taken care of above.
1165 */
1166
1167
1168 if (sack->env != op) {
1169 /* Hypothetical case - the player is trying to open a sack that belong to someone
1170 * else. This normally should not happen, but a misbehaving client/player could
1171 * try to do it, so lets handle it gracefully.
1172 */
1173 if (sack->env) {
1174 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1175 query_name(sack));
1176 return 0; 1080 return 1;
1177 } 1081 }
1178 /* set these so when the player walks off, we can unapply the sack */
1179 sack->move_off = MOVE_ALL; /* trying force closing it */
1180
1181 CLEAR_FLAG (sack, FLAG_APPLIED);
1182 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1183 SET_FLAG (sack, FLAG_APPLIED);
1184 op->container = sack;
1185 esrv_update_item (UPD_FLAGS, op, sack);
1186 esrv_send_inventory (op, sack);
1187
1188 } else { /* sack is in players inventory */
1189 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1190 CLEAR_FLAG (sack, FLAG_APPLIED);
1191 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1192 SET_FLAG (sack, FLAG_APPLIED);
1193 op->container = sack;
1194 esrv_update_item (UPD_FLAGS, op, sack);
1195 esrv_send_inventory (op, sack);
1196 }
1197 else {
1198 CLEAR_FLAG (sack, FLAG_APPLIED);
1199 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1200 SET_FLAG (sack, FLAG_APPLIED);
1201 esrv_update_item (UPD_FLAGS, op, sack);
1202 }
1203 } 1082 }
1083
1084 op->open_container (sack);
1085
1204 return 1; 1086 return 1;
1205} 1087}
1206
1207 1088
1208/** 1089/**
1209 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1210 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1211 */ 1092 */
1093static int
1212static int apply_altar (object *altar, object *sacrifice, object *originator) 1094apply_altar (object *altar, object *sacrifice, object *originator)
1213{ 1095{
1214 /* Only players can make sacrifices on spell casting altars. */ 1096 /* Only players can make sacrifices on spell casting altars. */
1215 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1097 if (altar->inv && (!originator || originator->type != PLAYER))
1216 return 0; 1098 return 0;
1217 1099
1218 if (operate_altar (altar, &sacrifice)) { 1100 if (operate_altar (altar, &sacrifice))
1101 {
1219 /* Simple check. Unfortunately, it means you can't cast magic bullet 1102 /* Simple check. Unfortunately, it means you can't cast magic bullet
1220 * 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
1221 * is up to map designers to use them properly. 1104 * is up to map designers to use them properly.
1222 */ 1105 */
1223 if (altar->inv && altar->inv->type==SPELL) { 1106 if (altar->inv && altar->inv->type == SPELL)
1107 {
1224 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1225 cast_spell (originator, altar, 0, altar->inv, NULL); 1109 cast_spell (originator, altar, 0, altar->inv, NULL);
1226 /* If it is connected, push the button. Fixes some problems with 1110 /* If it is connected, push the button. Fixes some problems with
1227 * old maps. 1111 * old maps.
1228 */ 1112 */
1113
1229/* push_button (altar);*/ 1114/* push_button (altar);*/
1115 }
1230 } else { 1116 else
1117 {
1231 altar->value = 1; /* works only once */ 1118 altar->value = 1; /* works only once */
1232 push_button (altar); 1119 push_button (altar);
1233 } 1120 }
1121
1234 return sacrifice == NULL; 1122 return !sacrifice;
1235 } else { 1123 }
1124 else
1236 return 0; 1125 return 0;
1237 }
1238} 1126}
1239
1240 1127
1241/** 1128/**
1242 * Handles 'movement' of shop mats. 1129 * Handles 'movement' of shop mats.
1243 * Returns 1 if 'op' was destroyed, 0 if not. 1130 * Returns 1 if 'op' was destroyed, 0 if not.
1244 * Largely re-written to not use nearly as many gotos, plus 1131 * Largely re-written to not use nearly as many gotos, plus
1245 * some of this code just looked plain out of date. 1132 * some of this code just looked plain out of date.
1246 * MSW 2001-08-29 1133 * MSW 2001-08-29
1247 */ 1134 */
1135int
1248int apply_shop_mat (object * shop_mat, object * op) 1136apply_shop_mat (object *shop_mat, object *op)
1249{ 1137{
1250 int rv = 0; 1138 int rv = 0;
1251 double opinion; 1139 double opinion;
1252 object *tmp, *next; 1140 object *tmp, *next;
1253 1141
1260 * the shop. 1148 * the shop.
1261 */ 1149 */
1262 for (tmp = op->inv; tmp; tmp = next) 1150 for (tmp = op->inv; tmp; tmp = next)
1263 { 1151 {
1264 next = tmp->below; 1152 next = tmp->below;
1153
1265 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1266 { 1155 {
1267 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);
1268 1157
1269 remove_ob (tmp); 1158 tmp->remove ();
1159
1270 if (i == -1) 1160 if (i == -1)
1271 i = 0; 1161 i = 0;
1162
1272 tmp->map = op->map; 1163 tmp->map = op->map;
1273 tmp->x = op->x + freearr_x[i]; 1164 tmp->x = op->x + freearr_x[i];
1274 tmp->y = op->y + freearr_y[i]; 1165 tmp->y = op->y + freearr_y[i];
1275 insert_ob_in_map (tmp, op->map, op, 0); 1166 insert_ob_in_map (tmp, op->map, op, 0);
1276 } 1167 }
1286 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1287 { 1178 {
1288 1179
1289 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1290 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182
1291 if (i != -1) 1183 if (i != -1)
1292 {
1293 rv =
1294 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1295 0, shop_mat); 1185
1296 }
1297 return 0; 1186 return 0;
1298 } 1187 }
1299 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1300 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1301 */ 1190 */
1302 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1303 } 1192 }
1304 /* immediate block below is only used for players */ 1193 else if (can_pay (op) && get_payment (op))
1305 else if (can_pay (op))
1306 { 1194 {
1307 get_payment (op, op->inv); 1195 /* this is only used for players */
1308 rv = teleport (shop_mat, SHOP_MAT, op); 1196 rv = teleport (shop_mat, SHOP_MAT, op);
1309 1197
1310 if (shop_mat->msg) 1198 if (shop_mat->msg)
1311 {
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313 }
1314 /* This check below is a bit simplistic - generally it should be correct, 1200 /* This check below is a bit simplistic - generally it should be correct,
1315 * but there is never a guarantee that the bottom space on the map is 1201 * but there is never a guarantee that the bottom space on the map is
1316 * actually the shop floor. 1202 * actually the shop floor.
1317 */ 1203 */
1318 else if (!rv && !is_in_shop (op)) 1204 else if (!rv && !is_in_shop (op))
1319 { 1205 {
1320 opinion = shopkeeper_approval (op->map, op); 1206 opinion = shopkeeper_approval (op->map, op);
1207
1321 if (opinion > 0.9) 1208 if (opinion > 0.9)
1322 new_draw_info (NDI_UNIQUE, 0, op, 1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1323 "The shopkeeper gives you a friendly wave.");
1324 else if (opinion > 0.75) 1210 else if (opinion > 0.75)
1325 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1326 else if (opinion > 0.5) 1212 else if (opinion > 0.5)
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1328 else 1214 else
1329 new_draw_info (NDI_UNIQUE, 0, op, 1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1330 "The shopkeeper glares at you with contempt.");
1331 } 1216 }
1332 } 1217 }
1333 else 1218 else
1334 { 1219 {
1335 /* if we get here, a player tried to leave a shop but was not able 1220 /* if we get here, a player tried to leave a shop but was not able
1336 * to afford the items he has. We try to move the player so that 1221 * to afford the items he has. We try to move the player so that
1337 * they are not on the mat anymore 1222 * they are not on the mat anymore
1338 */ 1223 */
1339
1340 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
1341 if (i == -1) 1226 if (i == -1)
1342 { 1227 {
1343 LOG (llevError, "Internal shop-mat problem.\n"); 1228 LOG (llevError, "Internal shop-mat problem.\n");
1344 } 1229 }
1345 else 1230 else
1346 { 1231 {
1347 remove_ob (op); 1232 op->remove ();
1348 op->x += freearr_x[i]; 1233 op->x += freearr_x[i];
1349 op->y += freearr_y[i]; 1234 op->y += freearr_y[i];
1350 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;
1351 } 1236 }
1352 } 1237 }
1238
1353 CLEAR_FLAG (op, FLAG_NO_APPLY); 1239 CLEAR_FLAG (op, FLAG_NO_APPLY);
1354 return rv; 1240 return rv;
1355} 1241}
1356 1242
1357/** 1243/**
1358 * Handles applying a sign. 1244 * Handles applying a sign.
1359 */ 1245 */
1246static void
1360static void apply_sign (object *op, object *sign, int autoapply) 1247apply_sign (object *op, object *sign, int autoapply)
1361{ 1248{
1362 readable_message_type* msgType; 1249 readable_message_type *msgType;
1363 char newbuf[HUGE_BUF]; 1250 char newbuf[HUGE_BUF];
1251
1364 if (sign->msg == NULL) { 1252 if (sign->msg == NULL)
1253 {
1365 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.");
1366 return; 1255 return;
1367 } 1256 }
1368 1257
1369 if (sign->stats.food) { 1258 if (sign->stats.food)
1259 {
1370 if (sign->last_eat >= sign->stats.food) { 1260 if (sign->last_eat >= sign->stats.food)
1261 {
1371 if (!sign->move_on) 1262 if (!sign->move_on)
1372 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1373 return; 1264 return;
1374 } 1265 }
1375 1266
1376 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1267 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1377 sign->last_eat++; 1268 sign->last_eat++;
1378 } 1269 }
1379 1270
1380 /* 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?
1381 * 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
1382 * 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
1383 * to us). 1274 * to us).
1384 */ 1275 */
1385 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)
1386 new_draw_info (NDI_UNIQUE, 0, op, 1277 {
1387 "You are unable to read while blind."); 1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1388 return; 1279 return;
1389 } 1280 }
1390 msgType=get_readable_message_type(sign); 1281 msgType = get_readable_message_type (sign);
1391 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg); 1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1392 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);
1393} 1284}
1394 1285
1395/** 1286/**
1396 * 'victim' moves onto 'trap' 1287 * 'victim' moves onto 'trap'
1397 * 'victim' leaves 'trap' 1288 * 'victim' leaves 'trap'
1399 * 1290 *
1400 * originator: Player, monster or other object that caused 'victim' to move 1291 * originator: Player, monster or other object that caused 'victim' to move
1401 * 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.
1402 * However, some types of traps require an originator to function. 1293 * However, some types of traps require an originator to function.
1403 */ 1294 */
1295void
1404void move_apply (object *trap, object *victim, object *originator) 1296move_apply (object *trap, object *victim, object *originator)
1405{ 1297{
1406 static int recursion_depth = 0; 1298 static int recursion_depth = 0;
1407 1299
1408 /* Only exits affect DMs. */ 1300 /* Only exits affect DMs. */
1409 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)
1410 return; 1302 return;
1411 1303
1412 /* move_apply() is the most likely candidate for causing unwanted and 1304 /* move_apply() is the most likely candidate for causing unwanted and
1413 * possibly unlimited recursion. 1305 * possibly unlimited recursion.
1414 */ 1306 */
1416 * maps to fail. 1) it's not an error to recurse: 1308 * maps to fail. 1) it's not an error to recurse:
1417 * rune detonates, summoning monster. monster lands on nearby rune. 1309 * rune detonates, summoning monster. monster lands on nearby rune.
1418 * nearby rune detonates. This sort of recursion is expected and 1310 * nearby rune detonates. This sort of recursion is expected and
1419 * proper. This code was causing needless crashes. 1311 * proper. This code was causing needless crashes.
1420 */ 1312 */
1421 if (recursion_depth >= 500) { 1313 if (recursion_depth >= 500)
1314 {
1422 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1423 "[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);
1424 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1425 return; 1317 return;
1426 } 1318 }
1427 recursion_depth++; 1319 recursion_depth++;
1428 if (trap->head) trap=trap->head; 1320 if (trap->head)
1321 trap = trap->head;
1429 1322
1430 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
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 }
1431 goto leave; 1347 goto leave;
1432 1348
1433 switch (trap->type) { 1349 case SPINNER:
1434 case PLAYERMOVER: 1350 if (victim->direction)
1435 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1351 {
1436 !should_director_abort(trap, victim)) { 1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1437 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1353 update_turn_face (victim);
1354 }
1355 goto leave;
1438 1356
1439 /* Is this correct? From the docs, it doesn't look like it 1357 case DIRECTOR:
1440 * should be divided by trap->speed 1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1360 victim->direction = trap->stats.sp;
1361 update_turn_face (victim);
1362 }
1363 goto leave;
1364
1365 case BUTTON:
1366 case PEDESTAL:
1367 update_button (trap);
1368 goto leave;
1369
1370 case ALTAR:
1371 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator);
1373 goto leave;
1374
1375 case THROWN_OBJ:
1376 if (trap->inv == NULL)
1377 goto leave;
1378 /* fallthrough */
1379
1380 case ARROW:
1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1382 * trigger this here and get hit by own missile - and will be own enemy.
1383 * Victim then is his own enemy and will start to kill herself (this is
1384 * removed) but we have not synced victim and his missile. To avoid senseless
1385 * action, we avoid hits here
1386 */
1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388 hit_with_arrow (trap, victim);
1389 goto leave;
1390
1391 case SPELL_EFFECT:
1392 apply_spell_effect (trap, victim);
1393 goto leave;
1394
1395 case TRAPDOOR:
1396 {
1397 int max, sound_was_played;
1398 object *ab, *ab_next;
1399
1400 if (!trap->value)
1441 */ 1401 {
1442 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1402 int tot;
1443 1403
1444 /* Just put in some sanity check. I think there is a bug in the 1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1445 * above with some objects have zero speed, and thus the player 1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1446 * getting permanently paralyzed. 1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1447 */ 1407
1448 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1449 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1409 goto leave;
1410
1411 SET_ANIMATION (trap, trap->value);
1412 update_object (trap, UP_OBJ_FACE);
1450 } 1413 }
1451 goto leave;
1452 1414
1453 case SPINNER:
1454 if(victim->direction) {
1455 victim->direction=absdir(victim->direction-trap->stats.sp);
1456 update_turn_face(victim);
1457 }
1458 goto leave;
1459
1460 case DIRECTOR:
1461 if(victim->direction && !should_director_abort(trap, victim)) {
1462 victim->direction=trap->stats.sp;
1463 update_turn_face(victim);
1464 }
1465 goto leave;
1466
1467 case BUTTON:
1468 case PEDESTAL:
1469 update_button(trap);
1470 goto leave;
1471
1472 case ALTAR:
1473 /* sacrifice victim on trap */
1474 apply_altar (trap, victim, originator);
1475 goto leave;
1476
1477 case THROWN_OBJ:
1478 if (trap->inv == NULL)
1479 goto leave;
1480 /* fallthrough */
1481
1482 case ARROW:
1483
1484 /* bad bug: monster throw a object, make a step forwards, step on object ,
1485 * trigger this here and get hit by own missile - and will be own enemy.
