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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.15 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.113 by root, Tue Jul 10 05:51:38 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 1.15 2006/08/29 10:51:43 elmex 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
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22 */
23
24#include <cmath>
27 25
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <spells.h> 28#include <spells.h>
31#include <skills.h> 29#include <skills.h>
32#include <tod.h> 30#include <tod.h>
33 31
34#ifndef __CEXTRACT__
35#include <sproto.h> 32#include <sproto.h>
36#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/** 37/**
45 * Check if op should abort moving victim because of it's race or slaying. 38 * 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. 39 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 40 */
41int
48int should_director_abort(object *op, object *victim) 42should_director_abort (object *op, object *victim)
49{ 43{
50 int arch_flag, name_flag, race_flag; 44 int arch_flag, name_flag, race_flag;
45
51 /* Get flags to determine what of arch, name, and race should be checked. 46 /* 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, 47 * 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, 48 * 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 49 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 50 * it. Examples:
56 * subtype 1: only arch 51 * subtype 1: only arch
57 * subtype 3: arch or name 52 * subtype 3: arch or name
58 * subtype 5: arch or race 53 * subtype 5: arch or race
59 * subtype 7: all three 54 * subtype 7: all three
60 */ 55 */
61 if (op->subtype) 56 if (op->subtype)
62 { 57 {
63 arch_flag = (op->subtype & 1); 58 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 59 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 60 race_flag = (op->subtype & 4);
66 } else { 61 }
62 else
63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ( (op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 76 return 1;
79 } 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 return 1; 84 return 1;
88 } 85
89 return 0; 86 return 0;
90} 87}
91 88
92/** 89/**
93 * This handles a player dropping money on an altar to identify stuff. 90 * 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. 91 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
96 */ 93 */
94static int
97static int apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
98{ 96{
99 object *id, *marked; 97 object *id, *marked;
100 int success=0; 98 int success = 0;
101 99
102 if (pl == NULL || pl->type != PLAYER) 100 if (pl == NULL || pl->type != PLAYER)
103 return 0; 101 return 0;
104 102
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
107 */ 105 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 107 return 0;
110 108
111 marked = find_marked_object (pl); 109 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 110 /* 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. 111 * identified. IF it doesn't, then go through the player inventory.
114 */ 112 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 && need_identify (marked))
117 { 114 {
118 if (operate_altar (altar, &money)) { 115 if (operate_altar (altar, &money))
116 {
119 identify (marked); 117 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 118 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) { 119 if (marked->msg)
120 {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
125 } 123 }
126 return money == NULL; 124 return money == NULL;
127 } 125 }
128 } 126 }
129 127
130 for (id=pl->inv; id; id=id->below) { 128 for (id = pl->inv; id; id = id->below)
129 {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 need_identify(id)) { 131 {
133 if (operate_altar(altar,&money)) { 132 if (operate_altar (altar, &money))
133 {
134 identify(id); 134 identify (id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl, 135 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) { 136 if (id->msg)
137 {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
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 } 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 }
146 else { 146 else
147 {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 149 break;
149 } 150 }
150 } 151 }
151 } 152 }
153 if (!success)
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
153 return money == NULL; 155 return money == NULL;
154} 156}
155 157
156/** 158/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 160 * matching item.
159 **/ 161 **/
162static void
160static void handle_apply_yield(object* tmp) 163handle_apply_yield (object *tmp)
161{ 164{
162 const char* yield; 165 const char *yield;
163 166
164 yield = get_ob_key_value(tmp,"on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 168 if (yield != NULL)
166 { 169 {
167 object* drop = get_archetype(yield); 170 object *drop = get_archetype (yield);
171
168 if (tmp->env) 172 if (tmp->env)
169 { 173 {
170 drop = insert_ob_in_ob(drop,tmp->env); 174 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 175 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 176 esrv_send_item (tmp->env, drop);
173 } 177 }
174 else 178 else
175 { 179 {
176 drop->x = tmp->x; 180 drop->x = tmp->x;
177 drop->y = tmp->y; 181 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 183 }
180 } 184 }
181} 185}
182 186
183/** 187/**
184 * Handles applying a potion. 188 * Handles applying a potion.
185 */ 189 */
190int
186int apply_potion (object * op, object * tmp) 191apply_potion (object *op, object *tmp)
187{ 192{
188 int got_one = 0, i; 193 int got_one = 0, i;
189 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
190 195
191 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
192 197
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 199 {
195 if (op->type == PLAYER) 200 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 201 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); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 203 return 0;
201 } 204 }
202 205
203 if (op->type == PLAYER) 206 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 208 identify (tmp);
207 }
208 209
209 handle_apply_yield (tmp); 210 handle_apply_yield (tmp);
210 211
211 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 215 object *depl;
215 archetype *at; 216 archetype *at;
216 217
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 219 {
219 drain_stat (op); 220 op->drain_stat ();
220 fix_player (op); 221 op->update_stats ();
221 decrease_ob (tmp); 222 decrease_ob (tmp);
222 return 1; 223 return 1;
223 } 224 }
225
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
225 { 227 {
226 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 229 return 0;
228 } 230 }
229 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
232
230 if (depl != NULL) 233 if (depl)
231 { 234 {
232 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
234 {
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
236 } 238
237 remove_ob (depl); 239 depl->destroy ();
238 free_object (depl); 240 op->update_stats ();
239 fix_player (op);
240 } 241 }
241 else 242 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
243 244
244 decrease_ob (tmp); 245 decrease_ob (tmp);
246 } 247 }
247 248
248 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
250 { 251 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
253 { 253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 255 {
256 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
286 op->contr->levgrace[i] = 3; 286 op->contr->levgrace[i] = 3;
287 break; 287 break;
288 } 288 }
289 } 289 }
290 } 290 }
291
291 /* Just makes checking easier */ 292 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 293 if (i < MIN (11, op->level))
293 got_one = 1; 294 got_one = 1;
295
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 297 {
296 if (got_one) 298 if (got_one)
297 { 299 {
298 fix_player (op); 300 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op, 301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
300 "The Gods smile upon you and remake you"); 302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
301 new_draw_info (NDI_UNIQUE, 0, op, 303 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 } 304 }
306 else 305 else
307 new_draw_info (NDI_UNIQUE, 0, op, 306 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 } 307 }
310 else 308 else
311 { /* cursed potion */ 309 { /* cursed potion */
312 if (got_one) 310 if (got_one)
313 { 311 {
314 fix_player (op); 312 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, 313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 "The Gods are angry and punish you.");
317 } 314 }
318 else 315 else
319 new_draw_info (NDI_UNIQUE, 0, op, 316 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 } 317 }
318
322 decrease_ob (tmp); 319 decrease_ob (tmp);
323 return 1; 320 return 1;
324 } 321 }
325 322
326 323
336 object *fball; 333 object *fball;
337 334
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */ 336 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 337 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 338 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; 339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x; 340 fball->x = op->x;
346 fball->y = op->y; 341 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0); 342 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 343 }
349 else 344 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 345 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 346
352 decrease_ob (tmp); 347 decrease_ob (tmp);
353 /* if youre dead, no point in doing this... */ 348 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 349 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 350 op->update_stats ();
356 return 1; 351 return 1;
357 } 352 }
358 353
359 /* Deal with protection potions */ 354 /* Deal with protection potions */
360 force = NULL; 355 force = NULL;
378 force->stats.food *= 10; 373 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 } 377 }
378
383 force->speed_left = -1; 379 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force); 383 change_abil (op, force);
390 } 386 }
391 387
392 /* Only thing left are the stat potions */ 388 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 389 if (op->type == PLAYER)
394 { /* only for players */ 390 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 392 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 393 else
399 SET_FLAG (tmp, FLAG_APPLIED); 394 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp)) 395 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
405 * that were grouped with the one consumed, his 400 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 401 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 402 * up all the stats.
408 */ 403 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 404 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 405 op->update_stats ();
411 decrease_ob (tmp); 406 decrease_ob (tmp);
412 return 1; 407 return 1;
413} 408}
414 409
415/**************************************************************************** 410/****************************************************************************
417 ****************************************************************************/ 412 ****************************************************************************/
418 413
419/** 414/**
420 * This returns the sum of nrof of item (arch name). 415 * This returns the sum of nrof of item (arch name).
421 */ 416 */
417static int
422static int check_item(object *op, const char *item) 418check_item (object *op, const char *item)
423{ 419{
424 int count=0; 420 int count = 0;
425 421
426 422
427 if (item==NULL) return 0; 423 if (item == NULL)
424 return 0;
425
428 op=op->below; 426 op = op->below;
429 while(op!=NULL) { 427 while (op != NULL)
428 {
430 if (strcmp(op->arch->name,item)==0){ 429 if (strcmp (op->arch->archname, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 433 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 435 count++;
436 else 436 else
437 count += op->nrof; 437 count += op->nrof;
438 } 438 }
439 } 439 }
440
440 op=op->below; 441 op = op->below;
441 } 442 }
443
442 return count; 444 return count;
443} 445}
444 446
445/** 447/**
446 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 449 * op is typically the player, which is only
448 * really used to determine what space to look at. 450 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 451 * Modified to only eat 'nrof' of objects.
450 */ 452 */
453static void
451static void eat_item(object *op,const char *item, uint32 nrof) 454eat_item (object *op, const char *item, uint32 nrof)
452{ 455{
453 object *prev; 456 object *prev;
454 457
455 prev = op; 458 prev = op;
456 op=op->below; 459 op = op->below;
457 460
458 while(op!=NULL) { 461 while (op != NULL)
462 {
459 if (strcmp(op->arch->name,item)==0) { 463 if (strcmp (op->arch->archname, item) == 0)
464 {
460 if (op->nrof >= nrof) { 465 if (op->nrof >= nrof)
466 {
461 decrease_ob_nr(op,nrof); 467 decrease_ob_nr (op, nrof);
462 return; 468 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
467 op=prev; 475 op = prev;
468 } 476 }
469 prev = op; 477 prev = op;
470 op=op->below; 478 op = op->below;
471 } 479 }
472} 480}
473 481
474/** 482/**
475 * This checks to see of the player (who) is sufficient level to use a weapon 483 * 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 484 * 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 485 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable. 486 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 487 * we return 1 (true) if the player can use the weapon.
480 */ 488 */
489static int
481static int check_weapon_power(const object *who, int improvs) 490check_weapon_power (const object *who, int improvs)
482{ 491{
492
483/* Old code is below (commented out). Basically, since weapons are the only 493/* 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 494 * 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. 495 * require high level in some combat skill, so we just use overall level.
486 */ 496 */
487#if 1 497#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
489 else return 0; 501 return 0;
490 502
491#else 503#else
492 int level=0; 504 int level = 0;
493 505
494 /* The skill system hands out wc and dam bonuses to fighters 506 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 507 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 508 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t. 509 * 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 510 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance. 511 * using normal level - it is just a matter of play balance.
500 */ 512 */
501 if(who->type==PLAYER) { 513 if (who->type == PLAYER)
514 {
502 object *wc_obj=NULL; 515 object *wc_obj = NULL;
503 516
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 517 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) 518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level; 519 level = wc_obj->level;
507 520
508 if (!level ) { 521 if (!level)
522 {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
510 level = who->level; 524 level = who->level;
511 } 525 }
512 } 526 }
513 else 527 else
514 level=who->level; 528 level = who->level;
515 529
516 return (improvs <= ((level/5)+5)); 530 return (improvs <= ((level / 5) + 5));
517#endif 531#endif
518} 532}
519 533
520/** 534/**
521 * Returns how many items of type improver->slaying there are under op. 535 * 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. 536 * Will display a message if none found, and 1 if improver->slaying is NULL.
523 */ 537 */
538static int
524static int check_sacrifice(object *op, const object *improver) 539check_sacrifice (object *op, const object *improver)
525{ 540{
526 int count=0; 541 int count = 0;
527 542
528 if (improver->slaying!=NULL) { 543 if (improver->slaying != NULL)
544 {
529 count = check_item(op,improver->slaying); 545 count = check_item (op, improver->slaying);
530 if (count<1) { 546 if (count < 1)
547 {
531 char buf[200]; 548 char buf[200];
549
532 sprintf(buf,"The gods want more %ss",improver->slaying); 550 sprintf (buf, "The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf); 551 new_draw_info (NDI_UNIQUE, 0, op, buf);
534 return 0; 552 return 0;
535 } 553 }
536 } 554 }
537 else 555 else
538 count=1; 556 count = 1;
539 557
540 return count; 558 return count;
541} 559}
542 560
543/** 561/**
544 * Actually improves the weapon, and tells user. 562 * Actually improves the weapon, and tells user.
545 */ 563 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 564int
547 signed char *stat,int sacrifice_count,const char *statname) 565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
548{ 566{
549 567
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
551 *stat += sacrifice_count; 569 *stat += sacrifice_count;
552 weapon->last_eat++; 570 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 571 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); 572 decrease_ob (improver);
556 573
557 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
558 fix_player(op); 575 op->update_stats ();
559 return 1; 576 return 1;
560} 577}
561 578
562/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
576/** 593/**
577 * This does the prepare weapon scroll. 594 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 595 * Checks for sacrifice, and so on.
579 */ 596 */
580 597
598int
581int prepare_weapon(object *op, object *improver, object *weapon) 599prepare_weapon (object *op, object *improver, object *weapon)
582{ 600{
583 int sacrifice_count,i; 601 int sacrifice_count, i;
584 char buf[MAX_BUF]; 602 char buf[MAX_BUF];
585 603
586 if (weapon->level!=0) { 604 if (weapon->level != 0)
605 {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
588 return 0; 607 return 0;
589 } 608 }
590 for (i=0; i<NROFATTACKS; i++) 609 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 610 if (weapon->resist[i])
611 break;
592 612
593 /* If we break out, i will be less than nrofattacks, preventing 613 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 614 * improvement of items that already have protections.
595 */ 615 */
596 if (i<NROFATTACKS || 616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 618 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 619 weapon->stats.ac) /* AC - only taifu's I think */
601 { 620 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
603 return 0; 622 return 0;
604 } 623 }
605 sacrifice_count=check_sacrifice(op,improver); 624 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 625 if (sacrifice_count <= 0)
607 return 0; 626 return 0;
608 weapon->level=isqrt(sacrifice_count); 627 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 629 eat_item (op, improver->slaying, sacrifice_count);
611 630
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
613 weapon->name,weapon->level);
614 632
615 sprintf(buf,"%s's %s",op->name,weapon->name); 633 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 634 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 635 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 636 slot at once! */
620 decrease_ob(improver); 637 decrease_ob (improver);
621 weapon->last_eat=0; 638 weapon->last_eat = 0;
622 return 1; 639 return 1;
623} 640}
624 641
625 642
626/** 643/**
627 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
632 * 649 *
633 * We are hiding extra information about the weapon in the level and 650 * We are hiding extra information about the weapon in the level and
634 * last_eat numbers for an object. Hopefully this won't break anything ?? 651 * last_eat numbers for an object. Hopefully this won't break anything ??
635 * level == max improve last_eat == current improve 652 * level == max improve last_eat == current improve
636 */ 653 */
654int
637int improve_weapon(object *op,object *improver,object *weapon) 655improve_weapon (object *op, object *improver, object *weapon)
638{ 656{
639 int sacrifice_count, sacrifice_needed=0; 657 int sacrifice_count, sacrifice_needed = 0;
640 658
641 if(improver->stats.sp==IMPROVE_PREPARE) { 659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
642 return prepare_weapon(op, improver, weapon); 661 return prepare_weapon (op, improver, weapon);
643 } 662 }
644 if (weapon->level==0) { 663 if (weapon->level == 0)
664 {
645 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
646 return 0; 666 return 0;
647 } 667 }
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
650 return 0; 671 return 0;
651 } 672 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
653 !check_weapon_power(op, weapon->last_eat+1)) { 674 {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
657 return 0; 678 return 0;
658 } 679 }
659 /* This just increases damage by 5 points, no matter what. No sacrifice 680 /* This just increases damage by 5 points, no matter what. No sacrifice
660 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
661 * don't put any maximum value on damage - the limit is how much the 682 * don't put any maximum value on damage - the limit is how much the
662 * weapon can be improved. 683 * weapon can be improved.
663 */ 684 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
665 weapon->stats.dam += 5; 687 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 688 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op, 689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
668 "Damage has been increased by 5 to %d", weapon->stats.dam);
669 weapon->last_eat++; 690 weapon->last_eat++;
670 691
671 weapon->item_power++; 692 weapon->item_power++;
672 decrease_ob(improver); 693 decrease_ob (improver);
673 return 1; 694 return 1;
674 } 695 }
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
676 /* Reduce weight by 20% */ 698 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 699 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 700 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 701 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
681 (float)weapon->weight/1000.0);
682 weapon->last_eat++; 703 weapon->last_eat++;
683 weapon->item_power++; 704 weapon->item_power++;
684 decrease_ob(improver); 705 decrease_ob (improver);
685 return 1; 706 return 1;
686 } 707 }
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
688 weapon->magic++; 710 weapon->magic++;
689 weapon->last_eat++; 711 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
691 ,"Weapon magic increased to %d",weapon->magic);
692 decrease_ob(improver); 713 decrease_ob (improver);
693 weapon->item_power++; 714 weapon->item_power++;
694 return 1; 715 return 1;
695 } 716 }
696 717
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 720
701 if (sacrifice_needed<1) 721 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 722 sacrifice_needed = 1;
703 sacrifice_needed *=2; 723 sacrifice_needed *= 2;
704 724
705 sacrifice_count = check_sacrifice(op,improver); 725 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 726 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 727 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
709 return 0; 729 return 0;
710 } 730 }
711 eat_item(op,improver->slaying, sacrifice_needed); 731 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 732 weapon->item_power++;
713 733
714 switch (improver->stats.sp) { 734 switch (improver->stats.sp)
735 {
715 case IMPROVE_STR: 736 case IMPROVE_STR:
716 return improve_weapon_stat(op,improver,weapon, 737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
717 (signed char *) &(weapon->stats.Str),
718 1, "strength");
719 case IMPROVE_DEX: 738 case IMPROVE_DEX:
720 return improve_weapon_stat(op,improver,weapon, 739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
721 (signed char *) &(weapon->stats.Dex),
722 1, "dexterity");
723 case IMPROVE_CON: 740 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon, 741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS: 742 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA: 744 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT: 746 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW: 748 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon, 749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 750 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
745 } 752 }
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 753 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 754 return 0;
748} 755}
749 756
750/** 757/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 758 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * Checks a few things (not on a non-magic square, marked weapon, ...), 759 * Checks a few things (not on a non-magic square, marked weapon, ...),
753 * then calls improve_weapon to do the dirty work. 760 * then calls improve_weapon to do the dirty work.