1486 * Victim then is his own enemy and will start to kill herself (this is
1487 * removed) but we have not synced victim and his missile. To avoid senseless
1488 * action, we avoid hits here
1489 */
1490 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1491 hit_with_arrow (trap, victim);
1492 goto leave;
1493
1494 case SPELL_EFFECT:
1495 apply_spell_effect(trap, victim);
1496 goto leave;
1497
1498 case TRAPDOOR:
1499 {
1500 int max, sound_was_played;
1501 object *ab, *ab_next;
1502 if(!trap->value) {
1503 int tot;
1504 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1505 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1506 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1507
1508 if(!(trap->value=(tot>trap->weight)?1:0))
1509 goto leave;
1510
1511 SET_ANIMATION(trap, trap->value);
1512 update_object(trap,UP_OBJ_FACE);
1513 }
1514
1515 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 {
1516 /* 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,
1517 * ab->above would be bogus 1418 * ab->above would be bogus
1518 */ 1419 */
1519 ab_next = ab->above; 1420 ab_next = ab->above;
1520 1421
1521 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 {
1522 if ( ! sound_was_played) { 1424 if (!sound_was_played)
1425 {
1523 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);
1524 sound_was_played = 1; 1427 sound_was_played = 1;
1525 } 1428 }
1526 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!");
1527 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);
1528 } 1431 }
1529 } 1432 }
1530 goto leave; 1433 goto leave;
1531 } 1434 }
1532 1435
1533 1436
1534 case CONVERTER: 1437 case CONVERTER:
1535 if (convert_item (victim, trap) < 0) { 1438 if (convert_item (victim, trap) < 0)
1536 object *op; 1439 {
1537
1538 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));
1539 1441 get_archetype ("burnout")->insert_at (trap, trap);
1540 op = get_archetype("burnout");
1541 if (op != NULL) {
1542 op->x = trap->x;
1543 op->y = trap->y;
1544 insert_ob_in_map(op, trap->map, trap, 0);
1545 }
1546 } 1442 }
1443
1547 goto leave; 1444 goto leave;
1548 1445
1549 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1550 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1551 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1552 check_trigger (trap, victim); 1449 check_trigger (trap, victim);
1553 goto leave; 1450 goto leave;
1554 1451
1555 case DEEP_SWAMP: 1452 case DEEP_SWAMP:
1556 walk_on_deep_swamp (trap, victim); 1453 walk_on_deep_swamp (trap, victim);
1557 goto leave; 1454 goto leave;
1558 1455
1559 case CHECK_INV: 1456 case CHECK_INV:
1560 check_inv (victim, trap); 1457 check_inv (victim, trap);
1458 goto leave;
1459
1460 case HOLE:
1461 /* Hole not open? */
1462 if (trap->stats.wc > 0)
1561 goto leave; 1463 goto leave;
1562 1464
1563 case HOLE:
1564 /* Hole not open? */
1565 if(trap->stats.wc > 0)
1566 goto leave;
1567
1568 /* 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.
1569 * Processing will happen if the head runs into the pit 1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave;
1475
1476 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1479 /* Basically, don't show exits leading to random maps the
1480 * players output.
1570 */ 1481 */
1571 if (victim->head) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1572 goto leave;
1573
1574 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1575 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1576 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1577 goto leave;
1578
1579 case EXIT:
1580 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1581 /* Basically, don't show exits leading to random maps the
1582 * players output.
1583 */
1584 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1585 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1586 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1587 } 1486 }
1588 goto leave; 1487 goto leave;
1589 1488
1590 case ENCOUNTER: 1489 case ENCOUNTER:
1591 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1592 goto leave; 1491 goto leave;
1593 1492
1594 case SHOP_MAT: 1493 case SHOP_MAT:
1595 apply_shop_mat (trap, victim); 1494 apply_shop_mat (trap, victim);
1596 goto leave; 1495 goto leave;
1597 1496
1598 /* Drop a certain amount of gold, and have one item identified */ 1497 /* Drop a certain amount of gold, and have one item identified */
1599 case IDENTIFY_ALTAR: 1498 case IDENTIFY_ALTAR:
1600 apply_id_altar (victim, trap, originator); 1499 apply_id_altar (victim, trap, originator);
1601 goto leave; 1500 goto leave;
1602 1501
1603 case SIGN: 1502 case SIGN:
1604 if (victim->type != PLAYER && trap->stats.food > 0) 1503 if (victim->type != PLAYER && trap->stats.food > 0)
1605 goto leave; /* monsters musn't apply magic_mouths with counters */ 1504 goto leave; /* monsters musn't apply magic_mouths with counters */
1606 1505
1607 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1608 goto leave; 1507 goto leave;
1609 1508
1610 case CONTAINER: 1509 case CONTAINER:
1611 if (victim->type==PLAYER)
1612 (void) esrv_apply_container (victim, trap);
1613 else
1614 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1615 goto leave; 1511 goto leave;
1616 1512
1617 case RUNE: 1513 case RUNE:
1618 case TRAP: 1514 case TRAP:
1619 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1620 spring_trap(trap, victim); 1517 spring_trap (trap, victim);
1621 } 1518 }
1622 goto leave; 1519 goto leave;
1623 1520
1624 default: 1521 default:
1625 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 "
1626 "handled in move_apply()\n", &trap->name, &trap->arch->name, 1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1627 trap->type);
1628 goto leave; 1524 goto leave;
1629 } 1525 }
1630 1526
1631 leave: 1527leave:
1632 recursion_depth--; 1528 recursion_depth--;
1633} 1529}
1634 1530
1635/** 1531/**
1636 * Handles reading a regular (ie not containing a spell) book. 1532 * Handles reading a regular (ie not containing a spell) book.
1637 */ 1533 */
1534static void
1638static void apply_book (object *op, object *tmp) 1535apply_book (object *op, object *tmp)
1639{ 1536{
1640 int lev_diff; 1537 int lev_diff;
1641 object *skill_ob; 1538 object *skill_ob;
1642 1539
1643 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 {
1644 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.");
1645 return; 1543 return;
1646 } 1544 }
1647 if(tmp->msg==NULL) { 1545 if (tmp->msg == NULL)
1648 new_draw_info_format(NDI_UNIQUE, 0, op, 1546 {
1649 "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);
1650 return; 1548 return;
1651 } 1549 }
1652 1550
1653 /* need a literacy skill to read stuff! */ 1551 /* need a literacy skill to read stuff! */
1654 skill_ob = find_skill_by_name(op, tmp->skill); 1552 skill_ob = find_skill_by_name (op, tmp->skill);
1655 if ( ! skill_ob) { 1553 if (!skill_ob)
1656 new_draw_info(NDI_UNIQUE, 0,op, 1554 {
1657 "You are unable to decipher the strange symbols."); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1658 return; 1556 return;
1659 } 1557 }
1660 lev_diff = tmp->level - (skill_ob->level + 5); 1558 lev_diff = tmp->level - (skill_ob->level + 5);
1661 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 {
1662 if (lev_diff < 2) 1561 if (lev_diff < 2)
1663 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.");
1664 else if (lev_diff < 3) 1563 else if (lev_diff < 3)
1665 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.");
1666 else if (lev_diff < 5) 1565 else if (lev_diff < 5)
1667 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.");
1668 else if (lev_diff < 8) 1567 else if (lev_diff < 8)
1669 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.");
1670 else if (lev_diff < 15) 1569 else if (lev_diff < 15)
1671 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.");
1672 else 1571 else
1673 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.");
1674 return; 1573 return;
1675 } 1574 }
1676 1575
1677 readable_message_type* msgType = get_readable_message_type(tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1577
1678 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1679 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1680 "You open the %s and start reading.\n%s", 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1681 "%s\n%s",
1682 long_desc(tmp,op), &tmp->msg); 1581 long_desc (tmp, op), &tmp->msg);
1683 1582
1684 /* gain xp from reading */ 1583 /* gain xp from reading */
1685 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 */
1686 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587
1687 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 {
1688 /*exp_gain *= 2; because they just identified it too */ 1590 /*exp_gain *= 2; because they just identified it too */
1689 SET_FLAG(tmp,FLAG_IDENTIFIED); 1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1690 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1594 if (tmp->env)
1691 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1692 else op->contr->socket.update_look=1; 1596 else
1597 op->contr->ns->floorbox_update ();
1693 } 1598 }
1599
1694 change_exp(op,exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1695 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 */
1696 } 1602 }
1697} 1603}
1698 1604
1699/** 1605/**
1700 * Handles the applying of a skill scroll, calling learn_skill straight. 1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1701 * 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
1702 */ 1608 */
1609static void
1703static void apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1704{ 1611{
1705 switch ((int) learn_skill (op, tmp)) { 1612 switch ((int) learn_skill (op, tmp))
1613 {
1706 case 0: 1614 case 0:
1707 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 ");
1708 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));
1709 return; 1617 return;
1710 1618
1711 case 1: 1619 case 1:
1712 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1713 decrease_ob(tmp); 1621 decrease_ob (tmp);
1714 return; 1622 return;
1715 1623
1716 default: 1624 default:
1717 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));
1718 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1719 decrease_ob(tmp); 1626 decrease_ob (tmp);
1720 return; 1627 return;
1721 } 1628 }
1722} 1629}
1723 1630
1724/** 1631/**
1725 * Actually makes op learn spell. 1632 * Actually makes op learn spell.
1726 * Informs player of what happens. 1633 * Informs player of what happens.
1727 */ 1634 */
1635void
1728void do_learn_spell (object *op, object *spell, int special_prayer) 1636do_learn_spell (object *op, object *spell, int special_prayer)
1729{ 1637{
1730 object *tmp; 1638 object *tmp;
1731 1639
1732 if (op->type != PLAYER) { 1640 if (op->type != PLAYER)
1641 {
1733 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1642 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1734 return; 1643 return;
1735 } 1644 }
1736 1645
1737 /* Upgrade special prayers to normal prayers */ 1646 /* Upgrade special prayers to normal prayers */
1738 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1647 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1648 {
1739 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1649 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1650 {
1740 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");
1741 return; 1652 return;
1742 } 1653 }
1743 return; 1654 return;
1744 } 1655 }
1745 1656
1746 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1747 tmp = get_object(); 1658 tmp = spell->clone ();
1748 copy_object(spell, tmp);
1749 insert_ob_in_ob(tmp, op); 1659 insert_ob_in_ob (tmp, op);
1750 1660
1751 if (special_prayer) { 1661 if (special_prayer)
1752 SET_FLAG(tmp, FLAG_STARTEQUIP); 1662 SET_FLAG (tmp, FLAG_STARTEQUIP);
1753 }
1754 1663
1755 esrv_add_spells(op->contr, tmp); 1664 esrv_add_spells (op->contr, tmp);
1756} 1665}
1757 1666
1758/** 1667/**
1759 * Erases spell from player's inventory. 1668 * Erases spell from player's inventory.
1760 */ 1669 */
1670void
1761void do_forget_spell (object *op, const char *spell) 1671do_forget_spell (object *op, const char *spell)
1762{ 1672{
1763 object *spob; 1673 object *spob;
1764 1674
1765 if (op->type != PLAYER) { 1675 if (op->type != PLAYER)
1676 {
1766 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1677 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1767 return; 1678 return;
1768 } 1679 }
1769 if ( (spob=check_spell_known (op, spell)) == NULL) { 1680 if ((spob = check_spell_known (op, spell)) == NULL)
1681 {
1770 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1771 return; 1683 return;
1772 }
1773 1684 }
1774 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1685
1775 "You lose knowledge of %s.", spell); 1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1776 player_unready_range_ob(op->contr, spob); 1687 player_unready_range_ob (op->contr, spob);
1777 esrv_remove_spell(op->contr, spob); 1688 esrv_remove_spell (op->contr, spob);
1778 remove_ob(spob); 1689 spob->destroy ();
1779 free_object(spob);
1780} 1690}
1781 1691
1782/** 1692/**
1783 * Handles player applying a spellbook. 1693 * Handles player applying a spellbook.
1784 * 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,
1785 * stuff like that. Random learning failure too. 1695 * stuff like that. Random learning failure too.
1786 */ 1696 */
1697static void
1787static void apply_spellbook (object *op, object *tmp) 1698apply_spellbook (object *op, object *tmp)
1788{ 1699{
1789 object *skop, *spell, *spell_skill; 1700 object *skop, *spell, *spell_skill;
1790 1701
1791 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 {
1792 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.");
1793 return; 1705 return;
1794 } 1706 }
1795 1707
1796 /* artifact_spellbooks have 'slaying' field point to a spell name, 1708 /* artifact_spellbooks have 'slaying' field point to a spell name,
1797 * instead of having their spell stored in stats.sp. These are 1709 * instead of having their spell stored in stats.sp. These are
1798 * legacy spellbooks 1710 * legacy spellbooks
1799 */ 1711 */
1800 1712
1801 if(tmp->slaying != NULL) { 1713 if (tmp->slaying != NULL)
1714 {
1802 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1803 if (!spell) { 1716 if (!spell)
1804 new_draw_info_format(NDI_UNIQUE, 0, op, 1717 {
1805 "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);
1806 return; 1719 return;
1807 } 1720 }
1808 else 1721 else
1809 insert_ob_in_ob(spell, tmp); 1722 insert_ob_in_ob (spell, tmp);
1810 tmp->slaying=NULL; 1723 tmp->slaying = NULL;
1811 } 1724 }
1812 1725
1813 skop = find_skill_by_name(op, tmp->skill); 1726 skop = find_skill_by_name (op, tmp->skill);
1814 1727
1815 /* 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
1816 * lower than the spell will make learning the spell more difficult */ 1729 * lower than the spell will make learning the spell more difficult */
1817 if ( !skop) { 1730 if (!skop)
1731 {
1818 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.");
1819 return; 1733 return;
1820 } 1734 }
1821 1735
1822 spell = tmp->inv; 1736 spell = tmp->inv;
1737
1823 if (!spell) { 1738 if (!spell)
1739 {
1824 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);
1825 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.");
1826 return;
1827 }
1828 if (spell->level > (skop->level+10)) {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1830 return; 1742 return;
1831 } 1743 }
1832 1744
1833 new_draw_info_format(NDI_UNIQUE, 0, op, 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1834 "The spellbook contains the %s level spell %s.", 1746 {
1835 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 }
1836 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
1837 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1838 identify(tmp); 1755 identify (tmp);
1756
1839 if (tmp->env) 1757 if (tmp->env)
1840 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1841 else 1759 else
1842 op->contr->socket.update_look=1; 1760 op->contr->ns->floorbox_update ();
1843 } 1761 }
1844 1762
1845 /* 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
1846 * 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
1847 * 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
1848 * they would have a special prayer mark. 1766 * they would have a special prayer mark.
1849 */ 1767 */
1850 if (check_spell_known (op, spell->name)) { 1768 if (check_spell_known (op, spell->name))
1769 {
1851 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");
1852 return; 1771 return;
1853 } 1772 }
1854 1773
1855 if (spell->skill) { 1774 if (spell->skill)
1775 {
1856 spell_skill = find_skill_by_name(op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1777
1857 if (!spell_skill) { 1778 if (!spell_skill)
1858 new_draw_info_format(NDI_UNIQUE, 0, op, 1779 {
1859 "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);
1860 &spell->skill);
1861 return; 1781 return;
1862 } 1782 }
1783
1863 if (spell_skill->level < spell->level) { 1784 if (spell_skill->level < spell->level)
1864 new_draw_info_format(NDI_UNIQUE, 0, op, 1785 {
1865 "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);
1866 spell->level, &spell->skill);
1867 return; 1787 return;
1868 } 1788 }
1869 } 1789 }
1870 1790
1871 /* Logic as follows 1791 /* Logic as follows
1872 * 1792 *
1873 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1793 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1874 * 1794 *
1875 * 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
1876 * a spell. 1796 * a spell.
1877 * 1797 *
1878 * 3 -Automatically fail to learn if you read while confused 1798 * 3 -Automatically fail to learn if you read while confused
1879 * 1799 *
1880 * 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
1881 * literacy rate very useful! -b.t. 1801 * literacy rate very useful! -b.t.
1882 */ 1802 */
1883 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1803 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 {
1884 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!");
1885 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 }
1886 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1887 (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])
1888 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1810 {
1889 1811
1890 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!");
1891 do_learn_spell (op, spell, 0); 1813 do_learn_spell (op, spell, 0);
1892 1814
1893 /* xp gain to literacy for spell learning */ 1815 /* xp gain to literacy for spell learning */
1894 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1895 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);
1896 } else { 1818 }
1819 else
1820 {
1897 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1898 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");
1899 } 1823 }
1824
1900 decrease_ob(tmp); 1825 decrease_ob (tmp);
1901} 1826}
1902 1827
1903/** 1828/**
1904 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
1905 */ 1830 */
1831void
1906void apply_scroll (object *op, object *tmp, int dir) 1832apply_scroll (object *op, object *tmp, int dir)
1907{ 1833{
1908 object *skop; 1834 object *skop;
1909 1835
1910 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 {
1911 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.");
1912 return; 1839 return;
1913 } 1840 }
1914 1841
1915 if (!tmp->inv || tmp->inv->type != SPELL) { 1842 if (!tmp->inv || tmp->inv->type != SPELL)
1916 new_draw_info (NDI_UNIQUE, 0, op, 1843 {
1917 "The scroll just doesn't make sense!"); 1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1918 return; 1845 return;
1919 } 1846 }
1920 1847
1921 if(op->type==PLAYER) { 1848 if (op->type == PLAYER)
1849 {
1922 /* players need a literacy skill to read stuff! */ 1850 /* players need a literacy skill to read stuff! */
1923 int exp_gain=0; 1851 int exp_gain = 0;
1924 1852
1925 /* hard code literacy - tmp->skill points to where the exp 1853 /* hard code literacy - tmp->skill points to where the exp
1926 * should go for anything killed by the spell. 1854 * should go for anything killed by the spell.