754 */ 761 */
762int
755int check_improve_weapon (object *op, object *tmp) 763check_improve_weapon (object *op, object *tmp)
756{ 764{
757 object *otmp; 765 object *otmp;
758 766
759 if(op->type!=PLAYER) 767 if (op->type != PLAYER)
768 return 0;
769
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
760 return 0; 773 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 774 }
775
765 otmp=find_marked_object(op); 776 otmp = find_marked_object (op);
766 if(!otmp) { 777 if (!otmp)
778 {
767 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
768 return 0; 780 return 0;
769 } 781 }
782
770 if (otmp->type != WEAPON && otmp->type != BOW) { 783 if (otmp->type != WEAPON && otmp->type != BOW)
784 {
771 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
772 return 0; 786 return 0;
773 } 787 }
788
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
775 improve_weapon(op,tmp,otmp); 790 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 791 esrv_send_item (op, otmp);
777 return 1; 792 return 1;
778} 793}
779 794
780/** 795/**
781 * This code deals with the armour improvment scrolls. 796 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 797 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 812 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 813 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 814 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 815 * changing of physical area right now.
801 */ 816 */
817int
802int improve_armour(object *op, object *improver, object *armour) 818improve_armour (object *op, object *improver, object *armour)
803{ 819{
804 object *tmp; 820 object *tmp;
805 821
806 if (armour->magic >= settings.armor_max_enchant) { 822 if (armour->magic >= settings.armor_max_enchant)
823 {
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
808 return 0; 825 return 0;
809 } 826 }
810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
811 * etc), so take the easy way out and don't worry about it. 828 * etc), so take the easy way out and don't worry about it.
812 * Note - maybe add scrolls which make the random artifact versions (eg, armour 829 * Note - maybe add scrolls which make the random artifact versions (eg, armour
813 * of gnarg and what not?) 830 * of gnarg and what not?)
814 */ 831 */
815 if (armour->title) { 832 if (armour->title)
833 {
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
817 return 0; 835 return 0;
818 } 836 }
819 837
820 /* Split objects if needed. Can't insert tmp until the 838 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 839 * end of this function - otherwise it will just re-merge.
822 */ 840 */
823 if(armour->nrof > 1) 841 if (armour->nrof > 1)
824 tmp = get_split_ob(armour,armour->nrof - 1); 842 tmp = get_split_ob (armour, armour->nrof - 1);
825 else 843 else
826 tmp = NULL; 844 tmp = NULL;
827 845
828 armour->magic++; 846 armour->magic++;
829 847
830 if ( !settings.armor_speed_linear ) 848 if (!settings.armor_speed_linear)
831 { 849 {
832 int base = 100; 850 int base = 100;
833 int pow = 0; 851 int pow = 0;
852
834 while ( pow < armour->magic ) 853 while (pow < armour->magic)
835 { 854 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 856 pow++;
838 } 857 }
839 858
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
841 } 860 }
842 else 861 else
843 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
844 863
845 if ( !settings.armor_weight_linear ) 864 if (!settings.armor_weight_linear)
846 { 865 {
847 int base = 100; 866 int base = 100;
848 int pow = 0; 867 int pow = 0;
868
849 while ( pow < armour->magic ) 869 while (pow < armour->magic)
850 { 870 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 872 pow++;
853 } 873 }
854 874
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
856 } 876 }
857 else 877 else
858 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 878 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
859 879
860 if ( armour->weight <= 0 ) 880 if (armour->weight <= 0)
861 { 881 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 883 armour->weight = 1;
864 } 884 }
865 885
866 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
867 887
868 if (op->type == PLAYER) { 888 if (op->type == PLAYER)
889 {
869 esrv_send_item(op, armour); 890 esrv_send_item (op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
871 fix_player(op); 892 op->update_stats ();
872 } 893 }
873 decrease_ob(improver); 894 decrease_ob (improver);
874 if (tmp) { 895 if (tmp)
896 {
875 insert_ob_in_ob(tmp, op); 897 insert_ob_in_ob (tmp, op);
876 esrv_send_item(op, tmp); 898 esrv_send_item (op, tmp);
877 } 899 }
878 return 1; 900 return 1;
879} 901}
880 902
881 903
882/* 904/*
883 * convert_item() returns 1 if anything was converted, 0 if the item was not 905 * convert_item() returns 1 if anything was converted, 0 if the item was not
891/* Takes one items and makes another. 913/* Takes one items and makes another.
892 * converter is the object that is doing the conversion. 914 * converter is the object that is doing the conversion.
893 * item is the object that triggered the converter - if it is not 915 * item is the object that triggered the converter - if it is not
894 * what the converter wants, this will not do anything. 916 * what the converter wants, this will not do anything.
895 */ 917 */
918int
896int convert_item(object *item, object *converter) { 919convert_item (object *item, object *converter)
920{
897 int nr=0; 921 int nr = 0;
898 object *tmp;
899 uint32 price_in; 922 uint32 price_in;
900 923
901 /* We make some assumptions - we assume if it takes money as it type, 924 /* We make some assumptions - we assume if it takes money as it type,
902 * it wants some amount. We don't make change (ie, if something costs 925 * it wants some amount. We don't make change (ie, if something costs
903 * 3 gp and player drops a platinum, tough luck) 926 * 3 gp and player drops a platinum, tough luck)
904 */ 927 */
905 if (!strcmp(CONV_FROM(converter),"money")) { 928 if (!strcmp (CONV_FROM (converter), "money"))
929 {
906 int cost; 930 int cost;
907 931
908 if(item->type!=MONEY) 932 if (item->type != MONEY)
909 return 0; 933 return 0;
910 934
911 nr=(item->nrof*item->value)/CONV_NEED(converter); 935 nr = (item->nrof * item->value) / CONV_NEED (converter);
936 if (!nr)
912 if (!nr) return 0; 937 return 0;
913 cost=nr*CONV_NEED(converter)/item->value; 938 cost = nr * CONV_NEED (converter) / item->value;
914 /* take into account rounding errors */ 939 /* take into account rounding errors */
915 if (nr*CONV_NEED(converter)%item->value) cost++; 940 if (nr * CONV_NEED (converter) % item->value)
941 cost++;
916 decrease_ob_nr(item, cost); 942 decrease_ob_nr (item, cost);
917 943
918 price_in = cost*item->value; 944 price_in = cost * item->value;
945 }
946 else
919 } 947 {
920 else {
921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
923 return 0; 950 return 0;
924 951
925 if(CONV_NEED(converter)) { 952 if (CONV_NEED (converter))
953 {
926 nr=item->nrof/CONV_NEED(converter); 954 nr = item->nrof / CONV_NEED (converter);
927 decrease_ob_nr(item,nr*CONV_NEED(converter)); 955 decrease_ob_nr (item, nr * CONV_NEED (converter));
928 price_in = nr*CONV_NEED(converter)*item->value; 956 price_in = nr * CONV_NEED (converter) * item->value;
957 }
929 } else { 958 else
959 {
930 price_in = item->value; 960 price_in = item->value;
931 remove_ob(item); 961 item->destroy ();
932 free_object(item);
933 } 962 }
934 } 963 }
935 964
936 if (converter->inv != NULL) { 965 if (converter->inv != NULL)
966 {
937 object *ob; 967 object *ob;
938 int i; 968 int i;
939 object *ob_to_copy; 969 object *ob_to_copy;
940 970
941 /* select random object from inventory to copy */ 971 /* select random object from inventory to copy */
942 ob_to_copy = converter->inv; 972 ob_to_copy = converter->inv;
943 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
974 {
944 if (rndm(0, i) == 0) { 975 if (rndm (0, i) == 0)
976 {
945 ob_to_copy = ob; 977 ob_to_copy = ob;
946 } 978 }
947 } 979 }
948 item = object_create_clone(ob_to_copy); 980 item = object_create_clone (ob_to_copy);
949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
950 unflag_inv(item, FLAG_IS_A_TEMPLATE); 982 unflag_inv (item, FLAG_IS_A_TEMPLATE);
951 } else { 983 }
984 else
985 {
952 if (converter->other_arch == NULL) { 986 if (converter->other_arch == NULL)
953 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); 987 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y);
954 return -1; 990 return -1;
955 } 991 }
956 992
957 item = object_create_arch(converter->other_arch); 993 item = object_create_arch (converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
959 } 995 }
960 996
961 if(CONV_NR(converter)) 997 if (CONV_NR (converter))
962 item->nrof=CONV_NR(converter); 998 item->nrof = CONV_NR (converter);
963 if(nr) 999 if (nr)
964 item->nrof*=nr; 1000 item->nrof *= nr;
965 if(is_in_shop (converter)) 1001 if (is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID); 1002 SET_FLAG (item, FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) { 1003 else if (price_in < item->nrof * item->value)
1004 {
968 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1005 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, 1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
970 item->nrof*item->value, item->name); 1007
971 /** 1008 /**
972 * elmex: we are going to let the game continue, as the mapcreator 1009 * elmex: we are going to let the game continue, as the mapcreator
973 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
974 */ 1011 */
975 } 1012 }
976 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
977 return 1; 1014 return 1;
978} 1015}
979 1016
980/** 1017/**
981 * Handle apply on containers. 1018 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 1019 * By Eneq(@csd.uu.se).
983 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
984 * added the alchemical cauldron to the code -b.t. 1021 * added the alchemical cauldron to the code -b.t.
985 */ 1022 */
986 1023int
987int apply_container (object *op, object *sack) 1024apply_container (object *op, object *sack)
988{ 1025{
989 char buf[MAX_BUF]; 1026 if (op->type != PLAYER || !op->contr->ns)
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */ 1027 return 0; /* This might change */
994 1028
995 if (sack==NULL || sack->type != CONTAINER) { 1029 if (!sack || sack->type != CONTAINER)
1030 {
996 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
997 return 0; 1032 return 0;
998 } 1033 }
999 op->contr->last_used = NULL; 1034
1000 op->contr->last_used_id = 0; 1035 op->contr->last_used = 0;
1001 1036
1002 if (sack->env!=op) { 1037 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 = tmp->ox = tmp->oy = 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 } 1038 {
1045 1039 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; 1040 return 1;
1094} 1041 }
1095 1042
1096/** 1043 // 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 1044 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,
1118 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1119 return 0;
1120 } 1045 {
1121 1046 if (op->container == sack)
1122 /* If we have a currently open container, then it needs to be closed in all cases
1123 * if we are opening this one up. We then fall through if appropriate for
1124 * openening the new container.
1125 */
1126
1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1128 if (op->container->env != op) { /* if container is on the ground */
1129 op->container->move_off = 0;
1130 } 1047 {
1131 1048 // open on ground or inv, so close
1132 if (INVOKE_OBJECT (CLOSE, op)) 1049 op->close_container ();
1133 return 1; 1050 return 1;
1051 }
1052 else if (!sack->env)
1053 {
1054 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1134 1058
1135 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1059 // fall through to opening it (active in inv)
1136 query_name(op->container)); 1060 }
1137 CLEAR_FLAG(op->container, FLAG_APPLIED); 1061 else if (sack->env)
1138 op->container=NULL; 1062 {
1063 // it is in our env, so activate it, do not open yet
1064 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1;
1139 esrv_update_item (UPD_FLAGS, op, tmp); 1066 esrv_update_item (UPD_FLAGS, op, sack);
1140 if (tmp == sack) return 1; 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1068 return 1;
1069 }
1070
1071 // it's locked?
1072 if (sack->slaying)
1141 } 1073 {
1142
1143
1144 /* If the player is trying to open it (which he must be doing if we got here),
1145 * and it is locked, check to see if player has the equipment to open it.
1146 */
1147
1148 if (sack->slaying) { /* it's locked */
1149 tmp=find_key(op, op, sack); 1074 if (object *tmp = find_key (op, op, sack))
1150 if (tmp) {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1152 } else { 1076 else
1077 {
1153 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", 1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1154 query_name(sack));
1155 return 0;
1156 }
1157 }
1158
1159 /* By the time we get here, we have made sure any other container has been closed and
1160 * if this is a locked container, the player they key to open it.
1161 */
1162
1163 /* There are really two cases - the sack is either on the ground, or the sack is
1164 * part of the players inventory. If on the ground, we assume that the player is
1165 * opening it, since if it was being closed, that would have been taken care of above.
1166 */
1167
1168
1169 if (sack->env != op) {
1170 /* Hypothetical case - the player is trying to open a sack that belong to someone
1171 * else. This normally should not happen, but a misbehaving client/player could
1172 * try to do it, so lets handle it gracefully.
1173 */
1174 if (sack->env) {
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1176 query_name(sack));
1177 return 0; 1079 return 1;
1178 } 1080 }
1179 /* set these so when the player walks off, we can unapply the sack */
1180 sack->move_off = MOVE_ALL; /* trying force closing it */
1181
1182 CLEAR_FLAG (sack, FLAG_APPLIED);
1183 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1184 SET_FLAG (sack, FLAG_APPLIED);
1185 op->container = sack;
1186 esrv_update_item (UPD_FLAGS, op, sack);
1187 esrv_send_inventory (op, sack);
1188
1189 } else { /* sack is in players inventory */
1190 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack);
1197 }
1198 else {
1199 CLEAR_FLAG (sack, FLAG_APPLIED);
1200 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1201 SET_FLAG (sack, FLAG_APPLIED);
1202 esrv_update_item (UPD_FLAGS, op, sack);
1203 }
1204 } 1081 }
1082
1083 op->open_container (sack);
1084
1205 return 1; 1085 return 1;
1206} 1086}
1207
1208 1087
1209/** 1088/**
1210 * Handles dropping things on altar. 1089 * Handles dropping things on altar.
1211 * Returns true if sacrifice was accepted. 1090 * Returns true if sacrifice was accepted.
1212 */ 1091 */
1092static int
1213static int apply_altar (object *altar, object *sacrifice, object *originator) 1093apply_altar (object *altar, object *sacrifice, object *originator)
1214{ 1094{
1215 /* Only players can make sacrifices on spell casting altars. */ 1095 /* Only players can make sacrifices on spell casting altars. */
1216 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1096 if (altar->inv && (!originator || originator->type != PLAYER))
1217 return 0; 1097 return 0;
1218 1098
1219 if (operate_altar (altar, &sacrifice)) { 1099 if (operate_altar (altar, &sacrifice))
1100 {
1220 /* Simple check. Unfortunately, it means you can't cast magic bullet 1101 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221 * with an altar. We call it a Potion - altars are stationary - it 1102 * with an altar. We call it a Potion - altars are stationary - it
1222 * is up to map designers to use them properly. 1103 * is up to map designers to use them properly.
1223 */ 1104 */
1224 if (altar->inv && altar->inv->type==SPELL) { 1105 if (altar->inv && altar->inv->type == SPELL)
1106 {
1225 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1226 altar->inv->name);
1227 cast_spell (originator, altar, 0, altar->inv, NULL); 1108 cast_spell (originator, altar, 0, altar->inv, NULL);
1228 /* If it is connected, push the button. Fixes some problems with 1109 /* If it is connected, push the button. Fixes some problems with
1229 * old maps. 1110 * old maps.
1230 */ 1111 */
1112
1231/* push_button (altar);*/ 1113/* push_button (altar);*/
1114 }
1232 } else { 1115 else
1116 {
1233 altar->value = 1; /* works only once */ 1117 altar->value = 1; /* works only once */
1234 push_button (altar); 1118 push_button (altar);
1235 } 1119 }
1120
1236 return sacrifice == NULL; 1121 return !sacrifice;
1237 } else { 1122 }
1123 else
1238 return 0; 1124 return 0;
1239 }
1240} 1125}
1241
1242 1126
1243/** 1127/**
1244 * Handles 'movement' of shop mats. 1128 * Handles 'movement' of shop mats.
1245 * Returns 1 if 'op' was destroyed, 0 if not. 1129 * Returns 1 if 'op' was destroyed, 0 if not.
1246 * Largely re-written to not use nearly as many gotos, plus 1130 * Largely re-written to not use nearly as many gotos, plus
1247 * some of this code just looked plain out of date. 1131 * some of this code just looked plain out of date.
1248 * MSW 2001-08-29 1132 * MSW 2001-08-29
1249 */ 1133 */
1134int
1250int apply_shop_mat (object * shop_mat, object * op) 1135apply_shop_mat (object *shop_mat, object *op)
1251{ 1136{
1252 int rv = 0; 1137 int rv = 0;
1253 double opinion; 1138 double opinion;
1254 object *tmp, *next; 1139 object *tmp, *next;
1255 1140
1262 * the shop. 1147 * the shop.