1927 */ 1855 */
1928 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1929 1857
1930 if ( ! skop) { 1858 if (!skop)
1931 new_draw_info(NDI_UNIQUE, 0,op, 1859 {
1932 "You are unable to decipher the strange symbols."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1933 return; 1861 return;
1934 } 1862 }
1935 1863
1936 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1864 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1937 change_exp(op,exp_gain, skop->skill, 0); 1865 change_exp (op, exp_gain, skop->skill, 0);
1938 } 1866 }
1939 1867
1940 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1941 identify(tmp); 1869 identify (tmp);
1942 1870
1943 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);
1944 "The scroll of %s turns to dust.", &tmp->inv->name);
1945 1872
1946
1947 cast_spell(op,tmp,dir,tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
1948 decrease_ob(tmp); 1874 decrease_ob (tmp);
1949} 1875}
1950 1876
1951/** 1877/**
1952 * Applies a treasure object - by default, chest. op 1878 * Applies a treasure object - by default, chest. op
1953 * is the person doing the applying, tmp is the treasure 1879 * is the person doing the applying, tmp is the treasure
1954 * chest. 1880 * chest.
1955 */ 1881 */
1882static void
1956static void apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
1957{ 1884{
1958 object *treas;
1959 tag_t tmp_tag = tmp->count, op_tag = op->count;
1960
1961
1962 /* 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
1963 * 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
1964 * 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
1965 * 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
1966 * treasure 1889 * treasure
1967 */ 1890 */
1968
1969 treas = tmp->inv; 1891 object *treas = tmp->inv;
1970 if(treas==NULL) { 1892
1893 if (!treas)
1894 {
1971 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1972 decrease_ob(tmp);
1973 return;
1974 }
1975 while (tmp->inv) {
1976 treas = tmp->inv;
1977
1978 remove_ob(treas);
1979 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1980 query_name(treas));
1981
1982 treas->x=op->x;
1983 treas->y=op->y;
1984 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1985
1986 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1987 && QUERY_FLAG (op, FLAG_ALIVE))
1988 spring_trap (treas, op);
1989 /* If either player or container was destroyed, no need to do
1990 * further processing. I think this should be enclused with
1991 * spring trap above, as I don't think there is otherwise
1992 * any way for the treasure chest or player to get killed
1993 */
1994 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1995 break;
1996 }
1997
1998 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1999 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);
2000 1925
2001} 1926}
2002 1927
2003/** 1928/**
2004 * op eats food. 1929 * op eats food.
2005 * If player, takes care of messages and dragon special food. 1930 * If player, takes care of messages and dragon special food.
2006 */ 1931 */
1932static void
2007static void apply_food (object *op, object *tmp) 1933apply_food (object *op, object *tmp)
2008{ 1934{
2009 int capacity_remaining; 1935 int capacity_remaining;
2010 1936
2011 if(op->type!=PLAYER) 1937 if (op->type != PLAYER)
2012 op->stats.hp=op->stats.maxhp; 1938 op->stats.hp = op->stats.maxhp;
2013 else { 1939 else
1940 {
2014 /* check if this is a dragon (player), eating some flesh */ 1941 /* check if this is a dragon (player), eating some flesh */
2015 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))
2016 ; 1943 ;
2017 else { 1944 else
1945 {
2018 /* usual case - no dragon meal: */ 1946 /* usual case - no dragon meal: */
2019 if(op->stats.food+tmp->stats.food>999) { 1947 if (op->stats.food + tmp->stats.food > 999)
1948 {
2020 if(tmp->type==FOOD || tmp->type==FLESH) 1949 if (tmp->type == FOOD || tmp->type == FLESH)
2021 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!");
2022 else 1951 else
2023 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!");
2024 } 1953 }
2025 1954
2026 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1955 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1956 {
2027 char buf[MAX_BUF]; 1957 char buf[MAX_BUF];
2028 1958
2029 if (!is_dragon_pl(op)) { 1959 if (!is_dragon_pl (op))
1960 {
2030 /* eating message for normal players*/ 1961 /* eating message for normal players */
2031 if(tmp->type==DRINK) 1962 if (tmp->type == DRINK)
2032 sprintf(buf,"Ahhh...that %s tasted good.",&tmp->name); 1963 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1964 else
1965 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1966 }
2033 else 1967 else
2034 sprintf(buf,"The %s tasted %s",&tmp->name, 1968 {
2035 tmp->type==FLESH?"terrible!":"good.");
2036 }
2037 else {
2038 /* eating message for dragon players*/ 1969 /* eating message for dragon players */
2039 sprintf(buf,"The %s tasted terrible!",&tmp->name); 1970 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2040 } 1971 }
2041 1972
2042 new_draw_info(NDI_UNIQUE, 0,op,buf); 1973 new_draw_info (NDI_UNIQUE, 0, op, buf);
2043 capacity_remaining = 999 - op->stats.food; 1974 capacity_remaining = 999 - op->stats.food;
2044 op->stats.food+=tmp->stats.food; 1975 op->stats.food += tmp->stats.food;
2045 if(capacity_remaining < tmp->stats.food) 1976 if (capacity_remaining < tmp->stats.food)
2046 op->stats.hp += capacity_remaining / 50; 1977 op->stats.hp += capacity_remaining / 50;
2047 else 1978 else
2048 op->stats.hp+=tmp->stats.food/50; 1979 op->stats.hp += tmp->stats.food / 50;
2049 if(op->stats.hp>op->stats.maxhp) 1980 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp=op->stats.maxhp; 1981 op->stats.hp = op->stats.maxhp;
2051 if (op->stats.food > 999) 1982 if (op->stats.food > 999)
2052 op->stats.food = 999; 1983 op->stats.food = 999;
2053 } 1984 }
2054 1985
2055 /* special food hack -b.t. */ 1986 /* special food hack -b.t. */
2056 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 1987 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2057 eat_special_food(op,tmp); 1988 eat_special_food (op, tmp);
2058 } 1989 }
2059 } 1990 }
2060 handle_apply_yield(tmp); 1991 handle_apply_yield (tmp);
2061 decrease_ob(tmp); 1992 decrease_ob (tmp);
2062} 1993}
2063 1994
2064/** 1995/**
2065 * A dragon is eating some flesh. If the flesh contains resistances, 1996 * A dragon is eating some flesh. If the flesh contains resistances,
2066 * 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.
2069 * object *op the object (dragon player) eating the flesh 2000 * object *op the object (dragon player) eating the flesh
2070 * object *meal the flesh item, getting chewed in dragon's mouth 2001 * object *meal the flesh item, getting chewed in dragon's mouth
2071 * return: 2002 * return:
2072 * int 1 if eating successful, 0 if it doesn't work 2003 * int 1 if eating successful, 0 if it doesn't work
2073 */ 2004 */
2005int
2074int dragon_eat_flesh(object *op, object *meal) { 2006dragon_eat_flesh (object *op, object *meal)
2007{
2075 object *skin = NULL; /* pointer to dragon skin force*/ 2008 object *skin = NULL; /* pointer to dragon skin force */
2076 object *abil = NULL; /* pointer to dragon ability force*/ 2009 object *abil = NULL; /* pointer to dragon ability force */
2077 object *tmp = NULL; /* tmp. object */ 2010 object *tmp = NULL; /* tmp. object */
2078 2011
2079 char buf[MAX_BUF]; /* tmp. string buffer */ 2012 char buf[MAX_BUF]; /* tmp. string buffer */
2080 double chance; /* improvement-chance of one resistance type */ 2013 double chance; /* improvement-chance of one resistance type */
2081 double totalchance=1; /* total chance of gaining one resistance */ 2014 double totalchance = 1; /* total chance of gaining one resistance */
2082 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2015 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2083 double mbonus=0; /* monster bonus */ 2016 double mbonus = 0; /* monster bonus */
2084 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2017 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2085 int winners=0; /* number of winners */ 2018 int winners = 0; /* number of winners */
2086 int i; /* index */ 2019 int i; /* index */
2087 2020
2088 /* let's make sure and doublecheck the parameters */ 2021 /* let's make sure and doublecheck the parameters */
2089 if (meal->type!=FLESH || !is_dragon_pl(op)) 2022 if (meal->type != FLESH || !is_dragon_pl (op))
2090 return 0; 2023 return 0;
2091 2024
2092 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2093 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
2094 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2095 if (tmp->type == FORCE) { 2031 if (tmp->type == FORCE)
2096 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2032 if (tmp->arch->name == dragon_skin_force)
2097 skin = tmp; 2033 skin = tmp;
2098 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2034 else if (tmp->arch->name == dragon_ability_force)
2099 abil = tmp; 2035 abil = tmp;
2100 } 2036
2101 }
2102
2103 /* 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
2104 which is not to be considered a dragon -> bail out */ 2038 which is not to be considered a dragon -> bail out */
2105 if (skin == NULL || abil == NULL) return 0; 2039 if (skin == NULL || abil == NULL)
2106 2040 return 0;
2041
2107 /* now start by filling stomache and health, according to food-value */ 2042 /* now start by filling stomache and health, according to food-value */
2108 if((999 - op->stats.food) < meal->stats.food) 2043 if ((999 - op->stats.food) < meal->stats.food)
2109 op->stats.hp += (999 - op->stats.food) / 50; 2044 op->stats.hp += (999 - op->stats.food) / 50;
2110 else 2045 else
2111 op->stats.hp += meal->stats.food/50; 2046 op->stats.hp += meal->stats.food / 50;
2112 if(op->stats.hp>op->stats.maxhp) 2047 if (op->stats.hp > op->stats.maxhp)
2113 op->stats.hp=op->stats.maxhp; 2048 op->stats.hp = op->stats.maxhp;
2114 2049
2115 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2116 2051
2117 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2052 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2118 2053
2119 /* on to the interesting part: chances for adding resistance */ 2054 /* on to the interesting part: chances for adding resistance */
2120 for (i=0; i<NROFATTACKS; i++) { 2055 for (i = 0; i < NROFATTACKS; i++)
2056 {
2121 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2057 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2058 {
2122 /* got positive resistance, now calculate improvement chance (0-100) */ 2059 /* got positive resistance, now calculate improvement chance (0-100) */
2123 2060
2124 /* this bonus makes resistance increase easier at lower levels */ 2061 /* this bonus makes resistance increase easier at lower levels */
2125 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2062 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2126 if (i == abil->stats.exp) 2063 if (i == abil->stats.exp)
2127 bonus += 5; /* additional bonus for resistance of ability-focus */ 2064 bonus += 5; /* additional bonus for resistance of ability-focus */
2128 2065
2129 /* monster bonus increases with level, because high-level 2066 /* monster bonus increases with level, because high-level
2130 flesh is too rare */ 2067 flesh is too rare */
2131 mbonus = op->level * 20. / ((double)settings.max_level); 2068 mbonus = op->level * 20. / ((double) settings.max_level);
2132 2069
2133 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2070 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2134 ((double)settings.max_level)) - skin->resist[i]; 2071 ((double) settings.max_level)) - skin->resist[i];
2135 2072
2136 if (chance >= 0.) 2073 if (chance >= 0.)
2137 chance += 1.; 2074 chance += 1.;
2138 else 2075 else
2139 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2076 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2140 2077
2141 /* chance is proportional to amount of resistance (max. 50) */ 2078 /* chance is proportional to amount of resistance (max. 50) */
2142 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2079 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2143 2080
2144 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2145 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2146 chance = MIN(100., chance*2.); 2083 chance = MIN (100., chance * 2.);
2147 2084
2148 /* 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!) */
2149 if (RANDOM()%10000 < (int)(chance*100)) { 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2087 {
2150 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2151 winners++; 2089 winners++;
2152 } 2090 }
2153 2091
2154 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2092 if (chance >= 0.01)
2155 2093 totalchance *= 1 - chance / 100;
2094
2156 /*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); */
2157 } 2096 }
2158 } 2097 }
2159 2098
2160 /* inverse totalchance as until now we have the failure-chance */ 2099 /* inverse totalchance as until now we have the failure-chance */
2161 totalchance = 100 - totalchance*100; 2100 totalchance = 100 - totalchance * 100;
2162 /* print message according to totalchance */ 2101 /* print message according to totalchance */
2163 if (totalchance > 50.) 2102 if (totalchance > 50.)
2164 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name); 2103 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2165 else if (totalchance > 10.) 2104 else if (totalchance > 10.)
2166 sprintf(buf, "The %s tasted very good.", &meal->name); 2105 sprintf (buf, "The %s tasted very good.", &meal->name);
2167 else if (totalchance > 1.) 2106 else if (totalchance > 1.)
2168 sprintf(buf, "The %s tasted good.", &meal->name); 2107 sprintf (buf, "The %s tasted good.", &meal->name);
2169 else if (totalchance > 0.1) 2108 else if (totalchance > 0.1)
2170 sprintf(buf, "The %s tasted bland.", &meal->name); 2109 sprintf (buf, "The %s tasted bland.", &meal->name);
2171 else if (totalchance >= 0.01) 2110 else if (totalchance >= 0.01)
2172 sprintf(buf, "The %s had a boring taste.", &meal->name); 2111 sprintf (buf, "The %s had a boring taste.", &meal->name);
2173 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))
2174 sprintf(buf, "The %s tasted strange.", &meal->name); 2113 sprintf (buf, "The %s tasted strange.", &meal->name);
2175 else 2114 else
2176 sprintf(buf, "The %s had no taste.", &meal->name); 2115 sprintf (buf, "The %s had no taste.", &meal->name);
2177 new_draw_info(NDI_UNIQUE, 0, op, buf); 2116 new_draw_info (NDI_UNIQUE, 0, op, buf);
2178 2117
2179 /* now choose a winner if we have any */ 2118 /* now choose a winner if we have any */
2180 i = -1; 2119 i = -1;
2181 if (winners>0) 2120 if (winners > 0)
2182 i = atnr_winner[RANDOM()%winners]; 2121 i = atnr_winner[RANDOM () % winners];
2183 2122
2184 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2124 {
2185 /* resistance increased! */ 2125 /* resistance increased! */
2186 skin->resist[i]++; 2126 skin->resist[i]++;
2187 fix_player(op); 2127 op->update_stats ();
2188 2128
2189 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]);
2190 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2191 } 2131 }
2192 2132
2193 /* if this flesh contains a new ability focus, we mark it 2133 /* if this flesh contains a new ability focus, we mark it
2194 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 */
2195 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)
2196 && meal->last_eat != abil->last_eat) { 2136 {
2197 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> */
2198 2138
2199 if (meal->last_eat != abil->stats.exp) { 2139 if (meal->last_eat != abil->stats.exp)
2140 {
2200 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]);
2201 change_resist_msg[meal->last_eat]);
2202 new_draw_info(NDI_UNIQUE, 0, op, buf); 2142 new_draw_info (NDI_UNIQUE, 0, op, buf);
2203 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);
2204 new_draw_info(NDI_UNIQUE, 0, op, buf); 2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2205 } 2145 }
2206 else { 2146 else
2147 {
2207 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]);
2208 change_resist_msg[meal->last_eat]);
2209 new_draw_info(NDI_UNIQUE, 0, op, buf); 2149 new_draw_info (NDI_UNIQUE, 0, op, buf);
2210 abil->last_eat = 0; 2150 abil->last_eat = 0;
2211 } 2151 }
2212 } 2152 }
2213 return 1; 2153 return 1;
2214}
2215
2216static void apply_savebed (object *pl)
2217{
2218#ifndef COZY_SERVER
2219 if(!pl->contr->name_changed||!pl->stats.exp) {
2220 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2221 return;
2222 }
2223#endif
2224 INVOKE_PLAYER (LOGOUT, pl->contr);
2225 /* Need to call terminate_all_pets() before we remove the player ob */
2226 terminate_all_pets(pl);
2227 remove_ob(pl);
2228 pl->direction=0;
2229 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2230 "%s leaves the game.", &pl->name);
2231
2232 /* update respawn position */
2233 strcpy(pl->contr->savebed_map, pl->map->path);
2234 pl->contr->bed_x = pl->x;
2235 pl->contr->bed_y = pl->y;
2236
2237 strcpy(pl->contr->killer,"left");
2238 check_score(pl); /* Always check score */
2239 (void)save_player(pl,0);
2240 pl->map->players--;
2241#if MAP_MAXTIMEOUT
2242 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2243#endif
2244 play_again(pl);
2245 pl->speed = 0;
2246 update_ob_speed(pl);
2247} 2154}
2248 2155
2249/** 2156/**
2250 * Handles applying an improve armor scroll. 2157 * Handles applying an improve armor scroll.
2251 * Does some sanity checks, then calls improve_armour. 2158 * Does some sanity checks, then calls improve_armour.
2252 */ 2159 */
2160static void
2253static void apply_armour_improver (object *op, object *tmp) 2161apply_armour_improver (object *op, object *tmp)
2254{ 2162{
2255 object *armor; 2163 object *armor;
2256 2164
2257 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 {
2258 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.");
2259 return;
2260 }
2261 armor=find_marked_object(op);
2262 if ( ! armor) {
2263 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2264 return; 2168 return;
2265 } 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
2266 if (armor->type != ARMOUR 2179 if (armor->type != ARMOUR
2267 && armor->type != CLOAK 2180 && armor->type != CLOAK
2268 && armor->type != BOOTS && armor->type != GLOVES 2181 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2269 && armor->type != BRACERS && armor->type != SHIELD
2270 && armor->type != HELMET)
2271 { 2182 {
2272 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");
2273 return; 2184 return;
2274 } 2185 }
2275 2186
2276 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2277 improve_armour(op,tmp,armor); 2188 improve_armour (op, tmp, armor);
2278} 2189}
2279 2190
2280 2191extern void
2281extern void apply_poison (object *op, object *tmp) 2192apply_poison (object *op, object *tmp)
2282{ 2193{
2283 if (op->type == PLAYER) { 2194 if (op->type == PLAYER)
2195 {
2284 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2196 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2285 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2197 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2286 strcpy(op->contr->killer,"poisonous booze"); 2198 strcpy (op->contr->killer, "poisonous booze");
2287 } 2199 }
2288 if (tmp->stats.hp > 0) { 2200 if (tmp->stats.hp > 0)
2201 {
2289 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);
2290 tmp->stats.hp);
2291 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2203 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2292 } 2204 }
2293 op->stats.food-=op->stats.food/4; 2205 op->stats.food -= op->stats.food / 4;
2294 handle_apply_yield(tmp); 2206 handle_apply_yield (tmp);
2295 decrease_ob(tmp); 2207 decrease_ob (tmp);
2296} 2208}
2297 2209
2298/** 2210/**
2299 * 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.
2300 * A valid 2 way exit means: 2212 * A valid 2 way exit means:
2301 * -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)
2302 * -You are 2214 * -You are
2303 * ° the owner of the exit 2215 * ° the owner of the exit
2304 * ° or in the same party as the owner 2216 * ° or in the same party as the owner
2305 * 2217 *
2306 * 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
2307 * 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
2308 * 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).
2309 */ 2221 */
2222int
2310int is_legal_2ways_exit (object* op, object *exit) 2223is_legal_2ways_exit (object *op, object *exit)
2311 { 2224{
2312 object * tmp; 2225 if (exit->stats.exp != 1)
2313 object * exit_owner; 2226 return 1; /*This is not a 2 way, so it is legal */
2314 player * pp; 2227
2315 mapstruct * exitmap; 2228#if 0 //TODO
2316 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)
2317 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 */
2318 /* To know if an exit has a correspondant, we look at 2231#endif
2319 * all the exits in destination and try to find one with same path as 2232
2320 * the current exit's position */ 2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2321 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2234
2322 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2323 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2324 if (exitmap) 2235 if (exitmap)
2325 { 2236 {
2326 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2237 exitmap->load_sync ();
2327 if (!tmp) return 0; 2238
2328 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)
2329 { 2245 {
2330 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2246 if (tmp->type != EXIT)
2331 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2247 continue; /*Not an exit */
2332 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2333 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2334 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
2335 /* 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
2336 * 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
2337 * town portals to prevent strangers from visiting your appartments 2260 * town portals to prevent strangers from visiting your appartments
2338 */ 2261 */
2262 if (!exit->race)
2339 if (!exit->race) return 1; /*No owner, free for all!*/ 2263 return 1; /*No owner, free for all! */
2340 exit_owner=NULL; 2264
2341 for (pp=first_player;pp;pp=pp->next) 2265 object *exit_owner = 0;
2266
2267 for_all_players (pp)
2342 { 2268 {
2343 if (!pp->ob) continue; 2269 if (!pp->ob)
2270 continue;
2271
2344 if (pp->ob->name!=exit->race) continue; 2272 if (pp->ob->name != exit->race)
2273 continue;
2274
2345 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 */
2346 break; 2276 break;
2347 } 2277 }
2348 if (!exit_owner) return 0; /* No more owner*/ 2278
2349 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
2350 if ( exit_owner && /*There is a owner*/ 2285 if (exit_owner && /*There is a owner */
2351 (op->contr) && /*A player tries to pass */ 2286 (op->contr) && /*A player tries to pass */
2352 ( (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 */
2353 (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 */
2354 return 0; 2289 return 0;
2290
2355 return 1; 2291 return 1;
2356 } 2292 }
2357 } 2293 }
2294
2358 return 0; 2295 return 0;
2359 } 2296}
2360
2361 2297
2362/** 2298/**
2363 * Main apply handler. 2299 * Main apply handler.
2364 * 2300 *
2365 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2373 * being applied. 2309 * being applied.
2374 * 2310 *
2375 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2376 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2377 */ 2313 */
2378 2314int
2379int manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2380{ 2316{
2381 if (tmp->head) tmp=tmp->head; 2317 if (tmp->head)
2318 tmp = tmp->head;
2382 2319
2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2320 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2321 {
2384 if (op->type == PLAYER) { 2322 if (op->type == PLAYER)
2323 {
2385 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.");
2325 return 1;
2326 }
2327 else
2328 return 0; /* monsters just skip unpaid items */
2329 }
2330
2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2332 return RESULT_INT (0);
2333
2334 switch (tmp->type)
2335 {
2336 case CF_HANDLE:
2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2339 tmp->value = tmp->value ? 0 : 1;
2340 SET_ANIMATION (tmp, tmp->value);
2341 update_object (tmp, UP_OBJ_FACE);
2342 push_button (tmp);
2343 return 1;
2344
2345 case TRIGGER:
2346 if (check_trigger (tmp, op))
2347 {
2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2350 }
2351 else
2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2353
2354 return 1;
2355
2356 case EXIT:
2357 if (op->type != PLAYER)
2358 return 0;
2359
2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2362 else
2363 {
2364 /* Don't display messages for random maps. */
2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367
2368 op->enter_exit (tmp);
2369 }
2370
2371 return 1;
2372
2373 case SIGN:
2374 apply_sign (op, tmp, 0);
2375 return 1;
2376
2377 case BOOK:
2378 if (op->type == PLAYER)
2379 {
2380 apply_book (op, tmp);
2386 return 1; 2381 return 1;
2387 } else {
2388 return 0; /* monsters just skip unpaid items */
2389 } 2382 }
2390 } 2383 else
2384 return 0;
2391 2385
2392 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2386 case SKILLSCROLL:
2393 return RESULT_INT (0); 2387 if (op->type == PLAYER)
2394 2388 {
2395 switch (tmp->type) { 2389 apply_skillscroll (op, tmp);
2396
2397 case CF_HANDLE:
2398 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2399 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2400 tmp->value=tmp->value?0:1;
2401 SET_ANIMATION(tmp, tmp->value);
2402 update_object(tmp,UP_OBJ_FACE);
2403 push_button(tmp);
2404 return 1; 2390 return 1;
2405
2406 case TRIGGER:
2407 if (check_trigger (tmp, op)) {
2408 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2409 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2410 } else {
2411 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2412 } 2391 }
2392 else
2393 return 0;
2394
2395 case SPELLBOOK:
2396 if (op->type == PLAYER)
2397 {
2398 apply_spellbook (op, tmp);
2413 return 1; 2399 return 1;
2414
2415 case EXIT:
2416 if (op->type != PLAYER)
2417 return 0;
2418 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2419 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2420 query_name(tmp));
2421 } else {
2422 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2424 strncmp(EXIT_PATH(tmp), "/random/", 8))
2425 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2426 enter_exit(op,tmp);
2427 } 2400 }
2401 else
2402 return 0;
2403
2404 case SCROLL:
2405 apply_scroll (op, tmp, 0);
2406 return 1;
2407
2408 case POTION:
2409 apply_potion (op, tmp);
2410 return 1;
2411
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2414 case CLOSE_CON:
2415 apply_container (op, tmp->env);
2416 return 1;
2417
2418 case CONTAINER:
2419 apply_container (op, tmp);
2420 return 1;
2421
2422 case TREASURE:
2423 if (op->type == PLAYER)
2424 {
2425 apply_treasure (op, tmp);
2428 return 1; 2426 return 1;
2427 }
2428 else
2429 return 0;
2429 2430
2431 case WEAPON:
2432 case ARMOUR:
2433 case BOOTS:
2434 case GLOVES:
2435 case AMULET:
2436 case GIRDLE:
2437 case BRACERS:
2438 case SHIELD:
2439 case HELMET:
2430 case SIGN: 2440 case RING:
2441 case CLOAK:
2442 case WAND:
2443 case ROD:
2444 case HORN:
2445 case SKILL:
2446 case BOW:
2447 case LAMP:
2448 case BUILDER:
2449 case SKILL_TOOL:
2450 if (tmp->env != op)
2451 return 2; /* not in inventory */
2452
2453 apply_special (op, tmp, aflag);
2454 return 1;
2455
2456 case DRINK:
2457 case FOOD:
2458 case FLESH:
2459 apply_food (op, tmp);
2460 return 1;
2461
2462 case POISON:
2431 apply_sign (op, tmp, 0); 2463 apply_poison (op, tmp);
2464 return 1;
2465
2466 case SAVEBED:
2467 return 1;
2468
2469 case ARMOUR_IMPROVER:
2470 if (op->type == PLAYER)
2471 {
2472 apply_armour_improver (op, tmp);
2432 return 1; 2473 return 1;
2433
2434 case BOOK:
2435 if (op->type == PLAYER) {
2436 apply_book (op, tmp);
2437 return 1;
2438 } else {
2439 return 0;
2440 } 2474 }
2441 2475 else
2442 case SKILLSCROLL:
2443 if (op->type == PLAYER) {
2444 apply_skillscroll (op, tmp);
2445 return 1;
2446 }
2447 return 0; 2476 return 0;
2448 2477
2478 case WEAPON_IMPROVER:
2479 check_improve_weapon (op, tmp);
2480 return 1;
2481
2449 case SPELLBOOK: 2482 case CLOCK:
2450 if (op->type == PLAYER) { 2483 if (op->type == PLAYER)
2451 apply_spellbook (op, tmp);
2452 return 1;
2453 } 2484 {
2454 return 0; 2485 char buf[MAX_BUF];
2486 timeofday_t tod;
2455 2487
2456 case SCROLL: 2488 get_tod (&tod);
2457 apply_scroll (op, tmp, 0); 2489 sprintf (buf, "It is %d minute%s past %d o'clock %s",
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);
2458 return 1; 2494 return 1;
2495 }
2496 else
2497 return 0;
2459 2498
2460 case POTION: 2499 case MENU:
2461 (void) apply_potion(op, tmp); 2500 if (op->type == PLAYER)
2501 {
2502 shop_listing (tmp, op);
2462 return 1; 2503 return 1;
2504 }
2505 else
2506 return 0;
2463 2507
2464 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2508 case POWER_CRYSTAL:
2465 case CLOSE_CON: 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2510 return 1;
2511
2512 case LIGHTER: /* for lighting torches/lanterns/etc */
2466 if (op->type==PLAYER) 2513 if (op->type == PLAYER)
2467 (void) esrv_apply_container (op, tmp->env); 2514 {
2468 else 2515 apply_lighter (op, tmp);
2469 (void) apply_container (op, tmp->env);
2470 return 1; 2516 return 1;
2471
2472 case CONTAINER:
2473 if (op->type==PLAYER)
2474 (void) esrv_apply_container (op, tmp);
2475 else
2476 (void) apply_container (op, tmp);
2477 return 1;
2478
2479 case TREASURE:
2480 if (op->type == PLAYER) {
2481 apply_treasure (op, tmp);
2482 return 1;
2483 } else {
2484 return 0;
2485 } 2517 }
2486 2518 else
2487 case WEAPON:
2488 case ARMOUR:
2489 case BOOTS:
2490 case GLOVES:
2491 case AMULET:
2492 case GIRDLE:
2493 case BRACERS:
2494 case SHIELD:
2495 case HELMET:
2496 case RING:
2497 case CLOAK:
2498 case WAND:
2499 case ROD:
2500 case HORN:
2501 case SKILL:
2502 case BOW:
2503 case LAMP:
2504 case BUILDER:
2505 case SKILL_TOOL:
2506 if (tmp->env != op)
2507 return 2; /* not in inventory */
2508 (void) apply_special (op, tmp, aflag);
2509 return 1; 2519 return 0;
2510 2520
2511 case DRINK:
2512 case FOOD:
2513 case FLESH:
2514 apply_food (op, tmp);
2515 return 1;
2516
2517 case POISON:
2518 apply_poison (op, tmp);
2519 return 1;
2520
2521 case SAVEBED:
2522 if (op->type == PLAYER) {
2523 apply_savebed (op);
2524 return 1;
2525 } else {
2526 return 0;
2527 }
2528
2529 case ARMOUR_IMPROVER:
2530 if (op->type == PLAYER) {
2531 apply_armour_improver (op, tmp);
2532 return 1;
2533 } else {
2534 return 0;
2535 }
2536
2537 case WEAPON_IMPROVER:
2538 (void) check_improve_weapon(op, tmp);
2539 return 1;
2540
2541 case CLOCK:
2542 if (op->type == PLAYER) {
2543 char buf[MAX_BUF];
2544 timeofday_t tod;
2545
2546 get_tod(&tod);
2547 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2548 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2550 ((tod.hour >= 14) ? "pm" : "am"));
2551 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2552 new_draw_info(NDI_UNIQUE, 0,op, buf);
2553 return 1;
2554 } else {
2555 return 0;
2556 }
2557
2558 case MENU:
2559 if (op->type == PLAYER) {
2560 shop_listing (op);
2561 return 1;
2562 } else {
2563 return 0;
2564 }
2565
2566 case POWER_CRYSTAL:
2567 apply_power_crystal(op,tmp); /* see egoitem.c */
2568 return 1;
2569
2570 case LIGHTER: /* for lighting torches/lanterns/etc */
2571 if (op->type == PLAYER) {
2572 apply_lighter(op,tmp);
2573 return 1;
2574 } else {
2575 return 0;
2576 }
2577
2578 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2579 apply_item_transformer( op, tmp ); 2522 apply_item_transformer (op, tmp);
2580 return 1; 2523 return 1;
2581 2524
2582 default: 2525 default:
2583 return 0; 2526 return 0;
2584 } 2527 }
2585} 2528}
2586 2529
2587 2530
2588/* 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"
2589 * 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
2590 * "but you are floating high above the ground" messages. 2533 * "but you are floating high above the ground" messages.
2591 * 2534 *
2592 * Same return value as apply() function. 2535 * Same return value as apply() function.
2593 */ 2536 */
2537int
2594int player_apply (object *pl, object *op, int aflag, int quiet) 2538player_apply (object *pl, object *op, int aflag, int quiet)
2595{ 2539{
2596 int tmp; 2540 int tmp;
2597 2541
2598 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2542 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2543 {
2599 /* player is flying and applying object not in inventory */ 2544 /* player is flying and applying object not in inventory */
2600 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2545 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2546 {
2601 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!");
2602 "above the ground!");
2603 return 0; 2548 return 0;
2604 } 2549 }
2605 }
2606
2607 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2608 * applied.