1263 */ 1148 */
1264 for (tmp = op->inv; tmp; tmp = next) 1149 for (tmp = op->inv; tmp; tmp = next)
1265 { 1150 {
1266 next = tmp->below; 1151 next = tmp->below;
1152
1267 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1268 { 1154 {
1269 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1270 1156
1271 remove_ob (tmp); 1157 tmp->remove ();
1158
1272 if (i == -1) 1159 if (i == -1)
1273 i = 0; 1160 i = 0;
1161
1274 tmp->map = op->map; 1162 tmp->map = op->map;
1275 tmp->x = op->x + freearr_x[i]; 1163 tmp->x = op->x + freearr_x[i];
1276 tmp->y = op->y + freearr_y[i]; 1164 tmp->y = op->y + freearr_y[i];
1277 insert_ob_in_map (tmp, op->map, op, 0); 1165 insert_ob_in_map (tmp, op->map, op, 0);
1278 } 1166 }
1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1289 { 1177 {
1290 1178
1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181
1293 if (i != -1) 1182 if (i != -1)
1294 {
1295 rv =
1296 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1297 0, shop_mat); 1184
1298 }
1299 return 0; 1185 return 0;
1300 } 1186 }
1301 /* Removed code that checked for multipart objects - it appears that 1187 /* Removed code that checked for multipart objects - it appears that
1302 * the teleport function should be able to handle this just fine. 1188 * the teleport function should be able to handle this just fine.
1303 */ 1189 */
1304 rv = teleport (shop_mat, SHOP_MAT, op); 1190 rv = teleport (shop_mat, SHOP_MAT, op);
1305 } 1191 }
1306 /* immediate block below is only used for players */ 1192 else if (can_pay (op) && get_payment (op))
1307 else if (can_pay (op))
1308 { 1193 {
1309 get_payment (op, op->inv); 1194 /* this is only used for players */
1310 rv = teleport (shop_mat, SHOP_MAT, op); 1195 rv = teleport (shop_mat, SHOP_MAT, op);
1311 1196
1312 if (shop_mat->msg) 1197 if (shop_mat->msg)
1313 {
1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315 }
1316 /* This check below is a bit simplistic - generally it should be correct, 1199 /* This check below is a bit simplistic - generally it should be correct,
1317 * but there is never a guarantee that the bottom space on the map is 1200 * but there is never a guarantee that the bottom space on the map is
1318 * actually the shop floor. 1201 * actually the shop floor.
1319 */ 1202 */
1320 else if (!rv && !is_in_shop (op)) 1203 else if (!rv && !is_in_shop (op))
1321 { 1204 {
1322 opinion = shopkeeper_approval (op->map, op); 1205 opinion = shopkeeper_approval (op->map, op);
1206
1323 if (opinion > 0.9) 1207 if (opinion > 0.9)
1324 new_draw_info (NDI_UNIQUE, 0, op, 1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1325 "The shopkeeper gives you a friendly wave.");
1326 else if (opinion > 0.75) 1209 else if (opinion > 0.75)
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1328 else if (opinion > 0.5) 1211 else if (opinion > 0.5)
1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else 1213 else
1331 new_draw_info (NDI_UNIQUE, 0, op, 1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1332 "The shopkeeper glares at you with contempt.");
1333 } 1215 }
1334 } 1216 }
1335 else 1217 else
1336 { 1218 {
1337 /* if we get here, a player tried to leave a shop but was not able 1219 /* if we get here, a player tried to leave a shop but was not able
1338 * to afford the items he has. We try to move the player so that 1220 * to afford the items he has. We try to move the player so that
1339 * they are not on the mat anymore 1221 * they are not on the mat anymore
1340 */ 1222 */
1341
1342 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224
1343 if (i == -1) 1225 if (i == -1)
1344 { 1226 {
1345 LOG (llevError, "Internal shop-mat problem.\n"); 1227 LOG (llevError, "Internal shop-mat problem.\n");
1346 } 1228 }
1347 else 1229 else
1348 { 1230 {
1349 remove_ob (op); 1231 op->remove ();
1350 op->x += freearr_x[i]; 1232 op->x += freearr_x[i];
1351 op->y += freearr_y[i]; 1233 op->y += freearr_y[i];
1352 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1234 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1353 } 1235 }
1354 } 1236 }
1237
1355 CLEAR_FLAG (op, FLAG_NO_APPLY); 1238 CLEAR_FLAG (op, FLAG_NO_APPLY);
1356 return rv; 1239 return rv;
1357} 1240}
1358 1241
1359/** 1242/**
1360 * Handles applying a sign. 1243 * Handles applying a sign.
1361 */ 1244 */
1245static void
1362static void apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1363{ 1247{
1364 readable_message_type* msgType; 1248 readable_message_type *msgType;
1365 char newbuf[HUGE_BUF]; 1249
1366 if (sign->msg == NULL) { 1250 if (sign->msg == NULL)
1251 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1368 return; 1253 return;
1369 } 1254 }
1370 1255
1371 if (sign->stats.food) { 1256 if (sign->stats.food)
1257 {
1372 if (sign->last_eat >= sign->stats.food) { 1258 if (sign->last_eat >= sign->stats.food)
1259 {
1373 if (!sign->move_on) 1260 if (!sign->move_on)
1374 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1375 return; 1262 return;
1376 } 1263 }
1377 1264
1378 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1265 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1379 sign->last_eat++; 1266 sign->last_eat++;
1380 } 1267 }
1381 1268
1382 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1269 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1383 * No way to know for sure. The presumption is basically that if 1270 * No way to know for sure. The presumption is basically that if
1384 * move_on is zero, it needs to be manually applied (doesn't talk 1271 * move_on is zero, it needs to be manually applied (doesn't talk
1385 * to us). 1272 * to us).
1386 */ 1273 */
1387 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1388 new_draw_info (NDI_UNIQUE, 0, op, 1275 {
1389 "You are unable to read while blind."); 1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1390 return; 1277 return;
1391 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1392 msgType=get_readable_message_type(sign); 1283 msgType = get_readable_message_type (sign);
1284
1285 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1393 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1394 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 }
1395} 1294}
1396
1397 1295
1398/** 1296/**
1399 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1400 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1401 * effect is determined by move_on/move_off of trap and move_type of victime. 1299 * effect is determined by move_on/move_off of trap and move_type of victime.
1402 * 1300 *
1403 * originator: Player, monster or other object that caused 'victim' to move 1301 * originator: Player, monster or other object that caused 'victim' to move
1404 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1302 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1405 * However, some types of traps require an originator to function. 1303 * However, some types of traps require an originator to function.
1406 */ 1304 */
1305void
1407void move_apply (object *trap, object *victim, object *originator) 1306move_apply (object *trap, object *victim, object *originator)
1408{ 1307{
1409 static int recursion_depth = 0; 1308 static int recursion_depth = 0;
1410 1309
1411 /* Only exits affect DMs. */ 1310 /* Only exits affect DMs. */
1412 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1311 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1413 return; 1312 return;
1414 1313
1415 /* move_apply() is the most likely candidate for causing unwanted and 1314 /* move_apply() is the most likely candidate for causing unwanted and
1416 * possibly unlimited recursion. 1315 * possibly unlimited recursion.
1417 */ 1316 */
1419 * maps to fail. 1) it's not an error to recurse: 1318 * maps to fail. 1) it's not an error to recurse:
1420 * rune detonates, summoning monster. monster lands on nearby rune. 1319 * rune detonates, summoning monster. monster lands on nearby rune.
1421 * nearby rune detonates. This sort of recursion is expected and 1320 * nearby rune detonates. This sort of recursion is expected and
1422 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1423 */ 1322 */
1424 if (recursion_depth >= 500) { 1323 if (recursion_depth >= 500)
1324 {
1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1326 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1428 return; 1327 return;
1429 } 1328 }
1329
1430 recursion_depth++; 1330 recursion_depth++;
1431 if (trap->head) trap=trap->head; 1331 if (trap->head)
1332 trap = trap->head;
1432 1333
1433 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1335 goto leave;
1336
1337 switch (trap->type)
1338 {
1339 case PLAYERMOVER:
1340 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1341 {
1342 if (!trap->stats.maxsp)
1343 trap->stats.maxsp = 2;
1344
1345 /* Is this correct? From the docs, it doesn't look like it
1346 * should be divided by trap->speed
1347 */
1348 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1349
1350 /* Just put in some sanity check. I think there is a bug in the
1351 * above with some objects have zero speed, and thus the player
1352 * getting permanently paralyzed.
1353 */
1354 if (victim->speed_left < -50.f)
1355 victim->speed_left = -50.f;
1356 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1357 }
1434 goto leave; 1358 goto leave;
1435 1359
1436 switch (trap->type) { 1360 case SPINNER:
1437 case PLAYERMOVER: 1361 if (victim->direction)
1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1362 {
1439 !should_director_abort(trap, victim)) { 1363 victim->direction = absdir (victim->direction - trap->stats.sp);
1440 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1364 update_turn_face (victim);
1365 }
1366 goto leave;
1441 1367
1442 /* Is this correct? From the docs, it doesn't look like it 1368 case DIRECTOR:
1443 * should be divided by trap->speed 1369 if (victim->direction && !should_director_abort (trap, victim))
1370 {
1371 victim->direction = trap->stats.sp;
1372 update_turn_face (victim);
1373 }
1374 goto leave;
1375
1376 case BUTTON:
1377 case PEDESTAL:
1378 update_button (trap);
1379 goto leave;
1380
1381 case ALTAR:
1382 /* sacrifice victim on trap */
1383 apply_altar (trap, victim, originator);
1384 goto leave;
1385
1386 case THROWN_OBJ:
1387 if (trap->inv == NULL)
1388 goto leave;
1389 /* fallthrough */
1390
1391 case ARROW:
1392 /* bad bug: monster throw a object, make a step forwards, step on object ,
1393 * trigger this here and get hit by own missile - and will be own enemy.
1394 * Victim then is his own enemy and will start to kill herself (this is
1395 * removed) but we have not synced victim and his missile. To avoid senseless
1396 * action, we avoid hits here
1397 */
1398 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1399 hit_with_arrow (trap, victim);
1400 goto leave;
1401
1402 case SPELL_EFFECT:
1403 apply_spell_effect (trap, victim);
1404 goto leave;
1405
1406 case TRAPDOOR:
1407 {
1408 int max, sound_was_played;
1409 object *ab, *ab_next;
1410
1411 if (!trap->value)
1444 */ 1412 {
1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1413 int tot;
1446 1414
1447 /* Just put in some sanity check. I think there is a bug in the 1415 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1448 * above with some objects have zero speed, and thus the player 1416 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 * getting permanently paralyzed. 1417 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450 */ 1418
1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1419 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1420 goto leave;
1421
1422 SET_ANIMATION (trap, trap->value);
1423 update_object (trap, UP_OBJ_FACE);
1453 } 1424 }
1454 goto leave;
1455 1425
1456 case SPINNER:
1457 if(victim->direction) {
1458 victim->direction=absdir(victim->direction-trap->stats.sp);
1459 update_turn_face(victim);
1460 }
1461 goto leave;
1462
1463 case DIRECTOR:
1464 if(victim->direction && !should_director_abort(trap, victim)) {
1465 victim->direction=trap->stats.sp;
1466 update_turn_face(victim);
1467 }
1468 goto leave;
1469
1470 case BUTTON:
1471 case PEDESTAL:
1472 update_button(trap);
1473 goto leave;
1474
1475 case ALTAR:
1476 /* sacrifice victim on trap */
1477 apply_altar (trap, victim, originator);
1478 goto leave;
1479
1480 case THROWN_OBJ:
1481 if (trap->inv == NULL)
1482 goto leave;
1483 /* fallthrough */
1484
1485 case ARROW:
1486
1487 /* bad bug: monster throw a object, make a step forwards, step on object ,
1488 * trigger this here and get hit by own missile - and will be own enemy.
1489 * Victim then is his own enemy and will start to kill herself (this is
1490 * removed) but we have not synced victim and his missile. To avoid senseless
1491 * action, we avoid hits here
1492 */
1493 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1494 hit_with_arrow (trap, victim);
1495 goto leave;
1496
1497 case SPELL_EFFECT:
1498 apply_spell_effect(trap, victim);
1499 goto leave;
1500
1501 case TRAPDOOR:
1502 {
1503 int max, sound_was_played;
1504 object *ab, *ab_next;
1505 if(!trap->value) {
1506 int tot;
1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1508 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1510
1511 if(!(trap->value=(tot>trap->weight)?1:0))
1512 goto leave;
1513
1514 SET_ANIMATION(trap, trap->value);
1515 update_object(trap,UP_OBJ_FACE);
1516 }
1517
1518 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1426 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1427 {
1519 /* need to set this up, since if we do transfer the object, 1428 /* need to set this up, since if we do transfer the object,
1520 * ab->above would be bogus 1429 * ab->above would be bogus
1521 */ 1430 */
1522 ab_next = ab->above; 1431 ab_next = ab->above;
1523 1432
1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1434 {
1525 if ( ! sound_was_played) { 1435 if (!sound_was_played)
1436 {
1526 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1437 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1527 sound_was_played = 1; 1438 sound_was_played = 1;
1528 } 1439 }
1529 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1440 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1530 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1441 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1531 } 1442 }
1532 } 1443 }
1533 goto leave; 1444 goto leave;
1534 } 1445 }
1535 1446
1536 1447
1537 case CONVERTER: 1448 case CONVERTER:
1538 if (convert_item (victim, trap) < 0) { 1449 if (convert_item (victim, trap) < 0)
1539 object *op; 1450 {
1540
1541 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1542 1452 get_archetype ("burnout")->insert_at (trap, trap);
1543 op = get_archetype("burnout");
1544 if (op != NULL) {
1545 op->x = trap->x;
1546 op->y = trap->y;
1547 insert_ob_in_map(op, trap->map, trap, 0);
1548 }
1549 } 1453 }
1454
1550 goto leave; 1455 goto leave;
1551 1456
1552 case TRIGGER_BUTTON: 1457 case TRIGGER_BUTTON:
1553 case TRIGGER_PEDESTAL: 1458 case TRIGGER_PEDESTAL:
1554 case TRIGGER_ALTAR: 1459 case TRIGGER_ALTAR:
1555 check_trigger (trap, victim); 1460 check_trigger (trap, victim);
1556 goto leave; 1461 goto leave;
1557 1462
1558 case DEEP_SWAMP: 1463 case DEEP_SWAMP:
1559 walk_on_deep_swamp (trap, victim); 1464 walk_on_deep_swamp (trap, victim);
1560 goto leave; 1465 goto leave;
1561 1466
1562 case CHECK_INV: 1467 case CHECK_INV:
1563 check_inv (victim, trap); 1468 check_inv (victim, trap);
1469 goto leave;
1470
1471 case HOLE:
1472 /* Hole not open? */
1473 if (trap->stats.wc > 0)
1564 goto leave; 1474 goto leave;
1565 1475
1566 case HOLE:
1567 /* Hole not open? */
1568 if(trap->stats.wc > 0)
1569 goto leave;
1570
1571 /* Is this a multipart monster and not the head? If so, return. 1476 /* Is this a multipart monster and not the head? If so, return.
1572 * Processing will happen if the head runs into the pit 1477 * Processing will happen if the head runs into the pit
1478 */
1479 if (victim->head)
1480 goto leave;
1481
1482 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1483 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1484 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485 goto leave;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1573 */ 1492 */
1574 if (victim->head) 1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1575 goto leave;
1576
1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1578 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580 goto leave;
1581
1582 case EXIT:
1583 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1584 /* Basically, don't show exits leading to random maps the
1585 * players output.
1586 */
1587 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1495
1589 enter_exit (victim, trap); 1496 victim->enter_exit (trap);
1590 } 1497 }
1591 goto leave; 1498 goto leave;
1592 1499
1593 case ENCOUNTER: 1500 case ENCOUNTER:
1594 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1595 goto leave; 1502 goto leave;
1596 1503
1597 case SHOP_MAT: 1504 case SHOP_MAT:
1598 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1599 goto leave; 1506 goto leave;
1600 1507
1601 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1602 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1603 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1604 goto leave; 1511 goto leave;
1605 1512
1606 case SIGN: 1513 case SIGN:
1607 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1608 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 goto leave; /* monsters musn't apply magic_mouths with counters */
1609 1516
1610 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1611 goto leave; 1518 goto leave;
1612 1519
1613 case CONTAINER: 1520 case CONTAINER:
1614 if (victim->type==PLAYER)
1615 (void) esrv_apply_container (victim, trap);
1616 else
1617 (void) apply_container (victim, trap); 1521 apply_container (victim, trap);
1618 goto leave; 1522 goto leave;
1619 1523
1620 case RUNE: 1524 case RUNE:
1621 case TRAP: 1525 case TRAP:
1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 {
1623 spring_trap(trap, victim); 1528 spring_trap (trap, victim);
1624 } 1529 }
1625 goto leave; 1530 goto leave;
1626 1531
1627 default: 1532 default:
1628 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1629 "handled in move_apply()\n", trap->name, trap->arch->name, 1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1630 trap->type);
1631 goto leave; 1535 goto leave;
1632 } 1536 }
1633 1537
1634 leave: 1538leave:
1635 recursion_depth--; 1539 recursion_depth--;
1636} 1540}
1637 1541
1638/** 1542/**
1639 * Handles reading a regular (ie not containing a spell) book. 1543 * Handles reading a regular (ie not containing a spell) book.