2609 */
2610 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2611 { 2550 }
2612 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2613 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2614 "of smoke!");
2615 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2616 remove_ob (op);
2617 free_object (op);
2618 return 1;
2619 }
2620 2551
2621 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2622 pl->contr->last_used_id = op->count;
2623 2553
2624 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2625 if ( ! quiet) { 2555 if (!quiet)
2556 {
2626 if (tmp == 0) 2557 if (tmp == 0)
2627 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));
2628 "I don't know how to apply the %s.",
2629 query_name (op));
2630 else if (tmp == 2) 2559 else if (tmp == 2)
2631 new_draw_info_format (NDI_UNIQUE, 0, pl, 2560 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2632 "You must get it first!\n");
2633 } 2561 }
2634 return tmp; 2562 return tmp;
2635} 2563}
2636 2564
2637/** 2565/**
2638 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2639 * 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
2640 * we use the ground. 2568 * we use the ground.
2641 */ 2569 */
2642 2570void
2643void player_apply_below (object *pl) 2571player_apply_below (object *pl)
2644{ 2572{
2645 object *tmp, *next;
2646 int floors; 2573 int floors = 0;
2647 2574
2648 /* 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
2649 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2650 */
2651 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2652
2653 /* 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
2654 * 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
2655 * 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
2656 * 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
2657 * not return a proper value. 2581 * not return a proper value.
2658 */ 2582 */
2659 for (floors = 0; tmp!=NULL; tmp=next) { 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2584 {
2660 next = tmp->below; 2585 next = tmp->below;
2586
2661 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2662 floors++; 2588 floors++;
2663 else if (floors > 0) 2589 else if (floors > 0)
2664 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2665 2591
2666 /* 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
2667 * person moving on it, also activate. Added code to make it 2593 * person moving on it, also activate. Added code to make it
2668 * 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
2669 * the item needs. 2595 * the item needs.
2670 */ 2596 */
2671 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2597 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2598 {
2672 if (player_apply (pl, tmp, 0, 1) == 1) 2599 if (player_apply (pl, tmp, 0, 1) == 1)
2673 return; 2600 return;
2674 } 2601 }
2675 if (floors >= 2) 2602 if (floors >= 2)
2676 return; /* process at most two floor objects */ 2603 return; /* process at most two floor objects */
2677 } 2604 }
2678} 2605}
2679 2606
2680/** 2607/**
2681 * Unapplies specified item. 2608 * Unapplies specified item.
2682 * No check done on cursed/damned. 2609 * No check done on cursed/damned.
2683 * Break this out of apply_special - this is just done 2610 * Break this out of apply_special - this is just done
2684 * 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.
2685 */ 2612 */
2613static int
2686static int unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2687{ 2615{
2688 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2689 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2690 return RESULT_INT (0); 2618 return RESULT_INT (0);
2691 2619
2692 object *tmp2;
2693
2694 CLEAR_FLAG(op, FLAG_APPLIED); 2620 CLEAR_FLAG (op, FLAG_APPLIED);
2621
2695 switch(op->type) { 2622 switch (op->type)
2696 case WEAPON: 2623 {
2697 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2698
2699 (void) change_abil (who,op);
2700 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2701 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2702 clear_skill(who);
2703 break;
2704
2705 case SKILL: /* allows objects to impart skills */
2706 case SKILL_TOOL: 2624 case SKILL_TOOL:
2707 if (op != who->chosen_skill) { 2625 // unapplying a skill tool should also unapply the skill it governs
2708 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
2627 // be used for other reasons
2628 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2629 if (tmp->skill == op->skill
2630 && tmp->type == SKILL
2631 && tmp->flag [FLAG_APPLIED]
2632 && !tmp->flag [FLAG_CAN_USE_SKILL])
2633 unapply_special (who, tmp, 0);
2634
2635 change_abil (who, op);
2636 break;
2637
2638 case WEAPON:
2639 if (player *pl = who->contr)
2640 if (op == pl->combat_ob)
2641 {
2642 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob);
2709 } 2644 }
2710 if (who->type==PLAYER) { 2645
2711 if (who->contr->shoottype == range_skill) 2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2712 who->contr->shoottype = range_none; 2647
2648 change_abil (who, op);
2649 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2650 break;
2651
2652 case SKILL:
2653 if (who->contr)
2654 {
2713 if ( ! op->invisible) { 2655 if (!op->invisible)
2714 new_draw_info_format (NDI_UNIQUE, 0, who, 2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2715 "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)
2716 } else { 2705 {
2717 new_draw_info_format (NDI_UNIQUE, 0, who, 2706 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2718 "You can no longer use the skill: %s.", 2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2719 &op->skill);
2720 } 2708 }
2721 } 2709 }
2722 (void) change_abil (who, op);
2723 who->chosen_skill = NULL;
2724 CLEAR_FLAG (who, FLAG_READY_SKILL);
2725 break;
2726 2710
2727 case ARMOUR: 2711 if (who->contr)
2728 case HELMET: 2712 esrv_send_item (who, tmp2);
2729 case SHIELD: 2713 }
2730 case RING: 2714
2715 return 1; /* otherwise, an attempt to drop causes problems */
2716
2731 case BOOTS: 2717 case BOW:
2732 case GLOVES: 2718 case WAND:
2733 case AMULET:
2734 case GIRDLE: 2719 case ROD:
2735 case BRACERS: 2720 case HORN:
2736 case CLOAK: 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
2737 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2738 (void) change_abil (who,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
2739 break; 2741 break;
2740 case LAMP: 2742
2743 case BUILDER:
2744 if (who->contr)
2741 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2742 &op->name); 2746 break;
2743 tmp2 = arch_to_object(op->other_arch); 2747
2744 tmp2->x = op->x; 2748 default:
2745 tmp2->y = op->y; 2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2746 tmp2->map = op->map; 2750 break;
2747 tmp2->below = op->below; 2751 }
2748 tmp2->above = op->above; 2752
2749 tmp2->stats.food = op->stats.food; 2753 who->update_stats ();
2750 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2754
2751 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2755 if (!(aflags & AP_NO_MERGE))
2752 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2756 {
2753 if (who->type == PLAYER) 2757 object *tmp = merge_ob (op, 0);
2758
2759 if (who->contr)
2760 {
2761 if (tmp)
2762 { /* it was merged */
2754 esrv_del_item(who->contr, (tag_t)op->count); 2763 esrv_del_item (who->contr, op->count);
2755 remove_ob(op); 2764 op = tmp;
2756 free_object(op);
2757 insert_ob_in_ob(tmp2, who);
2758 fix_player(who);
2759 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2760 if (who->type == PLAYER) {
2761 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2762 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2763 }
2764 } 2765 }
2765 if(who->type==PLAYER)
2766 esrv_send_item(who, tmp2);
2767 return 1; /* otherwise, an attempt to drop causes problems */
2768 break;
2769 case BOW:
2770 case WAND:
2771 case ROD:
2772 case HORN:
2773 clear_skill(who);
2774 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2775 if(who->type==PLAYER) {
2776 who->contr->shoottype = range_none;
2777 } else {
2778 if (op->type == BOW)
2779 CLEAR_FLAG (who, FLAG_READY_BOW);
2780 else
2781 CLEAR_FLAG(who, FLAG_READY_RANGE);
2782 }
2783 break;
2784 2766
2785 case BUILDER:
2786 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2787 who->contr->shoottype = range_none;
2788 who->contr->ranges[ range_builder ] = NULL;
2789 break;
2790
2791 default:
2792 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2793 break;
2794 }
2795
2796 fix_player(who);
2797
2798 if ( ! (aflags & AP_NO_MERGE)) {
2799 object *tmp;
2800
2801 tag_t del_tag = op->count;
2802 tmp = merge_ob (op, NULL);
2803 if (who->type == PLAYER) {
2804 if (tmp) { /* it was merged */
2805 esrv_del_item (who->contr, del_tag);
2806 op = tmp;
2807 }
2808 esrv_send_item (who, op); 2767 esrv_send_item (who, op);
2809 } 2768 }
2810 } 2769 }
2770
2811 return 0; 2771 return 0;
2812} 2772}
2813 2773
2814/** 2774/**
2815 * Returns the object that is using location 'loc'. 2775 * Returns the object that is using location 'loc'.
2816 * Note that 'start' is the first object to start examing - we 2776 * Note that 'start' is the first object to start examing - we
2817 * 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
2818 * something like: 2778 * something like:
2819 * tmp = get_item_from_body_location(who->inv, 1); 2779 * tmp = get_next_item_from_body_location(who->inv, 1);
2820 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2780 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2821 * to find the second object that may use this location, etc. 2781 * to find the second object that may use this location, etc.
2822 * Returns NULL if no match is found. 2782 * Returns NULL if no match is found.
2823 * 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.
2824 * don't return invisible objects unless they are skill objects 2784 * don't return invisible objects unless they are skill objects
2825 * invisible other objects that use 2785 * invisible other objects that use
2826 * up body locations can be used as restrictions. 2786 * up body locations can be used as restrictions.
2827 */ 2787 */
2828object *get_item_from_body_location(object *start, int loc) 2788static object *
2789get_next_item_from_body_location (int loc, object *start)
2829{ 2790{
2830 object *tmp;
2831
2832 if (!start) return NULL;
2833
2834 for (tmp=start; tmp; tmp=tmp->below) 2791 for (object *tmp = start; tmp; tmp = tmp->below)
2835 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2792 if (tmp->flag [FLAG_APPLIED]
2793 && tmp->slot[loc].info
2836 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2794 && (!tmp->invisible || tmp->type == SKILL))
2795 return tmp;
2837 2796
2838 return NULL; 2797 return 0;
2839} 2798}
2840
2841
2842 2799
2843/** 2800/**
2844 * '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.
2845 * This should only be called when it is known 2802 * This should only be called when it is known
2846 * that there are objects to unapply. This makes pretty heavy 2803 * that there are objects to unapply. This makes pretty heavy
2849 * Returns 0 on success, returns 1 if there is some problem. 2806 * Returns 0 on success, returns 1 if there is some problem.
2850 * 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
2851 * 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
2852 * another function that does just that. 2809 * another function that does just that.
2853 */ 2810 */
2811int
2854int unapply_for_ob(object *who, object *op, int aflags) 2812unapply_for_ob (object *who, object *op, int aflags)
2855{ 2813{
2856 int i; 2814 if (op->is_range ())
2857 object *tmp=NULL, *last;
2858
2859 /* If we are applying a shield or weapon, unapply any equipped shield
2860 * or weapons first - only allowed to use one weapon/shield at a time.
2861 */
2862 if (op->type == WEAPON || op->type == SHIELD) {
2863 for (tmp=who->inv; tmp; tmp=tmp->below) { 2815 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2864 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2865 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)))
2866 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2818 {
2867 if (aflags & AP_PRINT) 2819 if (aflags & AP_PRINT)
2868 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2869 else 2821 else
2870 unapply_special(who, tmp, aflags); 2822 unapply_special (who, tmp, aflags);
2823 }
2824 else
2825 {
2826 /* In this case, we want to try and remove a cursed item.
2827 * While we know it won't work, we want unapply_special to
2828 * at least generate the message.
2829 */
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));
2831 return 1;
2832 }
2833
2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2835 {
2836 /* this used up a slot that we need to free */
2837 if (op->slot[i].info)
2838 {
2839 object *last = who->inv;
2840
2841 /* We do a while loop - may need to remove several items in order
2842 * to free up enough slots.
2843 */
2844 while ((who->slot[i].used + op->slot[i].info) < 0)
2845 {
2846 object *tmp = get_next_item_from_body_location (i, last);
2847
2848 if (!tmp)
2849 {
2850#if 0
2851 /* Not a bug - we'll get this if the player has cursed items
2852 * equipped.
2853 */
2854 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2855#endif
2856 return 1;
2871 } 2857 }
2858
2859 /* If we are just printing, we don't care about cursed status */
2860 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2861 {
2862 if (aflags & AP_PRINT)
2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2872 else { 2864 else
2873 /* In this case, we want to try and remove a cursed item. 2865 unapply_special (who, tmp, aflags);
2874 * While we know it won't work, we want unapply_special to
2875 * at least generate the message.
2876 */
2877 new_draw_info_format(NDI_UNIQUE, 0, who,
2878 "No matter how hard you try, you just can't\nremove %s.",
2879 query_name(tmp));
2880 return 1;
2881 } 2866 }
2867 else
2868 {
2869 /* Cursed item that we can't unequip - tell the player.
2870 * Note this could be annoying if this is just one of a few,
2871 * so it may not be critical (eg, putting on a ring and you have
2872 * one cursed ring.)
2873 */
2874 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2875 }
2882 2876
2877 last = tmp->below;
2883 } 2878 }
2884 }
2885 }
2886
2887 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2888 /* this used up a slot that we need to free */
2889 if (op->body_info[i]) {
2890 last = who->inv;
2891
2892 /* We do a while loop - may need to remove several items in order
2893 * to free up enough slots.
2894 */
2895 while ((who->body_used[i] + op->body_info[i]) < 0) {
2896 tmp = get_item_from_body_location(last, i);
2897 if (!tmp) {
2898#if 0
2899 /* Not a bug - we'll get this if the player has cursed items
2900 * equipped.
2901 */
2902 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2903 i, body_locations[i].save_name, who->name);
2904#endif
2905 return 1;
2906 }
2907 /* If we are just printing, we don't care about cursed status */
2908 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2909 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2910 if (aflags & AP_PRINT)
2911 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2912 else
2913 unapply_special(who, tmp, aflags);
2914 }
2915 else {
2916 /* Cursed item that we can't unequip - tell the player.
2917 * Note this could be annoying if this is just one of a few,
2918 * so it may not be critical (eg, putting on a ring and you have
2919 * one cursed ring.)
2920 */
2921 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2922 }
2923 last = tmp->below;
2924 }
2925 /* 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
2926 * return in the !tmp would have kicked in. 2880 * return in the !tmp would have kicked in.
2927 */ 2881 */
2928 } /* if op is using this body location */ 2882 } /* if op is using this body location */
2929 } /* for body lcoations */ 2883 } /* for body lcoations */
2884
2930 return 0; 2885 return 0;
2931} 2886}
2932 2887
2933/** 2888/**
2934 * Checks to see if 'who' can apply object 'op'. 2889 * Checks to see if 'who' can apply object 'op'.
2935 * Returns 0 if apply can be done without anything special. 2890 * Returns 0 if apply can be done without anything special.
2936 * Otherwise returns a bitmask - potentially several of these may be 2891 * Otherwise returns a bitmask - potentially several of these may be
2937 * set, but largely depends on circumstance - in the future, processing 2892 * set, but largely depends on circumstance - in the future, processing
2938 * 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
2939 * 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?)
2940 * 2895 *
2941 * See include/define.h for detailed description of the meaning of 2896 * See include/define.h for detailed description of the meaning of
2942 * these return values. 2897 * these return values.
2943 */ 2898 */
2899int
2944int can_apply_object(object *who, object *op) 2900can_apply_object (object *who, object *op)
2945{ 2901{
2946 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 2902 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2948 return RESULT_INT (0); 2903 return RESULT_INT (0);
2949 2904
2950 int i, retval=0; 2905 int retval = 0;
2951 object *tmp=NULL, *ws=NULL; 2906 object *tmp = 0, *ws = 0;
2952 2907
2953 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2908 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2954 * 2 weapons, but we don't want to let them do that. So if they are 2909 {
2955 * trying to equip a weapon or shield, see if they already have one 2910 if (op->slot[i].info)
2956 * in place and store that way. 2911 {
2957 */ 2912 /* Item uses more slots than we have */
2958 if (op->type == WEAPON || op->type == SHIELD) { 2913 if (who->slot[i].info + op->slot [i].info < 0)
2959 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 2914 {
2960 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2915 /* Could return now for efficiency - rest of info below isn't
2916 * really needed.
2917 */
2961 retval = CAN_APPLY_UNAPPLY; 2918 retval |= CAN_APPLY_NEVER;
2962 ws = tmp;
2963 } 2919 }
2964 } 2920 else if (who->slot[i].used + op->slot[i].info < 0)
2965 }
2966 2921 {
2967
2968 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2969 if (op->body_info[i]) {
2970 /* Item uses more slots than we have */
2971 if (FABS(op->body_info[i]) > who->body_info[i]) {
2972 /* Could return now for efficiently - rest of info below isn'
2973 * really needed.
2974 */
2975 retval |= CAN_APPLY_NEVER;
2976 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2977 /* in this case, equipping this would use more free spots than 2922 /* in this case, equipping this would use more free spots than
2978 * we have. 2923 * we have.
2979 */ 2924 */
2980 object *tmp1;
2981 2925
2982
2983 /* 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
2984 * enough slots to equip the new item, then just set this can 2927 * enough slots to equip the new item, then just set "can
2985 * 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
2986 * shield equipped and try to equip another shield, there is only 2929 * shield equipped and try to equip another shield, there is only
2987 * one choice. However, the check for the number of body locations 2930 * one choice. However, the check for the number of body locations
2988 * does take into the account cases where what is being applied 2931 * does take into the account cases where what is being applied
2989 * may be two handed for example. 2932 * may be two handed for example.
2990 */ 2933 */
2991 if (ws) { 2934 if (ws)
2992 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)
2936 {
2993 retval |= CAN_APPLY_UNAPPLY; 2937 retval |= CAN_APPLY_UNAPPLY;
2994 continue; 2938 continue;
2995 } 2939 }
2940
2941 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2942 if (!tmp1)
2943 {
2944#if 0
2945 /* This is sort of an error, but happens a lot when old players
2946 * join in with more stuff equipped than they are now allowed.
2947 */
2948 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2949#endif
2950 retval |= CAN_APPLY_NEVER;
2996 } 2951 }
2997
2998 tmp1 = get_item_from_body_location(who->inv, i);
2999 if (!tmp1) {
3000#if 0
3001 /* This is sort of an error, but happens a lot when old players
3002 * join in with more stuff equipped than they are now allowed.
3003 */
3004 LOG(llevError,"Can't find object using location %d on %s\n",
3005 i, who->name);
3006#endif
3007 retval |= CAN_APPLY_NEVER;
3008 } else { 2952 else
2953 {
3009 /* need to unapply something. However, if this something 2954 /* need to unapply something. However, if this something
3010 * is different than we had found before, it means they need 2955 * is different than we had found before, it means they need
3011 * to apply multiple objects 2956 * to apply multiple objects
3012 */ 2957 */
3013 retval |= CAN_APPLY_UNAPPLY; 2958 retval |= CAN_APPLY_UNAPPLY;
2959
2960 if (!tmp)
3014 if (!tmp) tmp = tmp1; 2961 tmp = tmp1;
3015 else if (tmp != tmp1) { 2962 else if (tmp != tmp1)
3016 retval |= CAN_APPLY_UNAPPLY_MULT; 2963 retval |= CAN_APPLY_UNAPPLY_MULT;
3017 } 2964
3018 /* 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
3019 * 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
3020 * the slots, the player then has a choice. 2967 * the slots, the player then has a choice.
3021 */ 2968 */
3022 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)
3023 (FABS(op->body_info[i]) < who->body_info[i])) 2970 && abs (op->slot[i].info) < who->slot[i].info)
3024 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2971 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3025 2972
3026 /* Does unequippint 'tmp1' free up enough slots for this to be 2973 /* Does unequippint 'tmp1' free up enough slots for this to be
3027 * equipped? If not, there must be something else to unapply. 2974 * equipped? If not, there must be something else to unapply.
3028 */ 2975 */
3029 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)
3030 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3031
3032 } 2978 }
3033 } /* if not enough free slots */ 2979 } /* if not enough free slots */
3034 } /* if this object uses location i */ 2980 } /* if this object uses location i */
3035 } /* for i -> num_body_locations loop */ 2981 } /* for i -> num_body_locations loop */
3036 2982
3037 /* 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
3038 * really be controlled by use of body locations. We do have 2984 * really be controlled by use of body locations. We do have
3039 * the weapon/shield checks, and the range checks for monsters, 2985 * the weapon/shield checks, and the range checks for monsters,
3040 * 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,
3041 * 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
3042 * all use the same location. 2988 * all use the same location.
3043 */ 2989 */
3044 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 2990 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
2991 retval |= CAN_APPLY_RESTRICTION;
2992
2993 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
2994 retval |= CAN_APPLY_RESTRICTION;
2995
2996 if (who->type != PLAYER)
2997 {
2998 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3045 retval |= CAN_APPLY_RESTRICTION; 2999 retval |= CAN_APPLY_RESTRICTION;
3000
3046 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3001 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3047 retval |= CAN_APPLY_RESTRICTION; 3002 retval |= CAN_APPLY_RESTRICTION;
3048 3003
3049
3050 if (who->type != PLAYER) {
3051 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3052 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3053 retval |= CAN_APPLY_RESTRICTION;
3054 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3004 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3057 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3006
3058 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3007 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3059 retval |= CAN_APPLY_RESTRICTION; 3008 retval |= CAN_APPLY_RESTRICTION;
3060 } 3009 }
3010
3061 return retval; 3011 return retval;
3062} 3012}
3063
3064
3065 3013
3066/** 3014/**
3067 * 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.
3068 * 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,
3069 * 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
3078 * AP_UNAPPLY=always unapply). 3026 * AP_UNAPPLY=always unapply).
3079 * 3027 *
3080 * Optional flags: 3028 * Optional flags:
3081 * 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
3082 * 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
3083 * 3032 *
3084 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3085 * 3034 *
3086 * apply_special() doesn't check for unpaid items. 3035 * apply_special() doesn't check for unpaid items.
3087 */ 3036 */
3037int
3088int apply_special (object *who, object *op, int aflags) 3038apply_special (object *who, object *op, int aflags)
3089{ 3039{
3090 int basic_flag = aflags & AP_BASIC_FLAGS; 3040 int basic_flag = aflags & AP_BASIC_FLAGS;
3091 object *tmp, *tmp2, *skop=NULL; 3041 object *tmp, *tmp2, *skop = NULL;
3092 int i;
3093 3042
3094 if(who==NULL) { 3043 if (who == NULL)
3044 {
3095 LOG(llevError,"apply_special() from object without environment.\n"); 3045 LOG (llevError, "apply_special() from object without environment.\n");
3096 return 1; 3046 return 1;
3097 } 3047 }
3098 3048
3099 if(op->env!=who) 3049 if (op->env != who)
3100 return 1; /* op is not in inventory */ 3050 return 1; /* op is not in inventory */
3101 3051
3102 /* trying to unequip op */ 3052 /* trying to unequip op */
3103 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3053 if (QUERY_FLAG (op, FLAG_APPLIED))
3054 {
3104 /* always apply, so no reason to unapply */ 3055 /* always apply, so no reason to unapply */
3105 if (basic_flag == AP_APPLY) return 0; 3056 if (basic_flag == AP_APPLY)
3057 return 0;
3106 3058
3107 if ( ! (aflags & AP_IGNORE_CURSE)
3108 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3059 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3109 new_draw_info_format(NDI_UNIQUE, 0, who, 3060 {
3110 "No matter how hard you try, you just can't\nremove %s.", 3061 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3111 query_name(op)); 3062 return 1;
3063 }
3064
3065 return unapply_special (who, op, aflags);
3066 }
3067
3068 if (basic_flag == AP_UNAPPLY)
3069 return 0;
3070
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 }
3079
3080 splay (op);
3081
3082 /* Can't just apply this object. Lets see what not and what to do */
3083 if (int i = can_apply_object (who, op))
3084 {
3085 if (i & CAN_APPLY_NEVER)
3086 {
3087 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3088 return 1;
3089 }
3090 else if (i & CAN_APPLY_RESTRICTION)
3091 {
3092 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3093 return 1;
3094 }
3095
3096 if (who->type != PLAYER)
3097 {
3098 /* Some error, so don't try to equip something more */
3099 if (unapply_for_ob (who, op, aflags))
3112 return 1; 3100 return 1;
3113 } 3101 }
3114 return unapply_special(who, op, aflags); 3102 else
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:");
3107 unapply_for_ob (who, op, AP_PRINT);
3108 return 1;
3109 }
3110 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3111 if (unapply_for_ob (who, op, aflags))
3112 return 1;
3113 }
3114 }
3115
3116 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3115 } 3117 {
3118 skop = find_skill_by_name (who, op->skill);
3116 3119
3117 if (basic_flag == AP_UNAPPLY) return 0; 3120 if (!skop)
3121 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3123 return 1;
3124 }
3125 else
3126 /* While experience will be credited properly, we want to change the
3127 * skill so that the dam and wc get updated
3128 */
3129 who->change_skill (skop);
3130 }
3118 3131
3119 i = can_apply_object(who, op); 3132 if (who->type == PLAYER
3133 && op->item_power
3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3135 {
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 }
3120 3141
3121 /* Can't just apply this object. Lets see what not and what to do */ 3142 /* Ok. We are now at the state where we can apply the new object.
3122 if (i) { 3143 * Note that we don't have the checks for can_use_...
3123 if (i & CAN_APPLY_NEVER) { 3144 * below - that is already taken care of by can_apply_object.
3124 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3145 */
3146 if (op->nrof > 1)
3147 tmp = get_split_ob (op, op->nrof - 1);
3148 else
3149 tmp = 0;
3150
3151 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3152 return RESULT_INT (0);
3153
3154 switch (op->type)
3155 {
3156 case WEAPON:
3157 if (!check_weapon_power (who, op->last_eat))
3158 {
3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3160 "It would consume your soul!.");
3161
3162 if (tmp)
3163 insert_ob_in_ob (tmp, who);
3164
3125 return 1; 3165 return 1;
3126 } else if (i & CAN_APPLY_RESTRICTION) { 3166 }
3127 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3167
3168 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword.
3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3171 {
3172 /* if the weapon does not have the name as the character, can't use it. */
3173 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3174 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3175
3176 if (tmp)
3177 insert_ob_in_ob (tmp, who);
3178
3128 return 1; 3179 return 1;
3129 } 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
3188 SET_FLAG (op, FLAG_APPLIED);
3189 who->change_skill (skop);
3190
3191 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op);
3193
3194 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3195
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3197 change_abil (who, op);
3198 break;
3199
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 */
3130 if (who->type != PLAYER) { 3233 if (who->type == PLAYER)
3131 /* Some error, so don't try to equip something more */ 3234 esrv_del_item (who->contr, op->count);
3132 if (unapply_for_ob(who, op, aflags)) return 1; 3235
3133 } else { 3236 op->destroy ();
3134 if (who->contr->unapply == unapply_never || 3237
3135 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3238 /* insert the portion that was split off */
3136 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3239 if (tmp)
3137 unapply_for_ob(who, op, AP_PRINT); 3240 {
3138 return 1; 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);
3139 } 3253 }
3140 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3141 i = unapply_for_ob(who, op, aflags);
3142 if (i) return 1;
3143 }
3144 }
3145 }
3146 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3147 skop=find_skill_by_name(who, op->skill);
3148 if (!skop) {
3149 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3150 return 1;
3151 } else {
3152 /* While experience will be credited properly, we want to change the
3153 * skill so that the dam and wc get updated
3154 */
3155 change_skill(who, skop, 0);
3156 }
3157 }
3158
3159 if (who->type == PLAYER && op->item_power &&
3160 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3161 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3162 return 1;
3163 }
3164
3165 3254
3166 /* Ok. We are now at the state where we can apply the new object.
3167 * Note that we don't have the checks for can_use_...
3168 * below - that is already taken care of by can_apply_object.
3169 */
3170
3171
3172 if(op->nrof > 1)
3173 tmp = get_split_ob(op,op->nrof - 1);
3174 else
3175 tmp = NULL;
3176
3177 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3178 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3179 return RESULT_INT (0);
3180
3181 switch(op->type) {
3182 case WEAPON:
3183 if (!check_weapon_power(who, op->last_eat)) {
3184 new_draw_info(NDI_UNIQUE, 0,who,
3185 "That weapon is too powerful for you to use.");
3186 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3187 if(tmp!=NULL)
3188 (void) insert_ob_in_ob(tmp,who);
3189 return 1;
3190 }
3191 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3192 /* if the weapon does not have the name as the character, can't use it. */
3193 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3194 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3195 if(tmp!=NULL)
3196 (void) insert_ob_in_ob(tmp,who);
3197 return 1;
3198 }
3199 SET_FLAG(op, FLAG_APPLIED);
3200
3201 if (skop) change_skill(who, skop, 1);
3202 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3203 SET_FLAG(who, FLAG_READY_WEAPON);
3204
3205 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3206
3207 (void) change_abil (who,op);
3208 break;
3209
3210 case ARMOUR:
3211 case HELMET:
3212 case SHIELD:
3213 case BOOTS:
3214 case GLOVES:
3215 case GIRDLE:
3216 case BRACERS:
3217 case CLOAK:
3218 case RING:
3219 case AMULET:
3220 SET_FLAG(op, FLAG_APPLIED);
3221 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3222 (void) change_abil (who,op);
3223 break;
3224 case LAMP:
3225 if (op->stats.food < 1) {
3226 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3227 " fuel!", &op->name);
3228 return 1;
3229 }
3230 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3231 &op->name);
3232 tmp2 = arch_to_object(op->other_arch);
3233 tmp2->stats.food = op->stats.food;
3234 SET_FLAG(tmp2, FLAG_APPLIED);
3235 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3236 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3237 insert_ob_in_ob(tmp2, who);
3238
3239 /* Remove the old lantern */
3240 if (who->type == PLAYER) 3255 if (who->type == PLAYER)
3241 esrv_del_item(who->contr, (tag_t)op->count);
3242 remove_ob(op);
3243 free_object(op);
3244
3245 /* insert the portion that was split off */
3246 if(tmp!=NULL) {
3247 (void) insert_ob_in_ob(tmp,who);
3248 if(who->type==PLAYER)
3249 esrv_send_item(who, tmp);
3250 }
3251 fix_player(who);
3252 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3253 if (who->type == PLAYER) {
3254 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3255 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3256 }
3257 }
3258 if(who->type==PLAYER)
3259 esrv_send_item(who, tmp2); 3256 esrv_send_item (who, tmp2);
3257
3260 return 0; 3258 return 0;
3261 break;
3262 3259
3263 /* this part is needed for skill-tools */
3264 case SKILL:
3265 case SKILL_TOOL: 3260 case SKILL_TOOL:
3266 if (who->chosen_skill) { 3261 // applying a skill tool also readies the skill
3267 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 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);
3268 return 1; 3290 return 1;
3269 } 3291
3270 if (who->type == PLAYER) { 3292 found_weapon:;
3271 who->contr->shoottype = range_skill;
3272 who->contr->ranges[range_skill] = op;
3273 if ( ! op->invisible) {
3274 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3275 query_name (op));
3276 new_draw_info_format (NDI_UNIQUE, 0, who,
3277 "You can now use the skill: %s.",
3278 &op->skill);
3279 } else {
3280 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3281 op->skill ? &op->skill : &op->name);
3282 } 3293 }
3294 else
3295 who->change_weapon (pl->combat_ob = op);
3283 } 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 {
3284 SET_FLAG (op, FLAG_APPLIED); 3328 SET_FLAG (op, FLAG_APPLIED);
3285 (void) change_abil (who, op); 3329 change_abil (who, op);
3286 who->chosen_skill = op; 3330 who->chosen_skill = op;
3287 SET_FLAG (who, FLAG_READY_SKILL); 3331 SET_FLAG (who, FLAG_READY_SKILL);
3288 break;
3289
3290 case BOW:
3291 if (!check_weapon_power(who, op->last_eat)) {
3292 new_draw_info(NDI_UNIQUE, 0, who,
3293 "That item is too powerful for you to use.");
3294 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3295 if(tmp != NULL)
3296 (void)insert_ob_in_ob(tmp,who);
3297 return 1;
3298 } 3332 }
3299 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3300 new_draw_info(NDI_UNIQUE, 0, who,
3301 "The weapon does not recognize you as its owner.");
3302 if(tmp != NULL)
3303 (void)insert_ob_in_ob(tmp,who);
3304 return 1;
3305 }
3306 /*FALLTHROUGH*/
3307 case WAND:
3308 case ROD:
3309 case HORN:
3310 /* check for skill, alter player status */
3311 SET_FLAG(op, FLAG_APPLIED);
3312 if (skop) change_skill(who, skop, 0);
3313 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3314 3333
3315 if(who->type==PLAYER) {
3316 if (op->type == BOW) {
3317 (void)change_abil(who, op);
3318 new_draw_info_format (NDI_UNIQUE, 0, who,
3319 "You will now fire %s with %s.",
3320 op->race ? &op->race : "nothing", query_name(op));
3321 who->contr->shoottype = range_bow;
3322 } else {
3323 who->contr->shoottype = range_misc;
3324 }
3325 } else {
3326 if (op->type == BOW)
3327 SET_FLAG (who, FLAG_READY_BOW);
3328 else
3329 SET_FLAG (who, FLAG_READY_RANGE);
3330 }
3331 break;
3332
3333 case BUILDER:
3334 if ( who->contr->ranges[ range_builder ] )
3335 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3336 who->contr->shoottype = range_builder;
3337 who->contr->ranges[ range_builder ] = op;
3338 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3339 break; 3334 break;
3340 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
3341 default: 3409 default:
3342 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));
3343 } /* end of switch op->type */ 3411 } /* end of switch op->type */
3344 3412
3345 SET_FLAG(op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3346 3414
3347 if(tmp!=NULL) 3415 if (tmp)
3348 tmp = insert_ob_in_ob(tmp,who); 3416 tmp = insert_ob_in_ob (tmp, who);
3349 3417
3350 fix_player(who); 3418 who->update_stats ();
3351 3419
3352 /* We exclude spell casting objects. The fire code will set the 3420 /* We exclude spell casting objects. The fire code will set the
3353 * been applied flag when they are used - until that point, 3421 * been applied flag when they are used - until that point,
3354 * you don't know anything about them. 3422 * you don't know anything about them.