1640 */ 1544 */
1545static void
1641static void apply_book (object *op, object *tmp) 1546apply_book (object *op, object *tmp)
1642{ 1547{
1643 int lev_diff; 1548 int lev_diff;
1644 object *skill_ob; 1549 object *skill_ob;
1645 1550
1646 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 {
1647 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1648 return; 1554 return;
1649 } 1555 }
1650 if(tmp->msg==NULL) { 1556
1651 new_draw_info_format(NDI_UNIQUE, 0, op, 1557 if (!tmp->msg)
1652 "You open the %s and find it empty.", tmp->name); 1558 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1653 return; 1560 return;
1654 } 1561 }
1655 1562
1656 /* need a literacy skill to read stuff! */ 1563 /* need a literacy skill to read stuff! */
1657 skill_ob = find_skill_by_name(op, tmp->skill); 1564 skill_ob = find_skill_by_name (op, tmp->skill);
1658 if ( ! skill_ob) { 1565 if (!skill_ob)
1659 new_draw_info(NDI_UNIQUE, 0,op, 1566 {
1660 "You are unable to decipher the strange symbols."); 1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1661 return; 1568 return;
1662 } 1569 }
1570
1663 lev_diff = tmp->level - (skill_ob->level + 5); 1571 lev_diff = tmp->level - (skill_ob->level + 5);
1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573 {
1665 if (lev_diff < 2) 1574 if (lev_diff < 2)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1667 else if (lev_diff < 3) 1576 else if (lev_diff < 3)
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1669 else if (lev_diff < 5) 1578 else if (lev_diff < 5)
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1671 else if (lev_diff < 8) 1580 else if (lev_diff < 8)
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1581 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1673 else if (lev_diff < 15) 1582 else if (lev_diff < 15)
1674 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1583 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1675 else 1584 else
1676 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1585 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1677 return; 1586 return;
1678 } 1587 }
1679 1588
1680 readable_message_type* msgType = get_readable_message_type(tmp); 1589 readable_message_type *msgType = get_readable_message_type (tmp);
1590
1591 if (player *pl = op->contr)
1592 if (client *ns = pl->ns)
1593 if (ns->can_msg)
1594 {
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else
1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1682 msgType->message_type, msgType->message_subtype, 1604 msgType->message_type, msgType->message_subtype,
1683 "You open the %s and start reading.\n%s", 1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1684 "%s\n%s",
1685 long_desc(tmp,op), tmp->msg); 1606 long_desc (tmp, op), &tmp->msg);
1686 1607
1687 /* gain xp from reading */ 1608 /* gain xp from reading */
1688 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1610 { /* only if not read before */
1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1612
1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1613 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1614 {
1691 /*exp_gain *= 2; because they just identified it too */ 1615 /*exp_gain *= 2; because they just identified it too */
1692 SET_FLAG(tmp,FLAG_IDENTIFIED); 1616 SET_FLAG (tmp, FLAG_IDENTIFIED);
1617
1693 /* If in a container, update how it looks */ 1618 /* If in a container, update how it looks */
1619 if (tmp->env)
1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1620 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1695 else op->contr->socket.update_look=1; 1621 else
1622 op->contr->ns->floorbox_update ();
1696 } 1623 }
1624
1697 change_exp(op,exp_gain, skill_ob->skill, 0); 1625 change_exp (op, exp_gain, skill_ob->skill, 0);
1698 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1626 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1699 } 1627 }
1700} 1628}
1701 1629
1702/** 1630/**
1703 * Handles the applying of a skill scroll, calling learn_skill straight. 1631 * Handles the applying of a skill scroll, calling learn_skill straight.
1704 * op is the person learning the skill, tmp is the skill scroll object 1632 * op is the person learning the skill, tmp is the skill scroll object
1705 */ 1633 */
1634static void
1706static void apply_skillscroll (object *op, object *tmp) 1635apply_skillscroll (object *op, object *tmp)
1707{ 1636{
1708 switch ((int) learn_skill (op, tmp)) { 1637 switch ((int) learn_skill (op, tmp))
1638 {
1709 case 0: 1639 case 0:
1710 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1640 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1641 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1712 return; 1642 return;
1713 1643
1714 case 1: 1644 case 1:
1715 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1716 tmp->skill);
1717 new_draw_info_format(NDI_UNIQUE, 0, op,
1718 "Type 'bind ready_skill %s",tmp->skill);
1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720 decrease_ob(tmp); 1646 decrease_ob (tmp);
1721 return; 1647 return;
1722 1648
1723 default: 1649 default:
1724 new_draw_info_format(NDI_UNIQUE,0,op, 1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1725 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1726 decrease_ob(tmp); 1651 decrease_ob (tmp);
1727 return; 1652 return;
1728 } 1653 }
1729} 1654}
1730 1655
1731/** 1656/**
1732 * Actually makes op learn spell. 1657 * Actually makes op learn spell.
1733 * Informs player of what happens. 1658 * Informs player of what happens.
1734 */ 1659 */
1660void
1735void do_learn_spell (object *op, object *spell, int special_prayer) 1661do_learn_spell (object *op, object *spell, int special_prayer)
1736{ 1662{
1737 object *tmp; 1663 object *tmp;
1738 1664
1739 if (op->type != PLAYER) { 1665 if (op->type != PLAYER)
1666 {
1740 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1667 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741 return; 1668 return;
1742 } 1669 }
1743 1670
1744 /* Upgrade special prayers to normal prayers */ 1671 /* Upgrade special prayers to normal prayers */
1745 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1672 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1673 {
1746 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1674 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1675 {
1747 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1676 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1748 return; 1677 return;
1749 } 1678 }
1750 return; 1679 return;
1751 } 1680 }
1752 1681
1753 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1754 tmp = get_object(); 1683 tmp = spell->clone ();
1755 copy_object(spell, tmp);
1756 insert_ob_in_ob(tmp, op); 1684 insert_ob_in_ob (tmp, op);
1757 1685
1758 if (special_prayer) { 1686 if (special_prayer)
1759 SET_FLAG(tmp, FLAG_STARTEQUIP); 1687 SET_FLAG (tmp, FLAG_STARTEQUIP);
1760 }
1761 1688
1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1763 "Type 'bind cast %s", spell->name);
1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765 esrv_add_spells(op->contr, tmp); 1689 esrv_add_spells (op->contr, tmp);
1766} 1690}
1767 1691
1768/** 1692/**
1769 * Erases spell from player's inventory. 1693 * Erases spell from player's inventory.
1770 */ 1694 */
1695void
1771void do_forget_spell (object *op, const char *spell) 1696do_forget_spell (object *op, const char *spell)
1772{ 1697{
1773 object *spob; 1698 object *spob;
1774 1699
1775 if (op->type != PLAYER) { 1700 if (op->type != PLAYER)
1701 {
1776 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1702 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777 return; 1703 return;
1778 } 1704 }
1779 if ( (spob=check_spell_known (op, spell)) == NULL) { 1705 if ((spob = check_spell_known (op, spell)) == NULL)
1706 {
1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1707 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781 return; 1708 return;
1782 }
1783 1709 }
1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1710
1785 "You lose knowledge of %s.", spell); 1711 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1786 player_unready_range_ob(op->contr, spob); 1712 player_unready_range_ob (op->contr, spob);
1787 esrv_remove_spell(op->contr, spob); 1713 esrv_remove_spell (op->contr, spob);
1788 remove_ob(spob); 1714 spob->destroy ();
1789 free_object(spob);
1790} 1715}
1791 1716
1792/** 1717/**
1793 * Handles player applying a spellbook. 1718 * Handles player applying a spellbook.
1794 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1719 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1795 * stuff like that. Random learning failure too. 1720 * stuff like that. Random learning failure too.
1796 */ 1721 */
1722static void
1797static void apply_spellbook (object *op, object *tmp) 1723apply_spellbook (object *op, object *tmp)
1798{ 1724{
1799 object *skop, *spell, *spell_skill; 1725 object *skop, *spell, *spell_skill;
1800 1726
1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1727 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1728 {
1802 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1729 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1803 return; 1730 return;
1804 } 1731 }
1805 1732
1806 /* artifact_spellbooks have 'slaying' field point to a spell name, 1733 /* artifact_spellbooks have 'slaying' field point to a spell name,
1807 * instead of having their spell stored in stats.sp. These are 1734 * instead of having their spell stored in stats.sp. These are
1808 * legacy spellbooks 1735 * legacy spellbooks
1809 */ 1736 */
1810 1737
1811 if(tmp->slaying != NULL) { 1738 if (tmp->slaying != NULL)
1739 {
1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1813 if (!spell) { 1741 if (!spell)
1814 new_draw_info_format(NDI_UNIQUE, 0, op, 1742 {
1815 "The book's formula for %s is incomplete", tmp->slaying); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1816 return; 1744 return;
1817 } 1745 }
1818 else 1746 else
1819 insert_ob_in_ob(spell, tmp); 1747 insert_ob_in_ob (spell, tmp);
1820 free_string(tmp->slaying);
1821 tmp->slaying=NULL; 1748 tmp->slaying = NULL;
1822 } 1749 }
1823 1750
1824 skop = find_skill_by_name(op, tmp->skill); 1751 skop = find_skill_by_name (op, tmp->skill);
1825 1752
1826 /* need a literacy skill to learn spells. Also, having a literacy level 1753 /* need a literacy skill to learn spells. Also, having a literacy level
1827 * lower than the spell will make learning the spell more difficult */ 1754 * lower than the spell will make learning the spell more difficult */
1828 if ( !skop) { 1755 if (!skop)
1756 {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1830 return; 1758 return;
1831 } 1759 }
1832 1760
1833 spell = tmp->inv; 1761 spell = tmp->inv;
1762
1834 if (!spell) { 1763 if (!spell)
1764 {
1835 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1836 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1837 return;
1838 }
1839 if (spell->level > (skop->level+10)) {
1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841 return; 1767 return;
1842 } 1768 }
1843 1769
1844 new_draw_info_format(NDI_UNIQUE, 0, op, 1770 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1845 "The spellbook contains the %s level spell %s.", 1771 {
1846 get_levelnumber(spell->level), spell->name); 1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1773 return;
1774 }
1847 1775
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1777
1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779 {
1849 identify(tmp); 1780 identify (tmp);
1781
1850 if (tmp->env) 1782 if (tmp->env)
1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1783 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1852 else 1784 else
1853 op->contr->socket.update_look=1; 1785 op->contr->ns->floorbox_update ();
1854 } 1786 }
1855 1787
1856 /* I removed the check for special_prayer_mark here - it didn't make 1788 /* I removed the check for special_prayer_mark here - it didn't make
1857 * a lot of sense - special prayers are not found in spellbooks, and 1789 * a lot of sense - special prayers are not found in spellbooks, and
1858 * if the player doesn't know the spell, doesn't make a lot of sense that 1790 * if the player doesn't know the spell, doesn't make a lot of sense that
1859 * they would have a special prayer mark. 1791 * they would have a special prayer mark.
1860 */ 1792 */
1861 if (check_spell_known (op, spell->name)) { 1793 if (check_spell_known (op, spell->name))
1794 {
1862 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1795 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1863 return; 1796 return;
1864 } 1797 }
1865 1798
1866 if (spell->skill) { 1799 if (spell->skill)
1800 {
1867 spell_skill = find_skill_by_name(op, spell->skill); 1801 spell_skill = find_skill_by_name (op, spell->skill);
1802
1868 if (!spell_skill) { 1803 if (!spell_skill)
1869 new_draw_info_format(NDI_UNIQUE, 0, op, 1804 {
1870 "You lack the skill %s to use this spell", 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1871 spell->skill);
1872 return; 1806 return;
1873 } 1807 }
1808
1874 if (spell_skill->level < spell->level) { 1809 if (spell_skill->level < spell->level)
1875 new_draw_info_format(NDI_UNIQUE, 0, op, 1810 {
1876 "You need to be level %d in %s to learn this spell.", 1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1877 spell->level, spell->skill);
1878 return; 1812 return;
1879 } 1813 }
1880 } 1814 }
1881 1815
1882 /* Logic as follows 1816 /* Logic as follows
1883 * 1817 *
1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1818 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885 * 1819 *
1886 * 2- The learner's skill level in literacy adjusts the chance to learn 1820 * 2- The learner's skill level in literacy adjusts the chance to learn
1887 * a spell. 1821 * a spell.
1888 * 1822 *
1889 * 3 -Automatically fail to learn if you read while confused 1823 * 3 -Automatically fail to learn if you read while confused
1890 * 1824 *
1891 * Overall, chances are the same but a player will find having a high 1825 * Overall, chances are the same but a player will find having a high
1892 * literacy rate very useful! -b.t. 1826 * literacy rate very useful! -b.t.
1893 */ 1827 */
1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1828 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 {
1895 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1830 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1896 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1831 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832 }
1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1898 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1834 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1835 {
1900 1836
1901 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 1837 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1902 do_learn_spell (op, spell, 0); 1838 do_learn_spell (op, spell, 0);
1903 1839
1904 /* xp gain to literacy for spell learning */ 1840 /* xp gain to literacy for spell learning */
1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1841 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1842 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1907 } else { 1843 }
1844 else
1845 {
1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1909 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1910 } 1848 }
1849
1911 decrease_ob(tmp); 1850 decrease_ob (tmp);
1912} 1851}
1913 1852
1914/** 1853/**
1915 * Handles applying a spell scroll. 1854 * Handles applying a spell scroll.
1916 */ 1855 */
1856void
1917void apply_scroll (object *op, object *tmp, int dir) 1857apply_scroll (object *op, object *tmp, int dir)
1918{ 1858{
1919 object *skop; 1859 object *skop;
1920 1860
1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1861 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862 {
1922 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1863 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1923 return; 1864 return;
1924 } 1865 }
1925 1866
1926 if (!tmp->inv || tmp->inv->type != SPELL) { 1867 if (!tmp->inv || tmp->inv->type != SPELL)
1927 new_draw_info (NDI_UNIQUE, 0, op, 1868 {
1928 "The scroll just doesn't make sense!"); 1869 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1929 return; 1870 return;
1930 } 1871 }
1931 1872
1932 if(op->type==PLAYER) { 1873 if (op->type == PLAYER)
1874 {
1933 /* players need a literacy skill to read stuff! */ 1875 /* players need a literacy skill to read stuff! */
1934 int exp_gain=0; 1876 int exp_gain = 0;
1935 1877
1936 /* hard code literacy - tmp->skill points to where the exp 1878 /* hard code literacy - tmp->skill points to where the exp
1937 * should go for anything killed by the spell. 1879 * should go for anything killed by the spell.
1938 */ 1880 */
1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1881 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1940 1882
1941 if ( ! skop) { 1883 if (!skop)
1942 new_draw_info(NDI_UNIQUE, 0,op, 1884 {
1943 "You are unable to decipher the strange symbols."); 1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1944 return; 1886 return;
1945 } 1887 }
1946 1888
1947 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1889 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1948 change_exp(op,exp_gain, skop->skill, 0); 1890 change_exp (op, exp_gain, skop->skill, 0);
1949 } 1891 }
1950 1892
1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1952 identify(tmp); 1894 identify (tmp);
1953 1895
1954 new_draw_info_format(NDI_BLACK, 0, op, 1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1955 "The scroll of %s turns to dust.", tmp->inv->name);
1956 1897
1957
1958 cast_spell(op,tmp,dir,tmp->inv, NULL); 1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
1959 decrease_ob(tmp); 1899 decrease_ob (tmp);
1960} 1900}
1961 1901
1962/** 1902/**
1963 * Applies a treasure object - by default, chest. op 1903 * Applies a treasure object - by default, chest. op
1964 * is the person doing the applying, tmp is the treasure 1904 * is the person doing the applying, tmp is the treasure
1965 * chest. 1905 * chest.
1966 */ 1906 */
1907static void
1967static void apply_treasure (object *op, object *tmp) 1908apply_treasure (object *op, object *tmp)
1968{ 1909{
1969 object *treas;
1970 tag_t tmp_tag = tmp->count, op_tag = op->count;
1971
1972
1973 /* Nice side effect of new treasure creation method is that the treasure 1910 /* Nice side effect of new treasure creation method is that the treasure
1974 * for the chest is done when the chest is created, and put into the chest 1911 * for the chest is done when the chest is created, and put into the chest
1975 * inventory. So that when the chest burns up, the items still exist. Also 1912 * inventory. So that when the chest burns up, the items still exist. Also
1976 * prevents people fromt moving chests to more difficult maps to get better 1913 * prevents people fromt moving chests to more difficult maps to get better
1977 * treasure 1914 * treasure
1978 */ 1915 */
1979
1980 treas = tmp->inv; 1916 object *treas = tmp->inv;
1981 if(treas==NULL) { 1917
1918 if (!treas)
1919 {
1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1983 decrease_ob(tmp);
1984 return;
1985 }
1986 while (tmp->inv) {
1987 treas = tmp->inv;
1988
1989 remove_ob(treas);
1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991 query_name(treas));
1992
1993 treas->x=op->x;
1994 treas->y=op->y;
1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1996
1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1998 && QUERY_FLAG (op, FLAG_ALIVE))
1999 spring_trap (treas, op);
2000 /* If either player or container was destroyed, no need to do
2001 * further processing. I think this should be enclused with
2002 * spring trap above, as I don't think there is otherwise
2003 * any way for the treasure chest or player to get killed
2004 */
2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2006 break;
2007 }
2008
2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2010 decrease_ob (tmp); 1921 decrease_ob (tmp);
1922 return;
1923 }
1924
1925 while (tmp->inv)
1926 {
1927 treas = tmp->inv;
1928
1929 treas->remove ();
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931
1932 treas->x = op->x;
1933 treas->y = op->y;
1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935
1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937 spring_trap (treas, op);
1938
1939 /* If either player or container was destroyed, no need to do
1940 * further processing. I think this should be enclused with
1941 * spring trap above, as I don't think there is otherwise
1942 * any way for the treasure chest or player to get killed
1943 */
1944 if (op->destroyed () || tmp->destroyed ())
1945 break;
1946 }
1947
1948 if (!tmp->destroyed () && tmp->inv == NULL)
1949 decrease_ob (tmp);
2011 1950
2012} 1951}
2013 1952
2014/** 1953/**
2015 * op eats food. 1954 * op eats food.