3355 */ 3423 */
3356 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3424 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3357 op->type!=ROD)
3358 SET_FLAG(op,FLAG_BEEN_APPLIED); 3425 SET_FLAG (op, FLAG_BEEN_APPLIED);
3359 3426
3360 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3427 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3428 {
3361 if (who->type == PLAYER) { 3429 if (who->type == PLAYER)
3430 {
3362 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!");
3363 SET_FLAG(op,FLAG_KNOWN_CURSED); 3432 SET_FLAG (op, FLAG_KNOWN_CURSED);
3364 } 3433 }
3365 } 3434 }
3435
3366 if(who->type==PLAYER) { 3436 if (who->type == PLAYER)
3437 {
3367 /* if multiple objects were applied, update both slots */ 3438 /* if multiple objects were applied, update both slots */
3368 if (tmp) 3439 if (tmp)
3369 esrv_send_item(who, tmp); 3440 esrv_send_item (who, tmp);
3441
3370 esrv_send_item(who, op); 3442 esrv_send_item (who, op);
3371 } 3443 }
3444
3372 return 0; 3445 return 0;
3373} 3446}
3374 3447
3375 3448int
3376int monster_apply_special (object *who, object *op, int aflags) 3449monster_apply_special (object *who, object *op, int aflags)
3377{ 3450{
3378 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3379 return 1; 3452 return 1;
3380 return apply_special (who, op, aflags); 3453 return apply_special (who, op, aflags);
3381} 3454}
3382 3455
3383/** 3456/**
3384 * Map was just loaded, handle op's initialisation. 3457 * Map was just loaded, handle op's initialisation.
3385 * 3458 *
3386 * Generates shop floor's item, and treasures. 3459 * Generates shop floor's item, and treasures.
3387 */ 3460 */
3461int
3388int auto_apply (object *op) { 3462auto_apply (object *op)
3463{
3389 object *tmp = NULL, *tmp2; 3464 object *tmp = NULL, *tmp2;
3390 int i; 3465 int i;
3391 3466
3392 switch(op->type) { 3467 switch (op->type)
3468 {
3393 case SHOP_FLOOR: 3469 case SHOP_FLOOR:
3394 if (!HAS_RANDOM_ITEMS(op)) return 0; 3470 if (!op->has_random_items ())
3471 return 0;
3472
3473 do
3395 do { 3474 {
3396 i=10; /* let's give it 10 tries */ 3475 i = 10; /* let's give it 10 tries */
3397 while((tmp=generate_treasure(op->randomitems, 3476 while ((tmp = generate_treasure (op->randomitems,
3398 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);
3399 if(tmp==NULL) 3478 if (tmp == NULL)
3400 return 0;
3401 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3402 free_object(tmp);
3403 tmp = NULL;
3404 }
3405 } while(!tmp);
3406 tmp->x=op->x;
3407 tmp->y=op->y;
3408 SET_FLAG(tmp,FLAG_UNPAID);
3409 insert_ob_in_map(tmp,op->map,NULL,0);
3410 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3411 identify(tmp);
3412 break;
3413
3414 case TREASURE:
3415 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3416 return 0; 3479 return 0;
3480 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3481 {
3482 tmp->destroy ();
3483 tmp = NULL;
3484 }
3485 }
3486 while (!tmp);
3487
3488 tmp->x = op->x;
3489 tmp->y = op->y;
3490 SET_FLAG (tmp, FLAG_UNPAID);
3491 insert_ob_in_map (tmp, op->map, NULL, 0);
3492 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3493 identify (tmp);
3494 break;
3495
3496 case TREASURE:
3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3498 return 0;
3499
3417 while ((op->stats.hp--)>0) 3500 while (op->stats.hp-- > 0)
3418 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3501 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3419 op->stats.exp ? (int)op->stats.exp :
3420 op->map == NULL ? 14: op->map->difficulty,0); 3502 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3421 3503
3422 /* 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,
3423 * 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
3424 * to disappear. An example of this item is the random_* stuff 3506 * to disappear. An example of this item is the random_* stuff
3425 * that is put inside other objects. 3507 * that is put inside other objects.
3426 */ 3508 */
3427 for (tmp=op->inv; tmp; tmp=tmp2) { 3509 for (tmp = op->inv; tmp; tmp = tmp2)
3510 {
3428 tmp2 = tmp->below; 3511 tmp2 = tmp->below;
3429 remove_ob(tmp); 3512 tmp->remove ();
3513
3514 if (op->env)
3430 if (op->env) insert_ob_in_ob(tmp, op->env); 3515 insert_ob_in_ob (tmp, op->env);
3431 else free_object(tmp); 3516 else
3517 tmp->destroy ();
3432 } 3518 }
3433 remove_ob(op); 3519
3434 free_object(op); 3520 op->destroy ();
3435 break; 3521 break;
3436 } 3522 }
3437 return tmp ? 1 : 0; 3523 return tmp ? 1 : 0;
3438} 3524}
3439 3525
3440/** 3526/**
3441 * 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
3442 * when an original map is loaded) and performs special actions for 3528 * is loaded or swapped in and performs special actions for
3443 * certain objects (most initialization of chests and creation of 3529 * certain objects (most initialization of chests and creation of
3444 * treasures and stuff). Calls auto_apply if appropriate. 3530 * treasures and stuff). Calls auto_apply if appropriate.
3445 */ 3531 */
3446void 3532void
3447fix_auto_apply (mapstruct * m) 3533maptile::fix_auto_apply ()
3448{ 3534{
3449 object *tmp, *above = NULL; 3535 if (!spaces)
3450 int x, y;
3451
3452 if (m == NULL)
3453 return; 3536 return;
3454 3537
3455 for (x = 0; x < MAP_WIDTH (m); x++) 3538 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3456 for (y = 0; y < MAP_HEIGHT (m); y++) 3539 for (object *tmp = ms->bot; tmp; )
3457 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3458 { 3540 {
3459 above = tmp->above; 3541 object *above = tmp->above;
3460 3542
3461 if (tmp->inv) 3543 if (tmp->inv)
3462 { 3544 {
3463 object *invtmp, *invnext; 3545 object *invtmp, *invnext;
3464 3546
3465 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3466 { 3548 {
3467 invnext = invtmp->below; 3549 invnext = invtmp->below;
3468 3550
3469 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3470 auto_apply (invtmp); 3552 auto_apply (invtmp);
3471 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3472 { 3554 {
3473 while ((invtmp->stats.hp--) > 0) 3555 while ((invtmp->stats.hp--) > 0)
3474 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3556 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3475 3557
3476 invtmp->randomitems = NULL; 3558 invtmp->randomitems = NULL;
3477 } 3559 }
3478 else if (invtmp && invtmp->arch 3560 else if (invtmp && invtmp->arch
3479 && invtmp->type != TREASURE 3561 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3480 && invtmp->type != SPELL
3481 && invtmp->type != CLASS
3482 && HAS_RANDOM_ITEMS (invtmp))
3483 { 3562 {
3484 create_treasure (invtmp->randomitems, invtmp, 0, 3563 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3485 m->difficulty, 0);
3486 /* Need to clear this so that we never try to create 3564 /* Need to clear this so that we never try to create
3487 * treasure again for this object 3565 * treasure again for this object
3488 */ 3566 */
3489 invtmp->randomitems = NULL; 3567 invtmp->randomitems = NULL;
3490 } 3568 }
3491 } 3569 }
3492 /* This is really temporary - the code at the bottom will 3570 /* This is really temporary - the code at the bottom will
3493 * also set randomitems to null. The problem is there are bunches 3571 * also set randomitems to null. The problem is there are bunches
3494 * of maps/players already out there with items that have spells 3572 * of maps/players already out there with items that have spells
3495 * which haven't had the randomitems set to null yet. 3573 * which haven't had the randomitems set to null yet.
3496 * MSW 2004-05-13 3574 * MSW 2004-05-13
3497 * 3575 *
3498 * 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,
3499 * else you get two spells in the book ^_- 3577 * else you get two spells in the book ^_-
3500 * Ryo 2004-08-16 3578 * Ryo 2004-08-16
3501 */ 3579 */
3502 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3580 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3503 || tmp->type == HORN || tmp->type == FIREWALL 3581 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3504 || tmp->type == POTION || tmp->type == ALTAR
3505 || tmp->type == SPELLBOOK)
3506 tmp->randomitems = NULL;
3507
3508 }
3509
3510 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3511 auto_apply (tmp);
3512 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER))
3513 && HAS_RANDOM_ITEMS (tmp))
3514 {
3515 while ((tmp->stats.hp--) > 0)
3516 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3517 tmp->randomitems = NULL; 3582 tmp->randomitems = NULL;
3583
3518 } 3584 }
3585
3586 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3587 auto_apply (tmp);
3588 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3589 {
3590 while ((tmp->stats.hp--) > 0)
3591 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3592 tmp->randomitems = NULL;
3593 }
3519 else if (tmp->type == TIMED_GATE) 3594 else if (tmp->type == TIMED_GATE)
3520 { 3595 {
3521 object *head = tmp->head != NULL ? tmp->head : tmp; 3596 object *head = tmp->head != NULL ? tmp->head : tmp;
3597
3522 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3598 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3523 {
3524 tmp->speed = 0; 3599 tmp->set_speed (0);
3525 update_ob_speed (tmp);
3526 }
3527 } 3600 }
3528 /* 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
3529 * 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
3530 * 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
3531 * 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.
3532 * 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
3533 * which say how many times to make the treasure. 3606 * which say how many times to make the treasure.
3534 */ 3607 */
3535 else if (tmp && tmp->arch && tmp->type != PLAYER 3608 else if (tmp && tmp->arch && tmp->type != PLAYER
3536 && tmp->type != TREASURE && tmp->type != SPELL 3609 && tmp->type != TREASURE && tmp->type != SPELL
3537 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS 3610 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3538 && HAS_RANDOM_ITEMS (tmp))
3539 { 3611 {
3540 create_treasure (tmp->randomitems, tmp, GT_APPLY, 3612 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3541 m->difficulty, 0);
3542 tmp->randomitems = NULL; 3613 tmp->randomitems = NULL;
3543 } 3614 }
3615
3616 // close all containers
3617 else if (tmp->type == CONTAINER)
3618 tmp->flag [FLAG_APPLIED] = 0;
3619
3620 tmp = above;
3544 } 3621 }
3545 3622
3546 for (x = 0; x < MAP_WIDTH (m); x++) 3623 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3547 for (y = 0; y < MAP_HEIGHT (m); y++) 3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3548 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3549 if (tmp->above &&
3550 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3625 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3551 check_trigger (tmp, tmp->above); 3626 check_trigger (tmp, tmp->above);
3552} 3627}
3553 3628
3554/** 3629/**
3555 * Handles player eating food that temporarily changes status (resistances, stats). 3630 * Handles player eating food that temporarily changes status (resistances, stats).
3556 * This used to call cast_change_attr(), but 3631 * This used to call cast_change_attr(), but
3557 * 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
3558 * the food changes, just grab a force and use that instead. 3633 * the food changes, just grab a force and use that instead.
3559 */ 3634 */
3560 3635void
3561void eat_special_food(object *who, object *food) { 3636eat_special_food (object *who, object *food)
3637{
3562 object *force; 3638 object *force;
3563 int i, did_one=0; 3639 int i, did_one = 0;
3564 sint8 k;
3565 3640
3566 force = get_archetype(FORCE_NAME); 3641 force = get_archetype (FORCE_NAME);
3567 3642
3568 for (i=0; i < NUM_STATS; i++) { 3643 for (i = 0; i < NUM_STATS; i++)
3569 k = get_attr_value(&food->stats, i); 3644 if (sint8 k = food->stats.stat (i))
3570 if (k) { 3645 {
3571 set_attr_value(&force->stats, i, k); 3646 force->stats.stat (i) = k;
3572 did_one = 1; 3647 did_one = 1;
3573 } 3648 }
3574 }
3575 3649
3576 /* check if we can protect the eater */ 3650 /* check if we can protect the eater */
3577 for (i=0; i<NROFATTACKS; i++) { 3651 for (i = 0; i < NROFATTACKS; i++)
3652 {
3578 if (food->resist[i]>0) { 3653 if (food->resist[i] > 0)
3654 {
3579 force->resist[i] = food->resist[i] / 2; 3655 force->resist[i] = food->resist[i] / 2;
3580 did_one = 1; 3656 did_one = 1;
3581 } 3657 }
3582 } 3658 }
3659
3583 if (did_one) { 3660 if (did_one)
3661 {
3584 force->speed = 0.1; 3662 force->set_speed (0.1);
3585 update_ob_speed(force);
3586 /* bigger morsel of food = longer effect time */ 3663 /* bigger morsel of food = longer effect time */
3587 force->stats.food = food->stats.food / 5; 3664 force->duration = food->stats.food / 5;
3588 SET_FLAG(force, FLAG_IS_USED_UP);
3589 SET_FLAG(force, FLAG_APPLIED); 3665 SET_FLAG (force, FLAG_APPLIED);
3590 change_abil(who, force); 3666 change_abil (who, force);
3591 insert_ob_in_ob(force, who); 3667 insert_ob_in_ob (force, who);
3592 } else {
3593 free_object(force);
3594 } 3668 }
3669 else
3670 force->destroy ();
3595 3671
3596 /* check for hp, sp change */ 3672 /* check for hp, sp change */
3597 if(food->stats.hp!=0) { 3673 if (food->stats.hp != 0)
3674 {
3598 if(QUERY_FLAG(food, FLAG_CURSED)) { 3675 if (QUERY_FLAG (food, FLAG_CURSED))
3676 {
3599 strcpy(who->contr->killer,food->name); 3677 assign (who->contr->killer, food->name);
3600 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3678 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3680 }
3681 else
3682 {
3683 if (food->stats.hp > 0)
3684 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3685 else
3601 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3686 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3602 } else {
3603 if(food->stats.hp>0)
3604 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3605 else
3606 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3607 who->stats.hp += food->stats.hp; 3687 who->stats.hp += food->stats.hp;
3608 } 3688 }
3609 } 3689 }
3610 if(food->stats.sp!=0) { 3690 if (food->stats.sp != 0)
3691 {
3611 if(QUERY_FLAG(food, FLAG_CURSED)) { 3692 if (QUERY_FLAG (food, FLAG_CURSED))
3693 {
3612 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!");
3613 who->stats.sp -= food->stats.sp; 3695 who->stats.sp -= food->stats.sp;
3614 if(who->stats.sp<0) who->stats.sp=0; 3696 if (who->stats.sp < 0)
3615 } else { 3697 who->stats.sp = 0;
3698 }
3699 else
3700 {
3616 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!");
3617 who->stats.sp += food->stats.sp; 3702 who->stats.sp += food->stats.sp;
3618 /* place limit on max sp from food? */ 3703 /* place limit on max sp from food? */
3619 } 3704 }
3620 } 3705 }
3621 fix_player(who); 3706 who->update_stats ();
3622} 3707}
3623
3624 3708
3625/** 3709/**
3626 * Designed primarily to light torches/lanterns/etc. 3710 * Designed primarily to light torches/lanterns/etc.
3627 * 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
3628 * the selected object to "burn". -b.t. 3712 * the selected object to "burn". -b.t.
3629 */ 3713 */
3630 3714void
3631void apply_lighter(object *who, object *lighter) { 3715apply_lighter (object *who, object *lighter)
3716{
3632 object *item; 3717 object *item;
3633 int is_player_env=0; 3718 int is_player_env = 0;
3634 uint32 nrof;
3635 tag_t count;
3636 char item_name[MAX_BUF];
3637 3719
3638 item=find_marked_object(who); 3720 item = find_marked_object (who);
3639 if(item) { 3721 if (item)
3722 {
3640 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3723 if (lighter->last_eat && lighter->stats.food)
3724 { /* lighter gets used up */
3641 /* Split multiple lighters if they're being used up. Otherwise * 3725 /* Split multiple lighters if they're being used up. Otherwise *
3642 * one charge from each would be used up. --DAMN */ 3726 * one charge from each would be used up. --DAMN */
3643 if(lighter->nrof > 1) { 3727 if (lighter->nrof > 1)
3728 {
3644 object *oneLighter = get_object(); 3729 object *oneLighter = lighter->clone ();
3645 copy_object(lighter, oneLighter); 3730
3646 lighter->nrof -= 1; 3731 lighter->nrof -= 1;
3647 oneLighter->nrof = 1; 3732 oneLighter->nrof = 1;
3648 oneLighter->stats.food--; 3733 oneLighter->stats.food--;
3649 esrv_send_item(who, lighter); 3734 esrv_send_item (who, lighter);
3650 oneLighter=insert_ob_in_ob(oneLighter, who); 3735 oneLighter = insert_ob_in_ob (oneLighter, who);
3651 esrv_send_item(who, oneLighter); 3736 esrv_send_item (who, oneLighter);
3737 }
3652 } else { 3738 else
3653 lighter->stats.food--; 3739 lighter->stats.food--;
3654 } 3740 }
3655 3741 else if (lighter->last_eat)
3656 } else if(lighter->last_eat) { /* no charges left in lighter */ 3742 { /* no charges left in lighter */
3657 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);
3658 "You attempt to light the %s with a used up %s.",
3659 &item->name, &lighter->name);
3660 return; 3744 return;
3661 } 3745 }
3746
3662 /* 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?
3663 * 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
3664 * objects at once. 3749 * objects at once.
3665 */ 3750 */
3666 nrof=item->nrof;
3667 count=item->count;
3668 /* If the item is destroyed, we don't have a valid pointer to the
3669 * name object, so make a copy so the message we print out makes
3670 * some sense.
3671 */
3672 strcpy(item_name, item->name);
3673 if (who == is_player_inv(item)) is_player_env=1;
3674 3751
3752 if (who == item->in_player ())
3753 is_player_env = 1;
3754
3675 save_throw_object(item,AT_FIRE,who); 3755 save_throw_object (item, AT_FIRE, who);
3676 /* Change to check count and not freed, since the object pointer 3756
3677 * may have gotten recycled 3757 if (item->destroyed ())
3678 */ 3758 {
3679 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);
3680 new_draw_info_format(NDI_UNIQUE, 0,who,
3681 "You light the %s with the %s.", &item_name, &lighter->name);
3682 /* Need to update the player so that the players glow radius 3760 /* Need to update the player so that the players glow radius
3683 * gets changed. 3761 * gets changed.
3684 */ 3762 */
3685 if (is_player_env) fix_player(who); 3763 if (is_player_env)
3764 who->update_stats ();
3765 }
3686 } else { 3766 else
3687 new_draw_info_format(NDI_UNIQUE, 0,who,
3688 "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3767 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3689 } 3768 }
3690 3769 else /* nothing to light */
3691 } else /* nothing to light */
3692 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.");
3693 3771
3694} 3772}
3695 3773
3696/** 3774/**
3697 * 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.
3698 * scroll_failure()- hacked directly from spell_failure 3776 * scroll_failure()- hacked directly from spell_failure
3699 */ 3777 */
3778void
3700void scroll_failure(object *op, int failure, int power) 3779scroll_failure (object *op, int failure, int power)
3701{ 3780{
3702 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 */
3703 3783
3704 if(failure<= -1&&failure > -15) {/* wonder */ 3784 if (failure <= -1 && failure > -15)
3785 { /* wonder */
3705 object *tmp; 3786 object *tmp;
3706 3787
3707 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3788 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3708 tmp=get_archetype(SPELL_WONDER); 3789 tmp = get_archetype (SPELL_WONDER);
3709 cast_wonder(op, op, 0, tmp); 3790 cast_wonder (op, op, 0, tmp);
3710 free_object(tmp); 3791 tmp->destroy ();
3792 }
3711 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3793 else if (failure <= -15 && failure > -35)
3794 { /* drain mana */
3712 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3795 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3713 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3796 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3714 if(op->stats.sp<0) op->stats.sp = 0; 3797 if (op->stats.sp < 0)
3798 op->stats.sp = 0;
3799 }
3715 } else if (settings.spell_failure_effects == TRUE) { 3800 else if (settings.spell_failure_effects == TRUE)
3801 {
3716 if (failure <= -35&&failure > -60) { /* confusion */ 3802 if (failure <= -35 && failure > -60)
3803 { /* confusion */
3717 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!");
3718 confuse_player(op,op,power); 3805 confuse_player (op, op, power);
3806 }
3719 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3807 else if (failure <= -60 && failure > -70)
3808 { /* paralysis */
3720 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!");
3721 "you!");
3722 paralyze_player(op,op,power); 3810 paralyze_player (op, op, power);
3811 }
3723 } else if (failure <= -70&&failure> -80) {/* blind */ 3812 else if (failure <= -70 && failure > -80)
3813 { /* blind */
3724 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!");
3725 blind_player(op,op,power); 3815 blind_player (op, op, power);
3726 } else if (failure <= -80) {/* blast the immediate area */ 3816 }
3727 object *tmp; 3817 else if (failure <= -80)
3818 { /* blast the immediate area */
3728 tmp=get_archetype(LOOSE_MANA); 3819 object *tmp = get_archetype (LOOSE_MANA);
3729 cast_magic_storm(op,tmp, power); 3820 cast_magic_storm (op, tmp, power);
3730 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3731 free_object(tmp); 3822 tmp->destroy ();
3732 } 3823 }
3733 } 3824 }
3734} 3825}
3735 3826
3827void
3736void apply_changes_to_player(object *pl, object *change) { 3828apply_changes_to_player (object *pl, object *change)
3829{
3737 int excess_stat=0; /* if the stat goes over the maximum 3830 int excess_stat = 0; /* if the stat goes over the maximum
3738 for the race, put the excess stat some 3831 for the race, put the excess stat some
3739 where else. */ 3832 where else. */
3740 3833
3741 switch (change->type) { 3834 switch (change->type)
3835 {
3742 case CLASS: { 3836 case CLASS:
3837 {
3743 living *stats = &(pl->contr->orig_stats); 3838 living *stats = &(pl->contr->orig_stats);
3744 living *ns = &(change->stats); 3839 living *ns = &(change->stats);
3745 object *walk; 3840 object *walk;
3746 int flag_change_face=1; 3841 int flag_change_face = 1;
3747 3842
3748 /* the following code assigns stats up to the stat max 3843 /* the following code assigns stats up to the stat max
3749 * for the race, and if the stat max is exceeded, 3844 * for the race, and if the stat max is exceeded,
3750 * tries to randomly reassign the excess stat 3845 * tries to randomly reassign the excess stat
3751 */ 3846 */
3752 int i,j; 3847 int i, j;
3848
3753 for(i=0;i<NUM_STATS;i++) { 3849 for (i = 0; i < NUM_STATS; i++)
3754 sint8 stat=get_attr_value(stats,i); 3850 {
3755 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3851 int race_bonus = pl->arch->clone.stats.stat (i);
3756 stat += get_attr_value(ns,i); 3852 sint8 stat = stats->stat (i) + ns->stat (i);
3853
3757 if(stat > 20 + race_bonus) { 3854 if (stat > 20 + race_bonus)
3855 {
3758 excess_stat++; 3856 excess_stat++;
3759 stat = 20+race_bonus; 3857 stat = 20 + race_bonus;
3760 } 3858 }
3761 set_attr_value(stats,i,stat); 3859
3860 stats->stat (i) = stat;
3762 } 3861 }
3763 3862
3764 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3863 for (j = 0; excess_stat > 0 && j < 100; j++)
3864 { /* try 100 times to assign excess stats */
3765 int i = rndm(0, 6); 3865 int i = rndm (0, 6);
3766 int stat=get_attr_value(stats,i); 3866
3767 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3867 if (i == CHA)
3768 if(i==CHA) continue; /* exclude cha from this */ 3868 continue; /* exclude cha from this */
3869
3870 int stat = stats->stat (i);
3871 int race_bonus = pl->arch->clone.stats.stat (i);
3769 if( stat < 20 + race_bonus) { 3872 if (stat < 20 + race_bonus)
3873 {
3770 change_attr_value(stats,i,1); 3874 change_attr_value (stats, i, 1);
3771 excess_stat--; 3875 excess_stat--;
3772 } 3876 }
3773 } 3877 }
3774 3878
3775 /* insert the randomitems from the change's treasurelist into 3879 /* insert the randomitems from the change's treasurelist into
3776 * the player ref: player.c 3880 * the player ref: player.c
3777 */ 3881 */
3778 if(change->randomitems!=NULL) 3882 if (change->randomitems != NULL)
3779 give_initial_items(pl,change->randomitems); 3883 give_initial_items (pl, change->randomitems);
3780 3884
3781
3782 /* set up the face, for some races. */ 3885 /* set up the face, for some races. */
3783 3886
3784 /* first, look for the force object banning 3887 /* first, look for the force object banning
3785 * changing the face. Certain races never change face with class. 3888 * changing the face. Certain races never change face with class.
3786 */ 3889 */
3787 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3890 for (walk = pl->inv; walk != NULL; walk = walk->below)
3788 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3891 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3892 flag_change_face = 0;
3789 3893
3790 if(flag_change_face) { 3894 if (flag_change_face)
3895 {
3791 pl->animation_id = GET_ANIM_ID(change); 3896 pl->animation_id = GET_ANIM_ID (change);
3792 pl->face = change->face; 3897 pl->face = change->face;
3793 3898
3794 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3899 if (QUERY_FLAG (change, FLAG_ANIMATE))
3795 SET_FLAG(pl,FLAG_ANIMATE); 3900 SET_FLAG (pl, FLAG_ANIMATE);
3796 else 3901 else
3797 CLEAR_FLAG(pl,FLAG_ANIMATE); 3902 CLEAR_FLAG (pl, FLAG_ANIMATE);
3798 } 3903 }
3799 3904
3800 /* check the special case of can't use weapons */ 3905 /* check the special case of can't use weapons */
3801 /*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); */
3802 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3907 if (!strcmp (change->name, "monk"))
3908 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3803 3909
3804 break; 3910 break;
3805 } 3911 }
3806 } 3912 }
3807} 3913}
3808 3914
3809/** 3915/**
3814 * 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.
3815 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3921 * The format is as follow: transformer:[number ]yield[;transformer:...].
3816 * 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.
3817 * 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.
3818 */ 3924 */
3925void
3819void apply_item_transformer( object* pl, object* transformer ) 3926apply_item_transformer (object *pl, object *transformer)
3820 { 3927{
3821 object* marked; 3928 object *marked;
3822 object* new_item; 3929 object *new_item;
3823 char* find; 3930 char *find;
3824 char* separator; 3931 char *separator;
3825 int yield; 3932 int yield;
3826 char got[ MAX_BUF ]; 3933 char got[MAX_BUF];
3827 int len; 3934 int len;
3828 3935
3829 if ( !pl || !transformer ) 3936 if (!pl || !transformer)
3830 return; 3937 return;
3831 marked = find_marked_object( pl ); 3938 marked = find_marked_object (pl);
3832 if ( !marked ) 3939 if (!marked)
3833 { 3940 {
3834 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));
3835 return; 3942 return;
3836 } 3943 }
3837 if ( !marked->slaying ) 3944 if (!marked->slaying)
3838 { 3945 {
3839 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));
3840 return; 3947 return;
3841 } 3948 }
3842 /* check whether they are compatible or not */ 3949 /* check whether they are compatible or not */
3843 find = strstr( marked->slaying, transformer->arch->name ); 3950 find = strstr (marked->slaying, transformer->arch->name);
3844 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3951 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3845 { 3952 {
3846 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));
3847 return; 3954 return;
3848 } 3955 }
3849 find += strlen( transformer->arch->name ) + 1; 3956 find += strlen (transformer->arch->name) + 1;
3850 /* 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 */
3851 if ( isdigit( *( find ) ) ) 3958 if (isdigit (*(find)))
3852 { 3959 {
3853 yield = atoi( find ); 3960 yield = atoi (find);
3854 if ( yield < 1 ) 3961 if (yield < 1)
3855 { 3962 {
3856 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);
3857 yield = 1; 3964 yield = 1;
3858 } 3965 }
3859 } 3966 }
3860 else 3967 else
3861 yield = 1; 3968 yield = 1;
3862 3969
3863 while ( isdigit( *find ) ) 3970 while (isdigit (*find))
3864 find++; 3971 find++;
3865 while ( *find == ' ' ) 3972 while (*find == ' ')
3866 find++; 3973 find++;
3867 memset( got, 0, MAX_BUF ); 3974 memset (got, 0, MAX_BUF);
3868 if ( (separator = strchr( find, ';' ))!=NULL) 3975 if ((separator = strchr (find, ';')) != NULL)
3869 { 3976 {
3870 len = separator - find; 3977 len = separator - find;
3871 } 3978 }
3872 else 3979 else
3873 { 3980 {
3874 len = strlen(find); 3981 len = strlen (find);
3875 } 3982 }
3876 if ( len > MAX_BUF-1) 3983 if (len > MAX_BUF - 1)
3877 len = MAX_BUF-1; 3984 len = MAX_BUF - 1;
3878 strcpy( got, find ); 3985 strcpy (got, find);
3879 got[len] = '\0'; 3986 got[len] = '\0';
3880 3987
3881 /* Now create new item, remove used ones when required. */ 3988 /* Now create new item, remove used ones when required. */
3882 new_item = get_archetype( got ); 3989 new_item = get_archetype (got);
3883 if ( !new_item ) 3990 if (!new_item)
3884 { 3991 {
3885 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));
3886 return; 3993 return;
3887 } 3994 }
3995
3888 new_item->nrof = yield; 3996 new_item->nrof = yield;
3889 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));
3890 insert_ob_in_ob( new_item, pl ); 3998 insert_ob_in_ob (new_item, pl);
3891 esrv_send_inventory( pl, pl ); 3999 esrv_send_inventory (pl, pl);
3892 /* Eat up one item */ 4000 /* Eat up one item */
3893 decrease_ob_nr( marked, 1 ); 4001 decrease_ob_nr (marked, 1);
3894 /* Eat one transformer if needed */ 4002 /* Eat one transformer if needed */
3895 if ( transformer->stats.food ) 4003 if (transformer->stats.food)
3896 if ( --transformer->stats.food == 0 ) 4004 if (--transformer->stats.food == 0)
3897 decrease_ob_nr( transformer, 1 ); 4005 decrease_ob_nr (transformer, 1);
3898 } 4006}

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