2016 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
2017 */ 1956 */
1957static void
2018static void apply_food (object *op, object *tmp) 1958apply_food (object *op, object *tmp)
2019{ 1959{
2020 int capacity_remaining; 1960 int capacity_remaining;
2021 1961
2022 if(op->type!=PLAYER) 1962 if (op->type != PLAYER)
2023 op->stats.hp=op->stats.maxhp; 1963 op->stats.hp = op->stats.maxhp;
2024 else { 1964 else
1965 {
2025 /* check if this is a dragon (player), eating some flesh */ 1966 /* check if this is a dragon (player), eating some flesh */
2026 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1967 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2027 ; 1968 ;
2028 else { 1969 else
1970 {
2029 /* usual case - no dragon meal: */ 1971 /* usual case - no dragon meal: */
2030 if(op->stats.food+tmp->stats.food>999) { 1972 if (op->stats.food + tmp->stats.food > 999)
1973 {
2031 if(tmp->type==FOOD || tmp->type==FLESH) 1974 if (tmp->type == FOOD || tmp->type == FLESH)
2032 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1975 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2033 else 1976 else
2034 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2035 } 1978 }
2036 1979
2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1980 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1981 {
2038 char buf[MAX_BUF]; 1982 char buf[MAX_BUF];
2039 1983
2040 if (!is_dragon_pl(op)) { 1984 if (!is_dragon_pl (op))
1985 {
2041 /* eating message for normal players*/ 1986 /* eating message for normal players */
2042 if(tmp->type==DRINK) 1987 if (tmp->type == DRINK)
2043 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 1988 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1989 else
1990 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1991 }
2044 else 1992 else
2045 sprintf(buf,"The %s tasted %s",tmp->name, 1993 {
2046 tmp->type==FLESH?"terrible!":"good.");
2047 }
2048 else {
2049 /* eating message for dragon players*/ 1994 /* eating message for dragon players */
2050 sprintf(buf,"The %s tasted terrible!",tmp->name); 1995 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2051 } 1996 }
2052 1997
2053 new_draw_info(NDI_UNIQUE, 0,op,buf); 1998 new_draw_info (NDI_UNIQUE, 0, op, buf);
2054 capacity_remaining = 999 - op->stats.food; 1999 capacity_remaining = 999 - op->stats.food;
2055 op->stats.food+=tmp->stats.food; 2000 op->stats.food += tmp->stats.food;
2056 if(capacity_remaining < tmp->stats.food) 2001 if (capacity_remaining < tmp->stats.food)
2057 op->stats.hp += capacity_remaining / 50; 2002 op->stats.hp += capacity_remaining / 50;
2058 else 2003 else
2059 op->stats.hp+=tmp->stats.food/50; 2004 op->stats.hp += tmp->stats.food / 50;
2060 if(op->stats.hp>op->stats.maxhp) 2005 if (op->stats.hp > op->stats.maxhp)
2061 op->stats.hp=op->stats.maxhp; 2006 op->stats.hp = op->stats.maxhp;
2062 if (op->stats.food > 999) 2007 if (op->stats.food > 999)
2063 op->stats.food = 999; 2008 op->stats.food = 999;
2064 } 2009 }
2065 2010
2066 /* special food hack -b.t. */ 2011 /* special food hack -b.t. */
2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2012 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2068 eat_special_food(op,tmp); 2013 eat_special_food (op, tmp);
2069 } 2014 }
2070 } 2015 }
2071 handle_apply_yield(tmp); 2016 handle_apply_yield (tmp);
2072 decrease_ob(tmp); 2017 decrease_ob (tmp);
2073} 2018}
2074 2019
2075/** 2020/**
2076 * A dragon is eating some flesh. If the flesh contains resistances, 2021 * A dragon is eating some flesh. If the flesh contains resistances,
2077 * there is a chance for the dragon's skin to get improved. 2022 * there is a chance for the dragon's skin to get improved.
2080 * object *op the object (dragon player) eating the flesh 2025 * object *op the object (dragon player) eating the flesh
2081 * object *meal the flesh item, getting chewed in dragon's mouth 2026 * object *meal the flesh item, getting chewed in dragon's mouth
2082 * return: 2027 * return:
2083 * int 1 if eating successful, 0 if it doesn't work 2028 * int 1 if eating successful, 0 if it doesn't work
2084 */ 2029 */
2030int
2085int dragon_eat_flesh(object *op, object *meal) { 2031dragon_eat_flesh (object *op, object *meal)
2032{
2086 object *skin = NULL; /* pointer to dragon skin force*/ 2033 object *skin = NULL; /* pointer to dragon skin force */
2087 object *abil = NULL; /* pointer to dragon ability force*/ 2034 object *abil = NULL; /* pointer to dragon ability force */
2088 object *tmp = NULL; /* tmp. object */ 2035 object *tmp = NULL; /* tmp. object */
2089 2036
2090 char buf[MAX_BUF]; /* tmp. string buffer */ 2037 char buf[MAX_BUF]; /* tmp. string buffer */
2091 double chance; /* improvement-chance of one resistance type */ 2038 double chance; /* improvement-chance of one resistance type */
2092 double totalchance=1; /* total chance of gaining one resistance */ 2039 double totalchance = 1; /* total chance of gaining one resistance */
2093 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2094 double mbonus=0; /* monster bonus */ 2041 double mbonus = 0; /* monster bonus */
2095 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096 int winners=0; /* number of winners */ 2043 int winners = 0; /* number of winners */
2097 int i; /* index */ 2044 int i; /* index */
2098 2045
2099 /* let's make sure and doublecheck the parameters */ 2046 /* let's make sure and doublecheck the parameters */
2100 if (meal->type!=FLESH || !is_dragon_pl(op)) 2047 if (meal->type != FLESH || !is_dragon_pl (op))
2101 return 0; 2048 return 0;
2102 2049
2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104 from the player's inventory */ 2051 from the player's inventory */
2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2052 for (tmp = op->inv; tmp; tmp = tmp->below)
2106 if (tmp->type == FORCE) { 2053 if (tmp->type == FORCE)
2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2054 if (tmp->arch->archname == shstr_dragon_skin_force)
2108 skin = tmp; 2055 skin = tmp;
2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2056 else if (tmp->arch->archname == shstr_dragon_ability_force)
2110 abil = tmp; 2057 abil = tmp;
2111 } 2058
2112 }
2113
2114 /* if either skin or ability are missing, this is an old player 2059 /* if either skin or ability are missing, this is an old player
2115 which is not to be considered a dragon -> bail out */ 2060 which is not to be considered a dragon -> bail out */
2116 if (skin == NULL || abil == NULL) return 0; 2061 if (skin == NULL || abil == NULL)
2117 2062 return 0;
2063
2118 /* now start by filling stomache and health, according to food-value */ 2064 /* now start by filling stomache and health, according to food-value */
2119 if((999 - op->stats.food) < meal->stats.food) 2065 if ((999 - op->stats.food) < meal->stats.food)
2120 op->stats.hp += (999 - op->stats.food) / 50; 2066 op->stats.hp += (999 - op->stats.food) / 50;
2121 else 2067 else
2122 op->stats.hp += meal->stats.food/50; 2068 op->stats.hp += meal->stats.food / 50;
2123 if(op->stats.hp>op->stats.maxhp) 2069 if (op->stats.hp > op->stats.maxhp)
2124 op->stats.hp=op->stats.maxhp; 2070 op->stats.hp = op->stats.maxhp;
2125 2071
2126 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2072 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2127 2073
2128 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2074 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2129 2075
2130 /* on to the interesting part: chances for adding resistance */ 2076 /* on to the interesting part: chances for adding resistance */
2131 for (i=0; i<NROFATTACKS; i++) { 2077 for (i = 0; i < NROFATTACKS; i++)
2078 {
2132 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2079 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2080 {
2133 /* got positive resistance, now calculate improvement chance (0-100) */ 2081 /* got positive resistance, now calculate improvement chance (0-100) */
2134 2082
2135 /* this bonus makes resistance increase easier at lower levels */ 2083 /* this bonus makes resistance increase easier at lower levels */
2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2084 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2137 if (i == abil->stats.exp) 2085 if (i == abil->stats.exp)
2138 bonus += 5; /* additional bonus for resistance of ability-focus */ 2086 bonus += 5; /* additional bonus for resistance of ability-focus */
2139 2087
2140 /* monster bonus increases with level, because high-level 2088 /* monster bonus increases with level, because high-level
2141 flesh is too rare */ 2089 flesh is too rare */
2142 mbonus = op->level * 20. / ((double)settings.max_level); 2090 mbonus = op->level * 20. / ((double) settings.max_level);
2143 2091
2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2092 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2145 ((double)settings.max_level)) - skin->resist[i]; 2093 ((double) settings.max_level)) - skin->resist[i];
2146 2094
2147 if (chance >= 0.) 2095 if (chance >= 0.)
2148 chance += 1.; 2096 chance += 1.;
2149 else 2097 else
2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2098 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2151 2099
2152 /* chance is proportional to amount of resistance (max. 50) */ 2100 /* chance is proportional to amount of resistance (max. 50) */
2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2101 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2154 2102
2155 /* doubled chance for resistance of ability-focus */ 2103 /* doubled chance for resistance of ability-focus */
2156 if (i == abil->stats.exp) 2104 if (i == abil->stats.exp)
2157 chance = MIN(100., chance*2.); 2105 chance = MIN (100., chance * 2.);
2158 2106
2159 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2107 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2160 if (RANDOM()%10000 < (int)(chance*100)) { 2108 if (rndm (10000) < (unsigned int) (chance * 100))
2109 {
2161 atnr_winner[winners] = i; 2110 atnr_winner[winners] = i;
2162 winners++; 2111 winners++;
2163 } 2112 }
2164 2113
2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2114 if (chance >= 0.01)
2166 2115 totalchance *= 1 - chance / 100;
2116
2167 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2117 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2168 } 2118 }
2169 } 2119 }
2170 2120
2171 /* inverse totalchance as until now we have the failure-chance */ 2121 /* inverse totalchance as until now we have the failure-chance */
2172 totalchance = 100 - totalchance*100; 2122 totalchance = 100 - totalchance * 100;
2173 /* print message according to totalchance */ 2123 /* print message according to totalchance */
2174 if (totalchance > 50.) 2124 if (totalchance > 50.)
2175 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2125 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2176 else if (totalchance > 10.) 2126 else if (totalchance > 10.)
2177 sprintf(buf, "The %s tasted very good.", meal->name); 2127 sprintf (buf, "The %s tasted very good.", &meal->name);
2178 else if (totalchance > 1.) 2128 else if (totalchance > 1.)
2179 sprintf(buf, "The %s tasted good.", meal->name); 2129 sprintf (buf, "The %s tasted good.", &meal->name);
2180 else if (totalchance > 0.1) 2130 else if (totalchance > 0.1)
2181 sprintf(buf, "The %s tasted bland.", meal->name); 2131 sprintf (buf, "The %s tasted bland.", &meal->name);
2182 else if (totalchance >= 0.01) 2132 else if (totalchance >= 0.01)
2183 sprintf(buf, "The %s had a boring taste.", meal->name); 2133 sprintf (buf, "The %s had a boring taste.", &meal->name);
2184 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2134 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2185 sprintf(buf, "The %s tasted strange.", meal->name); 2135 sprintf (buf, "The %s tasted strange.", &meal->name);
2186 else 2136 else
2187 sprintf(buf, "The %s had no taste.", meal->name); 2137 sprintf (buf, "The %s had no taste.", &meal->name);
2188 new_draw_info(NDI_UNIQUE, 0, op, buf); 2138 new_draw_info (NDI_UNIQUE, 0, op, buf);
2189 2139
2190 /* now choose a winner if we have any */ 2140 /* now choose a winner if we have any */
2191 i = -1; 2141 i = -1;
2192 if (winners>0) 2142 if (winners > 0)
2193 i = atnr_winner[RANDOM()%winners]; 2143 i = atnr_winner[RANDOM () % winners];
2194 2144
2195 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2145 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2146 {
2196 /* resistance increased! */ 2147 /* resistance increased! */
2197 skin->resist[i]++; 2148 skin->resist[i]++;
2198 fix_player(op); 2149 op->update_stats ();
2199 2150
2200 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2201 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2202 } 2153 }
2203 2154
2204 /* if this flesh contains a new ability focus, we mark it 2155 /* if this flesh contains a new ability focus, we mark it
2205 into the ability_force and it will take effect on next level */ 2156 into the ability_force and it will take effect on next level */
2206 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2157 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2207 && meal->last_eat != abil->last_eat) { 2158 {
2208 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2159 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2209 2160
2210 if (meal->last_eat != abil->stats.exp) { 2161 if (meal->last_eat != abil->stats.exp)
2162 {
2211 sprintf(buf, "Your metabolism prepares to focus on %s!", 2163 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2212 change_resist_msg[meal->last_eat]);
2213 new_draw_info(NDI_UNIQUE, 0, op, buf); 2164 new_draw_info (NDI_UNIQUE, 0, op, buf);
2214 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2165 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2215 new_draw_info(NDI_UNIQUE, 0, op, buf); 2166 new_draw_info (NDI_UNIQUE, 0, op, buf);
2216 } 2167 }
2217 else { 2168 else
2169 {
2218 sprintf(buf, "Your metabolism will continue to focus on %s.", 2170 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2219 change_resist_msg[meal->last_eat]);
2220 new_draw_info(NDI_UNIQUE, 0, op, buf); 2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2221 abil->last_eat = 0; 2172 abil->last_eat = 0;
2222 } 2173 }
2223 } 2174 }
2224 return 1; 2175 return 1;
2225}
2226
2227static void apply_savebed (object *pl)
2228{
2229#ifndef COZY_SERVER
2230 if(!pl->contr->name_changed||!pl->stats.exp) {
2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2232 return;
2233 }
2234#endif
2235 /* Need to call terminate_all_pets() before we remove the player ob */
2236 terminate_all_pets(pl);
2237 remove_ob(pl);
2238 pl->direction=0;
2239 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2240 "%s leaves the game.",pl->name);
2241
2242 /* update respawn position */
2243 strcpy(pl->contr->savebed_map, pl->map->path);
2244 pl->contr->bed_x = pl->x;
2245 pl->contr->bed_y = pl->y;
2246
2247 strcpy(pl->contr->killer,"left");
2248 check_score(pl); /* Always check score */
2249 (void)save_player(pl,0);
2250 pl->map->players--;
2251#if MAP_MAXTIMEOUT
2252 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2253#endif
2254 play_again(pl);
2255 pl->speed = 0;
2256 update_ob_speed(pl);
2257} 2176}
2258 2177
2259/** 2178/**
2260 * Handles applying an improve armor scroll. 2179 * Handles applying an improve armor scroll.
2261 * Does some sanity checks, then calls improve_armour. 2180 * Does some sanity checks, then calls improve_armour.
2262 */ 2181 */
2182static void
2263static void apply_armour_improver (object *op, object *tmp) 2183apply_armour_improver (object *op, object *tmp)
2264{ 2184{
2265 object *armor; 2185 object *armor;
2266 2186
2267 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2188 {
2268 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2269 return;
2270 }
2271 armor=find_marked_object(op);
2272 if ( ! armor) {
2273 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2274 return; 2190 return;
2275 } 2191 }
2192
2193 armor = find_marked_object (op);
2194
2195 if (!armor)
2196 {
2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2198 return;
2199 }
2200
2276 if (armor->type != ARMOUR 2201 if (armor->type != ARMOUR
2277 && armor->type != CLOAK 2202 && armor->type != CLOAK
2278 && armor->type != BOOTS && armor->type != GLOVES 2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2279 && armor->type != BRACERS && armor->type != SHIELD
2280 && armor->type != HELMET)
2281 { 2204 {
2282 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2283 return; 2206 return;
2284 } 2207 }
2285 2208
2286 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2287 improve_armour(op,tmp,armor); 2210 improve_armour (op, tmp, armor);
2288} 2211}
2289 2212
2290 2213extern void
2291extern void apply_poison (object *op, object *tmp) 2214apply_poison (object *op, object *tmp)
2292{ 2215{
2293 if (op->type == PLAYER) { 2216 if (op->type == PLAYER)
2217 {
2294 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2295 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2296 strcpy(op->contr->killer,"poisonous booze"); 2220 strcpy (op->contr->killer, "poisonous booze");
2297 } 2221 }
2298 if (tmp->stats.hp > 0) { 2222 if (tmp->stats.hp > 0)
2223 {
2299 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2224 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2300 tmp->stats.hp);
2301 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2225 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2302 } 2226 }
2303 op->stats.food-=op->stats.food/4; 2227 op->stats.food -= op->stats.food / 4;
2304 handle_apply_yield(tmp); 2228 handle_apply_yield (tmp);
2305 decrease_ob(tmp); 2229 decrease_ob (tmp);
2306} 2230}
2307 2231
2308/** 2232/**
2309 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2233 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2310 * A valid 2 way exit means: 2234 * A valid 2 way exit means:
2311 * -You can come back (there is another exit at the other side) 2235 * -You can come back (there is another exit at the other side)
2312 * -You are 2236 * -You are
2313 * ° the owner of the exit 2237 * ° the owner of the exit
2314 * ° or in the same party as the owner 2238 * ° or in the same party as the owner
2315 * 2239 *
2316 * Note: a owner in a 2 way exit is saved as the owner's name 2240 * Note: a owner in a 2 way exit is saved as the owner's name
2317 * in the field exit->name cause the field exit->owner doesn't 2241 * in the field exit->name cause the field exit->owner doesn't
2318 * survive in the swapping (in fact the whole exit doesn't survive). 2242 * survive in the swapping (in fact the whole exit doesn't survive).
2319 */ 2243 */
2244int
2320int is_legal_2ways_exit (object* op, object *exit) 2245is_legal_2ways_exit (object *op, object *exit)
2321 { 2246{
2322 object * tmp; 2247 if (exit->stats.exp != 1)
2323 object * exit_owner; 2248 return 1; /*This is not a 2 way, so it is legal */
2324 player * pp; 2249
2325 mapstruct * exitmap; 2250#if 0 //TODO
2326 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2251 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2327 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2252 return 0; /* This is a reset town portal */
2328 /* To know if an exit has a correspondant, we look at 2253#endif
2329 * all the exits in destination and try to find one with same path as 2254
2330 * the current exit's position */ 2255 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2331 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2256
2332 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2333 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2334 if (exitmap) 2257 if (exitmap)
2335 { 2258 {
2336 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2259 exitmap->load_sync ();
2337 if (!tmp) return 0; 2260
2338 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2261 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2262
2263 if (!tmp)
2264 return 0;
2265
2266 for (; tmp; tmp = tmp->above)
2339 { 2267 {
2340 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2268 if (tmp->type != EXIT)
2341 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2269 continue; /*Not an exit */
2342 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2343 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2344 2270
2271 if (!EXIT_PATH (tmp))
2272 continue; /*Not a valid exit */
2273
2274 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2275 continue; /*Not in the same place */
2276
2277 if (exit->map->path != EXIT_PATH (tmp))
2278 continue; /*Not in the same map */
2279
2345 /* From here we have found the exit is valid. However we do 2280 /* From here we have found the exit is valid. However we do
2346 * here the check of the exit owner. It is important for the 2281 * here the check of the exit owner. It is important for the
2347 * town portals to prevent strangers from visiting your appartments 2282 * town portals to prevent strangers from visiting your appartments
2348 */ 2283 */
2284 if (!exit->race)
2349 if (!exit->race) return 1; /*No owner, free for all!*/ 2285 return 1; /*No owner, free for all! */
2350 exit_owner=NULL; 2286
2351 for (pp=first_player;pp;pp=pp->next) 2287 object *exit_owner = 0;
2288
2289 for_all_players (pp)
2352 { 2290 {
2353 if (!pp->ob) continue; 2291 if (!pp->ob)
2292 continue;
2293
2354 if (pp->ob->name!=exit->race) continue; 2294 if (pp->ob->name != exit->race)
2295 continue;
2296
2355 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2297 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2356 break; 2298 break;
2357 } 2299 }
2358 if (!exit_owner) return 0; /* No more owner*/ 2300
2359 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2301 if (!exit_owner)
2302 return 0; /* No more owner */
2303
2304 if (exit_owner->contr == op->contr)
2305 return 1; /*It is your exit */
2306
2360 if ( exit_owner && /*There is a owner*/ 2307 if (exit_owner && /*There is a owner */
2361 (op->contr) && /*A player tries to pass */ 2308 (op->contr) && /*A player tries to pass */
2362 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2309 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2363 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2310 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2364 return 0; 2311 return 0;
2312
2365 return 1; 2313 return 1;
2366 } 2314 }
2367 } 2315 }
2316
2368 return 0; 2317 return 0;
2369 } 2318}
2370
2371 2319
2372/** 2320/**
2373 * Main apply handler. 2321 * Main apply handler.
2374 * 2322 *
2375 * Checks for unpaid items before applying. 2323 * Checks for unpaid items before applying.
2383 * being applied. 2331 * being applied.
2384 * 2332 *
2385 * aflag is special (always apply/unapply) flags. Nothing is done with 2333 * aflag is special (always apply/unapply) flags. Nothing is done with
2386 * them in this function - they are passed to apply_special 2334 * them in this function - they are passed to apply_special
2387 */ 2335 */
2388 2336int
2389int manual_apply (object *op, object *tmp, int aflag) 2337manual_apply (object *op, object *tmp, int aflag)
2390{ 2338{
2391 if (tmp->head) tmp=tmp->head; 2339 if (tmp->head)
2340 tmp = tmp->head;
2392 2341
2393 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2343 {
2394 if (op->type == PLAYER) { 2344 if (op->type == PLAYER)
2345 {
2395 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2346 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2347 return 1;
2348 }
2349 else
2350 return 0; /* monsters just skip unpaid items */
2351 }
2352
2353 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2354 return RESULT_INT (0);
2355
2356 switch (tmp->type)
2357 {
2358 case CF_HANDLE:
2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2360 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2361 tmp->value = tmp->value ? 0 : 1;
2362 SET_ANIMATION (tmp, tmp->value);
2363 update_object (tmp, UP_OBJ_FACE);
2364 push_button (tmp);
2365 return 1;
2366
2367 case TRIGGER:
2368 if (check_trigger (tmp, op))
2369 {
2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2371 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2372 }
2373 else
2374 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2375
2376 return 1;
2377
2378 case EXIT:
2379 if (op->type != PLAYER)
2380 return 0;
2381
2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2383 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2384 else
2385 {
2386 /* Don't display messages for random maps. */
2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2389
2390 op->enter_exit (tmp);
2391 }
2392
2393 return 1;
2394
2395 case SIGN:
2396 apply_sign (op, tmp, 0);
2397 return 1;
2398
2399 case BOOK:
2400 if (op->type == PLAYER)
2401 {
2402 apply_book (op, tmp);
2396 return 1; 2403 return 1;
2397 } else {
2398 return 0; /* monsters just skip unpaid items */
2399 } 2404 }
2400 } 2405 else
2406 return 0;
2401 2407
2402 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2408 case SKILLSCROLL:
2403 return RESULT_INT (0); 2409 if (op->type == PLAYER)
2404 2410 {
2405 switch (tmp->type) { 2411 apply_skillscroll (op, tmp);
2406
2407 case CF_HANDLE:
2408 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2409 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2410 tmp->value=tmp->value?0:1;
2411 SET_ANIMATION(tmp, tmp->value);
2412 update_object(tmp,UP_OBJ_FACE);
2413 push_button(tmp);
2414 return 1; 2412 return 1;
2415
2416 case TRIGGER:
2417 if (check_trigger (tmp, op)) {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2419 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2420 } else {
2421 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2422 } 2413 }
2414 else
2415 return 0;
2416
2417 case SPELLBOOK:
2418 if (op->type == PLAYER)
2419 {
2420 apply_spellbook (op, tmp);
2423 return 1; 2421 return 1;
2424
2425 case EXIT:
2426 if (op->type != PLAYER)
2427 return 0;
2428 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2429 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2430 query_name(tmp));
2431 } else {
2432 /* Don't display messages for random maps. */
2433 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2434 strncmp(EXIT_PATH(tmp), "/random/", 8))
2435 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2436 enter_exit(op,tmp);
2437 } 2422 }
2423 else
2424 return 0;
2425
2426 case SCROLL:
2427 apply_scroll (op, tmp, 0);
2428 return 1;
2429
2430 case POTION:
2431 apply_potion (op, tmp);
2432 return 1;
2433
2434 /* Eneq(@csd.uu.se): Handle apply on containers. */
2435 //TODO: remove, as it is unsed?
2436 case CLOSE_CON:
2437 apply_container (op, tmp->env);
2438 return 1;
2439
2440 case CONTAINER:
2441 apply_container (op, tmp);
2442 return 1;
2443
2444 case TREASURE:
2445 if (op->type == PLAYER)
2446 {
2447 apply_treasure (op, tmp);
2438 return 1; 2448 return 1;
2449 }
2450 else
2451 return 0;
2439 2452
2453 case WEAPON:
2454 case ARMOUR:
2455 case BOOTS:
2456 case GLOVES:
2457 case AMULET:
2458 case GIRDLE:
2459 case BRACERS:
2460 case SHIELD:
2461 case HELMET:
2440 case SIGN: 2462 case RING:
2463 case CLOAK:
2464 case WAND:
2465 case ROD:
2466 case HORN:
2467 case SKILL:
2468 case BOW:
2469 case LAMP:
2470 case BUILDER:
2471 case SKILL_TOOL:
2472 if (tmp->env != op)
2473 return 2; /* not in inventory */
2474
2475 apply_special (op, tmp, aflag);
2476 return 1;
2477
2478 case DRINK:
2479 case FOOD:
2480 case FLESH:
2481 apply_food (op, tmp);
2482 return 1;
2483
2484 case POISON:
2441 apply_sign (op, tmp, 0); 2485 apply_poison (op, tmp);
2486 return 1;
2487
2488 case SAVEBED:
2489 return 1;
2490
2491 case ARMOUR_IMPROVER:
2492 if (op->type == PLAYER)
2493 {
2494 apply_armour_improver (op, tmp);
2442 return 1; 2495 return 1;
2443
2444 case BOOK:
2445 if (op->type == PLAYER) {
2446 apply_book (op, tmp);
2447 return 1;
2448 } else {
2449 return 0;
2450 } 2496 }
2451 2497 else
2452 case SKILLSCROLL:
2453 if (op->type == PLAYER) {
2454 apply_skillscroll (op, tmp);
2455 return 1;
2456 }
2457 return 0; 2498 return 0;
2458 2499
2500 case WEAPON_IMPROVER:
2501 check_improve_weapon (op, tmp);
2502 return 1;
2503
2459 case SPELLBOOK: 2504 case CLOCK:
2460 if (op->type == PLAYER) { 2505 if (op->type == PLAYER)
2461 apply_spellbook (op, tmp);
2462 return 1;
2463 } 2506 {
2464 return 0; 2507 char buf[MAX_BUF];
2508 timeofday_t tod;
2465 2509
2466 case SCROLL: 2510 get_tod (&tod);
2467 apply_scroll (op, tmp, 0); 2511 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2512 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2513 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2468 return 1; 2516 return 1;
2517 }
2518 else
2519 return 0;
2469 2520
2470 case POTION: 2521 case MENU:
2471 (void) apply_potion(op, tmp); 2522 if (op->type == PLAYER)
2523 {
2524 shop_listing (tmp, op);
2472 return 1; 2525 return 1;
2526 }
2527 else
2528 return 0;
2473 2529
2474 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2530 case POWER_CRYSTAL:
2475 case CLOSE_CON: 2531 apply_power_crystal (op, tmp); /* see egoitem.c */
2532 return 1;
2533
2534 case LIGHTER: /* for lighting torches/lanterns/etc */
2476 if (op->type==PLAYER) 2535 if (op->type == PLAYER)
2477 (void) esrv_apply_container (op, tmp->env); 2536 {
2478 else 2537 apply_lighter (op, tmp);
2479 (void) apply_container (op, tmp->env);
2480 return 1; 2538 return 1;
2481
2482 case CONTAINER:
2483 if (op->type==PLAYER)
2484 (void) esrv_apply_container (op, tmp);
2485 else
2486 (void) apply_container (op, tmp);
2487 return 1;
2488
2489 case TREASURE:
2490 if (op->type == PLAYER) {
2491 apply_treasure (op, tmp);
2492 return 1;
2493 } else {
2494 return 0;
2495 } 2539 }
2496 2540 else
2497 case WEAPON:
2498 case ARMOUR:
2499 case BOOTS:
2500 case GLOVES:
2501 case AMULET:
2502 case GIRDLE:
2503 case BRACERS:
2504 case SHIELD:
2505 case HELMET:
2506 case RING:
2507 case CLOAK:
2508 case WAND:
2509 case ROD:
2510 case HORN:
2511 case SKILL:
2512 case BOW:
2513 case LAMP:
2514 case BUILDER:
2515 case SKILL_TOOL:
2516 if (tmp->env != op)
2517 return 2; /* not in inventory */
2518 (void) apply_special (op, tmp, aflag);
2519 return 1; 2541 return 0;
2520 2542
2521 case DRINK:
2522 case FOOD:
2523 case FLESH:
2524 apply_food (op, tmp);
2525 return 1;
2526
2527 case POISON:
2528 apply_poison (op, tmp);
2529 return 1;
2530
2531 case SAVEBED:
2532 if (op->type == PLAYER) {
2533 apply_savebed (op);
2534 return 1;
2535 } else {
2536 return 0;
2537 }
2538
2539 case ARMOUR_IMPROVER:
2540 if (op->type == PLAYER) {
2541 apply_armour_improver (op, tmp);
2542 return 1;
2543 } else {
2544 return 0;
2545 }
2546
2547 case WEAPON_IMPROVER:
2548 (void) check_improve_weapon(op, tmp);
2549 return 1;
2550
2551 case CLOCK:
2552 if (op->type == PLAYER) {
2553 char buf[MAX_BUF];
2554 timeofday_t tod;
2555
2556 get_tod(&tod);
2557 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2558 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2560 ((tod.hour >= 14) ? "pm" : "am"));
2561 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2562 new_draw_info(NDI_UNIQUE, 0,op, buf);
2563 return 1;
2564 } else {
2565 return 0;
2566 }
2567
2568 case MENU:
2569 if (op->type == PLAYER) {
2570 shop_listing (op);
2571 return 1;
2572 } else {
2573 return 0;
2574 }
2575
2576 case POWER_CRYSTAL:
2577 apply_power_crystal(op,tmp); /* see egoitem.c */
2578 return 1;
2579
2580 case LIGHTER: /* for lighting torches/lanterns/etc */
2581 if (op->type == PLAYER) {
2582 apply_lighter(op,tmp);
2583 return 1;
2584 } else {
2585 return 0;
2586 }
2587
2588 case ITEM_TRANSFORMER: 2543 case ITEM_TRANSFORMER:
2589 apply_item_transformer( op, tmp ); 2544 apply_item_transformer (op, tmp);
2590 return 1; 2545 return 1;
2591 2546
2592 default: 2547 default:
2593 return 0; 2548 return 0;
2594 } 2549 }
2595} 2550}
2596 2551
2597 2552
2598/* quiet suppresses the "don't know how to apply" and "you must get it first" 2553/* quiet suppresses the "don't know how to apply" and "you must get it first"
2599 * messages as needed by player_apply_below(). But there can still be 2554 * messages as needed by player_apply_below(). But there can still be
2600 * "but you are floating high above the ground" messages. 2555 * "but you are floating high above the ground" messages.
2601 * 2556 *
2602 * Same return value as apply() function. 2557 * Same return value as apply() function.
2603 */ 2558 */
2559int
2604int player_apply (object *pl, object *op, int aflag, int quiet) 2560player_apply (object *pl, object *op, int aflag, int quiet)
2605{ 2561{
2606 int tmp; 2562 int tmp;
2607 2563
2608 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2564 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2565 {
2609 /* player is flying and applying object not in inventory */ 2566 /* player is flying and applying object not in inventory */
2610 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2567 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2568 {
2611 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2612 "above the ground!");
2613 return 0; 2570 return 0;
2614 } 2571 }
2615 }
2616
2617 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2618 * applied.
2619 */
2620 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2621 { 2572 }
2622 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2623 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2624 "of smoke!");
2625 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2626 remove_ob (op);
2627 free_object (op);
2628 return 1;
2629 }
2630 2573
2631 pl->contr->last_used = op; 2574 pl->contr->last_used = op;
2632 pl->contr->last_used_id = op->count;
2633 2575
2634 tmp = manual_apply (pl, op, aflag); 2576 tmp = manual_apply (pl, op, aflag);
2635 if ( ! quiet) { 2577 if (!quiet)
2578 {
2636 if (tmp == 0) 2579 if (tmp == 0)
2637 new_draw_info_format (NDI_UNIQUE, 0, pl, 2580 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2638 "I don't know how to apply the %s.",
2639 query_name (op));
2640 else if (tmp == 2) 2581 else if (tmp == 2)
2641 new_draw_info_format (NDI_UNIQUE, 0, pl, 2582 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2642 "You must get it first!\n");
2643 } 2583 }
2644 return tmp; 2584 return tmp;
2645} 2585}
2646 2586
2647/** 2587/**
2648 * player_apply_below attempts to apply the object 'below' the player. 2588 * player_apply_below attempts to apply the object 'below' the player.
2649 * If the player has an open container, we use that for below, otherwise 2589 * If the player has an open container, we use that for below, otherwise
2650 * we use the ground. 2590 * we use the ground.
2651 */ 2591 */
2652 2592void
2653void player_apply_below (object *pl) 2593player_apply_below (object *pl)
2654{ 2594{
2655 object *tmp, *next;
2656 int floors; 2595 int floors = 0;
2657 2596
2658 /* If using a container, set the starting item to be the top 2597 /* If using a container, set the starting item to be the top
2659 * item in the container. Otherwise, use the map. 2598 * item in the container. Otherwise, use the map.
2660 */
2661 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2662
2663 /* This is perhaps more complicated. However, I want to make sure that 2599 * This is perhaps more complicated. However, I want to make sure that
2664 * we don't use a corrupt pointer for the next object, so we get the 2600 * we don't use a corrupt pointer for the next object, so we get the
2665 * next object in the stack before applying. This is can only be a 2601 * next object in the stack before applying. This is can only be a
2666 * problem if player_apply() has a bug in that it uses the object but does 2602 * problem if player_apply() has a bug in that it uses the object but does
2667 * not return a proper value. 2603 * not return a proper value.
2668 */ 2604 */
2669 for (floors = 0; tmp!=NULL; tmp=next) { 2605 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2606 {
2670 next = tmp->below; 2607 next = tmp->below;
2608
2671 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2672 floors++; 2610 floors++;
2673 else if (floors > 0) 2611 else if (floors > 0)
2674 return; /* process only floor objects after first floor object */ 2612 return; /* process only floor objects after first floor object */
2675 2613
2676 /* If it is visible, player can apply it. If it is applied by 2614 /* If it is visible, player can apply it. If it is applied by
2677 * person moving on it, also activate. Added code to make it 2615 * person moving on it, also activate. Added code to make it
2678 * so that at least one of players movement types be that which 2616 * so that at least one of players movement types be that which
2679 * the item needs. 2617 * the item needs.
2680 */ 2618 */
2681 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2619 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2620 {
2682 if (player_apply (pl, tmp, 0, 1) == 1) 2621 if (player_apply (pl, tmp, 0, 1) == 1)
2683 return; 2622 return;
2684 } 2623 }
2685 if (floors >= 2) 2624 if (floors >= 2)
2686 return; /* process at most two floor objects */ 2625 return; /* process at most two floor objects */
2687 } 2626 }
2688} 2627}
2689 2628
2690/** 2629/**
2691 * Unapplies specified item. 2630 * Unapplies specified item.
2692 * No check done on cursed/damned. 2631 * No check done on cursed/damned.
2693 * Break this out of apply_special - this is just done 2632 * Break this out of apply_special - this is just done
2694 * to keep the size of apply_special to a more managable size. 2633 * to keep the size of apply_special to a more managable size.
2695 */ 2634 */
2635static int
2696static int unapply_special (object *who, object *op, int aflags) 2636unapply_special (object *who, object *op, int aflags)
2697{ 2637{
2698 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2638 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2699 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2639 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2700 return RESULT_INT (0); 2640 return RESULT_INT (0);
2701 2641
2702 object *tmp2;
2703
2704 CLEAR_FLAG(op, FLAG_APPLIED); 2642 CLEAR_FLAG (op, FLAG_APPLIED);
2643
2705 switch(op->type) { 2644 switch (op->type)
2706 case WEAPON: 2645 {
2707 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2708
2709 (void) change_abil (who,op);
2710 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2711 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2712 clear_skill(who);
2713 break;
2714
2715 case SKILL: /* allows objects to impart skills */
2716 case SKILL_TOOL: 2646 case SKILL_TOOL:
2717 if (op != who->chosen_skill) { 2647 // unapplying a skill tool should also unapply the skill it governs
2718 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2648 // but this is hard, as it shouldn't do so when the skill can
2649 // be used for other reasons
2650 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2651 if (tmp->skill == op->skill
2652 && tmp->type == SKILL
2653 && tmp->flag [FLAG_APPLIED]
2654 && !tmp->flag [FLAG_CAN_USE_SKILL])
2655 unapply_special (who, tmp, 0);
2656
2657 change_abil (who, op);
2658 break;
2659
2660 case WEAPON:
2661 if (player *pl = who->contr)
2662 if (op == pl->combat_ob)
2663 {
2664 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob);
2719 } 2666 }
2720 if (who->type==PLAYER) { 2667
2721 if (who->contr->shoottype == range_skill) 2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2722 who->contr->shoottype = range_none; 2669
2670 change_abil (who, op);
2671 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2672 break;
2673
2674 case SKILL:
2675 if (who->contr)
2676 {
2723 if ( ! op->invisible) { 2677 if (!op->invisible)
2724 new_draw_info_format (NDI_UNIQUE, 0, who, 2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2725 "You stop using the %s.", query_name(op)); 2679 else
2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2681 }
2682
2683 change_abil (who, op);
2684 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685 break;
2686
2687 case ARMOUR:
2688 case HELMET:
2689 case SHIELD:
2690 case RING:
2691 case BOOTS:
2692 case GLOVES:
2693 case AMULET:
2694 case GIRDLE:
2695 case BRACERS:
2696 case CLOAK:
2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2698 change_abil (who, op);
2699 break;
2700
2701 case LAMP:
2702 {
2703 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2704
2705 object *tmp2 = arch_to_object (op->other_arch);
2706 tmp2->x = op->x;
2707 tmp2->y = op->y;
2708 tmp2->map = op->map;
2709 tmp2->below = op->below;
2710 tmp2->above = op->above;
2711 tmp2->stats.food = op->stats.food;
2712 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2713
2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2715 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2716
2717 if (who->contr)
2718 esrv_del_item (who->contr, op->count);
2719
2720 op->destroy ();
2721 insert_ob_in_ob (tmp2, who);
2722 who->update_stats ();
2723
2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2725 {
2726 if (who->contr)
2726 } else { 2727 {
2727 new_draw_info_format (NDI_UNIQUE, 0, who, 2728 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2728 "You can no longer use the skill: %s.", 2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2729 op->skill);
2730 } 2730 }
2731 } 2731 }
2732 (void) change_abil (who, op);
2733 who->chosen_skill = NULL;
2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2735 break;
2736 2732
2737 case ARMOUR: 2733 if (who->contr)
2738 case HELMET: 2734 esrv_send_item (who, tmp2);
2739 case SHIELD: 2735 }
2740 case RING: 2736
2737 return 1; /* otherwise, an attempt to drop causes problems */
2738
2741 case BOOTS: 2739 case BOW:
2742 case GLOVES: 2740 case WAND:
2743 case AMULET:
2744 case GIRDLE: 2741 case ROD:
2745 case BRACERS: 2742 case HORN:
2746 case CLOAK: 2743 if (player *pl = who->contr)
2744 {
2745 if (op == pl->ranged_ob)
2746 {
2747 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob);
2749 }
2750
2747 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2748 (void) change_abil (who,op); 2752 }
2753 else
2754 {
2755 who->change_skill (0);
2756
2757 if (op->type == BOW)
2758 CLEAR_FLAG (who, FLAG_READY_BOW);
2759 else
2760 CLEAR_FLAG (who, FLAG_READY_RANGE);
2761 }
2762
2749 break; 2763 break;
2750 case LAMP: 2764
2765 case BUILDER:
2766 if (who->contr)
2751 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2752 op->name); 2768 break;
2753 tmp2 = arch_to_object(op->other_arch); 2769
2754 tmp2->x = op->x; 2770 default:
2755 tmp2->y = op->y; 2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2756 tmp2->map = op->map; 2772 break;
2757 tmp2->below = op->below; 2773 }
2758 tmp2->above = op->above; 2774
2759 tmp2->stats.food = op->stats.food; 2775 who->update_stats ();
2760 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2776
2761 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2777 if (!(aflags & AP_NO_MERGE))
2762 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2778 {
2763 if (who->type == PLAYER) 2779 object *tmp = merge_ob (op, 0);
2780
2781 if (who->contr)
2782 {
2783 if (tmp)
2784 { /* it was merged */
2764 esrv_del_item(who->contr, (tag_t)op->count); 2785 esrv_del_item (who->contr, op->count);
2765 remove_ob(op); 2786 op = tmp;
2766 free_object(op);
2767 insert_ob_in_ob(tmp2, who);
2768 fix_player(who);
2769 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2770 if (who->type == PLAYER) {
2771 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2772 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2773 }
2774 } 2787 }
2775 if(who->type==PLAYER)
2776 esrv_send_item(who, tmp2);
2777 return 1; /* otherwise, an attempt to drop causes problems */
2778 break;
2779 case BOW:
2780 case WAND:
2781 case ROD:
2782 case HORN:
2783 clear_skill(who);
2784 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2785 if(who->type==PLAYER) {
2786 who->contr->shoottype = range_none;
2787 } else {
2788 if (op->type == BOW)
2789 CLEAR_FLAG (who, FLAG_READY_BOW);
2790 else
2791 CLEAR_FLAG(who, FLAG_READY_RANGE);
2792 }
2793 break;
2794 2788
2795 case BUILDER:
2796 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2797 who->contr->shoottype = range_none;
2798 who->contr->ranges[ range_builder ] = NULL;
2799 break;
2800
2801 default:
2802 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2803 break;
2804 }
2805
2806 fix_player(who);
2807
2808 if ( ! (aflags & AP_NO_MERGE)) {
2809 object *tmp;
2810
2811 tag_t del_tag = op->count;
2812 tmp = merge_ob (op, NULL);
2813 if (who->type == PLAYER) {
2814 if (tmp) { /* it was merged */
2815 esrv_del_item (who->contr, del_tag);
2816 op = tmp;
2817 }
2818 esrv_send_item (who, op); 2789 esrv_send_item (who, op);
2819 } 2790 }
2820 } 2791 }
2792
2821 return 0; 2793 return 0;
2822} 2794}
2823 2795
2824/** 2796/**
2825 * Returns the object that is using location 'loc'. 2797 * Returns the object that is using location 'loc'.
2826 * Note that 'start' is the first object to start examing - we 2798 * Note that 'start' is the first object to start examing - we
2827 * then go through the below of this. In this way, you can do 2799 * then go through the below of this. In this way, you can do
2828 * something like: 2800 * something like:
2829 * tmp = get_item_from_body_location(who->inv, 1); 2801 * tmp = get_next_item_from_body_location(who->inv, 1);
2830 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2802 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2831 * to find the second object that may use this location, etc. 2803 * to find the second object that may use this location, etc.
2832 * Returns NULL if no match is found. 2804 * Returns NULL if no match is found.
2833 * loc is the index into the array we are looking for a match. 2805 * loc is the index into the array we are looking for a match.
2834 * don't return invisible objects unless they are skill objects 2806 * don't return invisible objects unless they are skill objects
2835 * invisible other objects that use 2807 * invisible other objects that use
2836 * up body locations can be used as restrictions. 2808 * up body locations can be used as restrictions.
2837 */ 2809 */
2838object *get_item_from_body_location(object *start, int loc) 2810static object *
2811get_next_item_from_body_location (int loc, object *start)
2839{ 2812{
2840 object *tmp;
2841
2842 if (!start) return NULL;
2843
2844 for (tmp=start; tmp; tmp=tmp->below) 2813 for (object *tmp = start; tmp; tmp = tmp->below)
2845 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2814 if (tmp->flag [FLAG_APPLIED]
2815 && tmp->slot[loc].info
2846 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2816 && (!tmp->invisible || tmp->type == SKILL))
2817 return tmp;
2847 2818
2848 return NULL; 2819 return 0;
2849} 2820}
2850
2851
2852 2821
2853/** 2822/**
2854 * 'op' wants to apply an object, but can't because of other equipment. 2823 * 'op' wants to apply an object, but can't because of other equipment.
2855 * This should only be called when it is known 2824 * This should only be called when it is known
2856 * that there are objects to unapply. This makes pretty heavy 2825 * that there are objects to unapply. This makes pretty heavy
2859 * Returns 0 on success, returns 1 if there is some problem. 2828 * Returns 0 on success, returns 1 if there is some problem.
2860 * if aflags is AP_PRINT, we instead print out waht to unapply 2829 * if aflags is AP_PRINT, we instead print out waht to unapply
2861 * instead of doing it. This is a lot less code than having 2830 * instead of doing it. This is a lot less code than having
2862 * another function that does just that. 2831 * another function that does just that.
2863 */ 2832 */
2833int
2864int unapply_for_ob(object *who, object *op, int aflags) 2834unapply_for_ob (object *who, object *op, int aflags)
2865{ 2835{
2866 int i; 2836 if (op->is_range ())
2867 object *tmp=NULL, *last;
2868
2869 /* If we are applying a shield or weapon, unapply any equipped shield
2870 * or weapons first - only allowed to use one weapon/shield at a time.
2871 */
2872 if (op->type == WEAPON || op->type == SHIELD) {
2873 for (tmp=who->inv; tmp; tmp=tmp->below) { 2837 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2874 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2875 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2876 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2840 {
2877 if (aflags & AP_PRINT) 2841 if (aflags & AP_PRINT)
2878 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2879 else 2843 else
2880 unapply_special(who, tmp, aflags); 2844 unapply_special (who, tmp, aflags);
2845 }
2846 else
2847 {
2848 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to
2850 * at least generate the message.
2851 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2853 return 1;
2854 }
2855
2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 {
2858 /* this used up a slot that we need to free */
2859 if (op->slot[i].info)
2860 {
2861 object *last = who->inv;
2862
2863 /* We do a while loop - may need to remove several items in order
2864 * to free up enough slots.
2865 */
2866 while ((who->slot[i].used + op->slot[i].info) < 0)
2867 {
2868 object *tmp = get_next_item_from_body_location (i, last);
2869
2870 if (!tmp)
2871 {
2872#if 0
2873 /* Not a bug - we'll get this if the player has cursed items
2874 * equipped.
2875 */
2876 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2877#endif
2878 return 1;
2881 } 2879 }
2880
2881 /* If we are just printing, we don't care about cursed status */
2882 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2883 {
2884 if (aflags & AP_PRINT)
2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2882 else { 2886 else
2883 /* In this case, we want to try and remove a cursed item. 2887 unapply_special (who, tmp, aflags);
2884 * While we know it won't work, we want unapply_special to
2885 * at least generate the message.
2886 */
2887 new_draw_info_format(NDI_UNIQUE, 0, who,
2888 "No matter how hard you try, you just can't\nremove %s.",
2889 query_name(tmp));
2890 return 1;
2891 } 2888 }
2889 else
2890 {
2891 /* Cursed item that we can't unequip - tell the player.
2892 * Note this could be annoying if this is just one of a few,
2893 * so it may not be critical (eg, putting on a ring and you have
2894 * one cursed ring.)
2895 */
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2897 }
2892 2898
2899 last = tmp->below;
2893 } 2900 }
2894 }
2895 }
2896
2897 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2898 /* this used up a slot that we need to free */
2899 if (op->body_info[i]) {
2900 last = who->inv;
2901
2902 /* We do a while loop - may need to remove several items in order
2903 * to free up enough slots.
2904 */
2905 while ((who->body_used[i] + op->body_info[i]) < 0) {
2906 tmp = get_item_from_body_location(last, i);
2907 if (!tmp) {
2908#if 0
2909 /* Not a bug - we'll get this if the player has cursed items
2910 * equipped.
2911 */
2912 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2913 i, body_locations[i].save_name, who->name);
2914#endif
2915 return 1;
2916 }
2917 /* If we are just printing, we don't care about cursed status */
2918 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2919 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2920 if (aflags & AP_PRINT)
2921 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2922 else
2923 unapply_special(who, tmp, aflags);
2924 }
2925 else {
2926 /* Cursed item that we can't unequip - tell the player.
2927 * Note this could be annoying if this is just one of a few,
2928 * so it may not be critical (eg, putting on a ring and you have
2929 * one cursed ring.)
2930 */
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2932 }
2933 last = tmp->below;
2934 }
2935 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2936 * return in the !tmp would have kicked in. 2902 * return in the !tmp would have kicked in.
2937 */ 2903 */
2938 } /* if op is using this body location */ 2904 } /* if op is using this body location */
2939 } /* for body lcoations */ 2905 } /* for body lcoations */
2906
2940 return 0; 2907 return 0;
2941} 2908}
2942 2909
2943/** 2910/**
2944 * Checks to see if 'who' can apply object 'op'. 2911 * Checks to see if 'who' can apply object 'op'.
2945 * Returns 0 if apply can be done without anything special. 2912 * Returns 0 if apply can be done without anything special.
2946 * Otherwise returns a bitmask - potentially several of these may be 2913 * Otherwise returns a bitmask - potentially several of these may be
2947 * set, but largely depends on circumstance - in the future, processing 2914 * set, but largely depends on circumstance - in the future, processing
2948 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2949 * is set, do we really are what the other flags may be?) 2916 * is set, do we really care what the other flags may be?)
2950 * 2917 *
2951 * See include/define.h for detailed description of the meaning of 2918 * See include/define.h for detailed description of the meaning of
2952 * these return values. 2919 * these return values.
2953 */ 2920 */
2921int
2954int can_apply_object(object *who, object *op) 2922can_apply_object (object *who, object *op)
2955{ 2923{
2956 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2957 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2958 return RESULT_INT (0); 2925 return RESULT_INT (0);
2959 2926
2960 int i, retval=0; 2927 int retval = 0;
2961 object *tmp=NULL, *ws=NULL; 2928 object *tmp = 0, *ws = 0;
2962 2929
2963 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2930 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2964 * 2 weapons, but we don't want to let them do that. So if they are 2931 {
2965 * trying to equip a weapon or shield, see if they already have one 2932 if (op->slot[i].info)
2966 * in place and store that way. 2933 {
2967 */ 2934 /* Item uses more slots than we have */
2968 if (op->type == WEAPON || op->type == SHIELD) { 2935 if (who->slot[i].info + op->slot [i].info < 0)
2969 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 2936 {
2970 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2937 /* Could return now for efficiency - rest of info below isn't
2938 * really needed.
2939 */
2971 retval = CAN_APPLY_UNAPPLY; 2940 retval |= CAN_APPLY_NEVER;
2972 ws = tmp;
2973 } 2941 }
2974 } 2942 else if (who->slot[i].used + op->slot[i].info < 0)
2975 }
2976 2943 {
2977
2978 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2979 if (op->body_info[i]) {
2980 /* Item uses more slots than we have */
2981 if (FABS(op->body_info[i]) > who->body_info[i]) {
2982 /* Could return now for efficiently - rest of info below isn'
2983 * really needed.
2984 */
2985 retval |= CAN_APPLY_NEVER;
2986 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2987 /* in this case, equipping this would use more free spots than 2944 /* in this case, equipping this would use more free spots than
2988 * we have. 2945 * we have.
2989 */ 2946 */
2990 object *tmp1;
2991 2947
2992
2993 /* if we have an applied weapon/shield, and unapply it would free 2948 /* if we have an applied weapon/shield, and unapply it would free
2994 * enough slots to equip the new item, then just set this can 2949 * enough slots to equip the new item, then just set "can
2995 * continue. We don't care about the logic below - if you have 2950 * apply unapply". We don't care about the logic below - if you have a
2996 * shield equipped and try to equip another shield, there is only 2951 * shield equipped and try to equip another shield, there is only
2997 * one choice. However, the check for the number of body locations 2952 * one choice. However, the check for the number of body locations
2998 * does take into the account cases where what is being applied 2953 * does take into the account cases where what is being applied
2999 * may be two handed for example. 2954 * may be two handed for example.
3000 */ 2955 */
3001 if (ws) { 2956 if (ws)
3002 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2957 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2958 {
3003 retval |= CAN_APPLY_UNAPPLY; 2959 retval |= CAN_APPLY_UNAPPLY;
3004 continue; 2960 continue;
3005 } 2961 }
2962
2963 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2964 if (!tmp1)
2965 {
2966#if 0
2967 /* This is sort of an error, but happens a lot when old players
2968 * join in with more stuff equipped than they are now allowed.
2969 */
2970 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2971#endif
2972 retval |= CAN_APPLY_NEVER;
3006 } 2973 }
3007
3008 tmp1 = get_item_from_body_location(who->inv, i);
3009 if (!tmp1) {
3010#if 0
3011 /* This is sort of an error, but happens a lot when old players
3012 * join in with more stuff equipped than they are now allowed.
3013 */
3014 LOG(llevError,"Can't find object using location %d on %s\n",
3015 i, who->name);
3016#endif
3017 retval |= CAN_APPLY_NEVER;
3018 } else { 2974 else
2975 {
3019 /* need to unapply something. However, if this something 2976 /* need to unapply something. However, if this something
3020 * is different than we had found before, it means they need 2977 * is different than we had found before, it means they need
3021 * to apply multiple objects 2978 * to apply multiple objects
3022 */ 2979 */
3023 retval |= CAN_APPLY_UNAPPLY; 2980 retval |= CAN_APPLY_UNAPPLY;
2981
2982 if (!tmp)
3024 if (!tmp) tmp = tmp1; 2983 tmp = tmp1;
3025 else if (tmp != tmp1) { 2984 else if (tmp != tmp1)
3026 retval |= CAN_APPLY_UNAPPLY_MULT; 2985 retval |= CAN_APPLY_UNAPPLY_MULT;
3027 } 2986
3028 /* This object isn't using up all the slots, so there must 2987 /* This object isn't using up all the slots, so there must
3029 * be another. If so, and it the new item doesn't need all 2988 * be another. If so, and it the new item doesn't need all
3030 * the slots, the player then has a choice. 2989 * the slots, the player then has a choice.
3031 */ 2990 */
3032 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 2991 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3033 (FABS(op->body_info[i]) < who->body_info[i])) 2992 && abs (op->slot[i].info) < who->slot[i].info)
3034 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2993 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3035 2994
3036 /* Does unequippint 'tmp1' free up enough slots for this to be 2995 /* Does unequippint 'tmp1' free up enough slots for this to be
3037 * equipped? If not, there must be something else to unapply. 2996 * equipped? If not, there must be something else to unapply.
3038 */ 2997 */
3039 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2998 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3040 retval |= CAN_APPLY_UNAPPLY_MULT; 2999 retval |= CAN_APPLY_UNAPPLY_MULT;
3041
3042 } 3000 }
3043 } /* if not enough free slots */ 3001 } /* if not enough free slots */
3044 } /* if this object uses location i */ 3002 } /* if this object uses location i */
3045 } /* for i -> num_body_locations loop */ 3003 } /* for i -> num_body_locations loop */
3046 3004
3047 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3005 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3048 * really be controlled by use of body locations. We do have 3006 * really be controlled by use of body locations. We do have
3049 * the weapon/shield checks, and the range checks for monsters, 3007 * the weapon/shield checks, and the range checks for monsters,
3050 * because you can't control those just by body location - bows, shields, 3008 * because you can't control those just by body location - bows, shields,
3051 * and weapons all use the same slot. Similar for horn/rod/wand - they 3009 * and weapons all use the same slot. Similar for horn/rod/wand - they
3052 * all use the same location. 3010 * all use the same location.
3053 */ 3011 */
3054 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3012 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3013 retval |= CAN_APPLY_RESTRICTION;
3014
3015 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3016 retval |= CAN_APPLY_RESTRICTION;
3017
3018 if (who->type != PLAYER)
3019 {
3020 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3055 retval |= CAN_APPLY_RESTRICTION; 3021 retval |= CAN_APPLY_RESTRICTION;
3022
3056 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3023 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3057 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3058 3025
3059
3060 if (who->type != PLAYER) {
3061 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3062 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3063 retval |= CAN_APPLY_RESTRICTION;
3064 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3065 retval |= CAN_APPLY_RESTRICTION;
3066 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3026 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3067 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3068 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3029 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3069 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3070 } 3031 }
3032
3071 return retval; 3033 return retval;
3072} 3034}
3073
3074
3075 3035
3076/** 3036/**
3077 * who is the object using the object. It can be a monster. 3037 * who is the object using the object. It can be a monster.
3078 * op is the object they are using. op is an equipment type item, 3038 * op is the object they are using. op is an equipment type item,
3079 * eg, one which you put on and keep on for a while, and not something 3039 * eg, one which you put on and keep on for a while, and not something
3088 * AP_UNAPPLY=always unapply). 3048 * AP_UNAPPLY=always unapply).
3089 * 3049 *
3090 * Optional flags: 3050 * Optional flags:
3091 * AP_NO_MERGE: don't merge an unapplied object with other objects 3051 * AP_NO_MERGE: don't merge an unapplied object with other objects
3092 * AP_IGNORE_CURSE: unapply cursed items 3052 * AP_IGNORE_CURSE: unapply cursed items
3053 * AP_NO_READY: do not ready skills when applying skill tools
3093 * 3054 *
3094 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3095 * 3056 *
3096 * apply_special() doesn't check for unpaid items. 3057 * apply_special() doesn't check for unpaid items.
3097 */ 3058 */
3059int
3098int apply_special (object *who, object *op, int aflags) 3060apply_special (object *who, object *op, int aflags)
3099{ 3061{
3100 int basic_flag = aflags & AP_BASIC_FLAGS; 3062 int basic_flag = aflags & AP_BASIC_FLAGS;
3101 object *tmp, *tmp2, *skop=NULL; 3063 object *tmp, *tmp2, *skop = NULL;
3102 int i;
3103 3064
3104 if(who==NULL) { 3065 if (who == NULL)
3066 {
3105 LOG(llevError,"apply_special() from object without environment.\n"); 3067 LOG (llevError, "apply_special() from object without environment.\n");
3106 return 1; 3068 return 1;
3107 } 3069 }
3108 3070
3109 if(op->env!=who) 3071 if (op->env != who)
3110 return 1; /* op is not in inventory */ 3072 return 1; /* op is not in inventory */
3111 3073
3112 /* trying to unequip op */ 3074 /* trying to unequip op */
3113 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3075 if (QUERY_FLAG (op, FLAG_APPLIED))
3076 {
3114 /* always apply, so no reason to unapply */ 3077 /* always apply, so no reason to unapply */
3115 if (basic_flag == AP_APPLY) return 0; 3078 if (basic_flag == AP_APPLY)
3079 return 0;
3116 3080
3117 if ( ! (aflags & AP_IGNORE_CURSE)
3118 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3119 new_draw_info_format(NDI_UNIQUE, 0, who, 3082 {
3120 "No matter how hard you try, you just can't\nremove %s.", 3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3121 query_name(op)); 3084 return 1;
3085 }
3086
3087 return unapply_special (who, op, aflags);
3088 }
3089
3090 if (basic_flag == AP_UNAPPLY)
3091 return 0;
3092
3093 // if the item is combat/ranged, wield the relevant slot first
3094 // to resolve conflicts.
3095 if (player *pl = who->contr)
3096 switch (op->slottype ())
3097 {
3098 case slot_combat: who->change_weapon (pl->combat_ob); break;
3099 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3100 }
3101
3102 splay (op);
3103
3104 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op))
3106 {
3107 if (i & CAN_APPLY_NEVER)
3108 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3110 return 1;
3111 }
3112 else if (i & CAN_APPLY_RESTRICTION)
3113 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3115 return 1;
3116 }
3117
3118 if (who->type != PLAYER)
3119 {
3120 /* Some error, so don't try to equip something more */
3121 if (unapply_for_ob (who, op, aflags))
3122 return 1; 3122 return 1;
3123 } 3123 }
3124 return unapply_special(who, op, aflags); 3124 else
3125 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT);
3130 return 1;
3131 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags))
3134 return 1;
3135 }
3136 }
3137
3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3125 } 3139 {
3140 skop = find_skill_by_name (who, op->skill);
3126 3141
3127 if (basic_flag == AP_UNAPPLY) return 0; 3142 if (!skop)
3143 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3145 return 1;
3146 }
3147 else
3148 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated
3150 */
3151 who->change_skill (skop);
3152 }
3128 3153
3129 i = can_apply_object(who, op); 3154 if (who->type == PLAYER
3155 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! "
3160 "[use the skills command to check your available item power]");
3161 return 1;
3162 }
3130 3163
3131 /* Can't just apply this object. Lets see what not and what to do */ 3164 /* Ok. We are now at the state where we can apply the new object.
3132 if (i) { 3165 * Note that we don't have the checks for can_use_...
3133 if (i & CAN_APPLY_NEVER) { 3166 * below - that is already taken care of by can_apply_object.
3134 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3167 */
3168 if (op->nrof > 1)
3169 tmp = get_split_ob (op, op->nrof - 1);
3170 else
3171 tmp = 0;
3172
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0);
3175
3176 switch (op->type)
3177 {
3178 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat))
3180 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3182 "It would consume your soul!.");
3183
3184 if (tmp)
3185 insert_ob_in_ob (tmp, who);
3186
3135 return 1; 3187 return 1;
3136 } else if (i & CAN_APPLY_RESTRICTION) { 3188 }
3137 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3189
3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 {
3194 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3197
3198 if (tmp)
3199 insert_ob_in_ob (tmp, who);
3200
3138 return 1; 3201 return 1;
3139 } 3202 }
3203
3204 if (!skop)
3205 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3207 return 1;
3208 }
3209
3210 SET_FLAG (op, FLAG_APPLIED);
3211 who->change_skill (skop);
3212
3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3215
3216 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3217
3218 SET_FLAG (who, FLAG_READY_WEAPON);
3219 change_abil (who, op);
3220 break;
3221
3222 case ARMOUR:
3223 case HELMET:
3224 case SHIELD:
3225 case BOOTS:
3226 case GLOVES:
3227 case GIRDLE:
3228 case BRACERS:
3229 case CLOAK:
3230 case RING:
3231 case AMULET:
3232 SET_FLAG (op, FLAG_APPLIED);
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3234 change_abil (who, op);
3235 break;
3236
3237 case LAMP:
3238 if (op->stats.food < 1)
3239 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3241 return 1;
3242 }
3243
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3245 tmp2 = arch_to_object (op->other_arch);
3246 tmp2->stats.food = op->stats.food;
3247 SET_FLAG (tmp2, FLAG_APPLIED);
3248
3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3250 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251
3252 insert_ob_in_ob (tmp2, who);
3253
3254 /* Remove the old lantern */
3140 if (who->type != PLAYER) { 3255 if (who->type == PLAYER)
3141 /* Some error, so don't try to equip something more */ 3256 esrv_del_item (who->contr, op->count);
3142 if (unapply_for_ob(who, op, aflags)) return 1; 3257
3143 } else { 3258 op->destroy ();
3144 if (who->contr->unapply == unapply_never || 3259
3145 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3260 /* insert the portion that was split off */
3146 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3261 if (tmp)
3147 unapply_for_ob(who, op, AP_PRINT); 3262 {
3148 return 1; 3263 insert_ob_in_ob (tmp, who);
3264 if (who->type == PLAYER)
3265 esrv_send_item (who, tmp);
3266 }
3267
3268 who->update_stats ();
3269
3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3271 if (who->type == PLAYER)
3272 {
3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3149 } 3275 }
3150 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3151 i = unapply_for_ob(who, op, aflags);
3152 if (i) return 1;
3153 }
3154 }
3155 }
3156 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3157 skop=find_skill_by_name(who, op->skill);
3158 if (!skop) {
3159 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3160 return 1;
3161 } else {
3162 /* While experience will be credited properly, we want to change the
3163 * skill so that the dam and wc get updated
3164 */
3165 change_skill(who, skop, 0);
3166 }
3167 }
3168
3169 if (who->type == PLAYER && op->item_power &&
3170 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3171 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3172 return 1;
3173 }
3174
3175 3276
3176 /* Ok. We are now at the state where we can apply the new object.
3177 * Note that we don't have the checks for can_use_...
3178 * below - that is already taken care of by can_apply_object.
3179 */
3180
3181
3182 if(op->nrof > 1)
3183 tmp = get_split_ob(op,op->nrof - 1);
3184 else
3185 tmp = NULL;
3186
3187 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3188 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3189 return RESULT_INT (0);
3190
3191 switch(op->type) {
3192 case WEAPON:
3193 if (!check_weapon_power(who, op->last_eat)) {
3194 new_draw_info(NDI_UNIQUE, 0,who,
3195 "That weapon is too powerful for you to use.");
3196 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3197 if(tmp!=NULL)
3198 (void) insert_ob_in_ob(tmp,who);
3199 return 1;
3200 }
3201 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3202 /* if the weapon does not have the name as the character, can't use it. */
3203 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3204 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3205 if(tmp!=NULL)
3206 (void) insert_ob_in_ob(tmp,who);
3207 return 1;
3208 }
3209 SET_FLAG(op, FLAG_APPLIED);
3210
3211 if (skop) change_skill(who, skop, 1);
3212 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3213 SET_FLAG(who, FLAG_READY_WEAPON);
3214
3215 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3216
3217 (void) change_abil (who,op);
3218 break;
3219
3220 case ARMOUR:
3221 case HELMET:
3222 case SHIELD:
3223 case BOOTS:
3224 case GLOVES:
3225 case GIRDLE:
3226 case BRACERS:
3227 case CLOAK:
3228 case RING:
3229 case AMULET:
3230 SET_FLAG(op, FLAG_APPLIED);
3231 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3232 (void) change_abil (who,op);
3233 break;
3234 case LAMP:
3235 if (op->stats.food < 1) {
3236 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3237 " fuel!", op->name);
3238 return 1;
3239 }
3240 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3241 op->name);
3242 tmp2 = arch_to_object(op->other_arch);
3243 tmp2->stats.food = op->stats.food;
3244 SET_FLAG(tmp2, FLAG_APPLIED);
3245 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3246 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3247 insert_ob_in_ob(tmp2, who);
3248
3249 /* Remove the old lantern */
3250 if (who->type == PLAYER) 3277 if (who->type == PLAYER)
3251 esrv_del_item(who->contr, (tag_t)op->count);
3252 remove_ob(op);
3253 free_object(op);
3254
3255 /* insert the portion that was split off */
3256 if(tmp!=NULL) {
3257 (void) insert_ob_in_ob(tmp,who);
3258 if(who->type==PLAYER)
3259 esrv_send_item(who, tmp);
3260 }
3261 fix_player(who);
3262 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3263 if (who->type == PLAYER) {
3264 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3265 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3266 }
3267 }
3268 if(who->type==PLAYER)
3269 esrv_send_item(who, tmp2); 3278 esrv_send_item (who, tmp2);
3279
3270 return 0; 3280 return 0;
3271 break;
3272 3281
3273 /* this part is needed for skill-tools */
3274 case SKILL:
3275 case SKILL_TOOL: 3282 case SKILL_TOOL:
3276 if (who->chosen_skill) { 3283 // applying a skill tool also readies the skill
3277 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3284 SET_FLAG (op, FLAG_APPLIED);
3285
3286 if (!(aflags & AP_NO_READY))
3287 {
3288 skop = find_skill_by_name (who, op->skill);
3289 if (!skop->flag [FLAG_APPLIED])
3290 apply_special (who, skop, AP_APPLY);
3291 }
3292 break;
3293
3294 case SKILL:
3295 if (player *pl = who->contr)
3296 {
3297 if (IS_COMBAT_SKILL (op->subtype))
3298 {
3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3303 {
3304 if (item->skill == op->skill)
3305 {
3306 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon;
3308 }
3309 }
3310
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3278 return 1; 3312 return 1;
3279 } 3313
3280 if (who->type == PLAYER) { 3314 found_weapon:;
3281 who->contr->shoottype = range_skill;
3282 who->contr->ranges[range_skill] = op;
3283 if ( ! op->invisible) {
3284 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3285 query_name (op));
3286 new_draw_info_format (NDI_UNIQUE, 0, who,
3287 "You can now use the skill: %s.",
3288 op->skill);
3289 } else {
3290 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3291 op->skill? op->skill:op->name);
3292 } 3315 }
3316 else
3317 who->change_weapon (pl->combat_ob = op);
3293 } 3318 }
3319 else if (IS_RANGED_SKILL (op->subtype))
3320 {
3321 if (skill_flags [op->subtype] & SF_NEED_BOW)
3322 {
3323 for (object *item = who->inv; item; item = item->below)
3324 if (item->type == BOW && item->flag [FLAG_APPLIED])
3325 {
3326 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow;
3329 }
3330
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1;
3333
3334 found_bow:;
3335 }
3336 else
3337 who->change_weapon (pl->ranged_ob = op);
3338 }
3339
3340 if (!op->invisible)
3341 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3343 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3344 }
3345 else
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3347 }
3348 else
3349 {
3294 SET_FLAG (op, FLAG_APPLIED); 3350 SET_FLAG (op, FLAG_APPLIED);
3295 (void) change_abil (who, op); 3351 change_abil (who, op);
3296 who->chosen_skill = op; 3352 who->chosen_skill = op;
3297 SET_FLAG (who, FLAG_READY_SKILL); 3353 SET_FLAG (who, FLAG_READY_SKILL);
3298 break;
3299
3300 case BOW:
3301 if (!check_weapon_power(who, op->last_eat)) {
3302 new_draw_info(NDI_UNIQUE, 0, who,
3303 "That item is too powerful for you to use.");
3304 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3305 if(tmp != NULL)
3306 (void)insert_ob_in_ob(tmp,who);
3307 return 1;
3308 } 3354 }
3309 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3310 new_draw_info(NDI_UNIQUE, 0, who,
3311 "The weapon does not recognize you as its owner.");
3312 if(tmp != NULL)
3313 (void)insert_ob_in_ob(tmp,who);
3314 return 1;
3315 }
3316 /*FALLTHROUGH*/
3317 case WAND:
3318 case ROD:
3319 case HORN:
3320 /* check for skill, alter player status */
3321 SET_FLAG(op, FLAG_APPLIED);
3322 if (skop) change_skill(who, skop, 0);
3323 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3324 3355
3325 if(who->type==PLAYER) {
3326 if (op->type == BOW) {
3327 (void)change_abil(who, op);
3328 new_draw_info_format (NDI_UNIQUE, 0, who,
3329 "You will now fire %s with %s.",
3330 op->race ? op->race : "nothing", query_name(op));
3331 who->contr->shoottype = range_bow;
3332 } else {
3333 who->contr->shoottype = range_misc;
3334 }
3335 } else {
3336 if (op->type == BOW)
3337 SET_FLAG (who, FLAG_READY_BOW);
3338 else
3339 SET_FLAG (who, FLAG_READY_RANGE);
3340 }
3341 break;
3342
3343 case BUILDER:
3344 if ( who->contr->ranges[ range_builder ] )
3345 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3346 who->contr->shoottype = range_builder;
3347 who->contr->ranges[ range_builder ] = op;
3348 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3349 break; 3356 break;
3350 3357
3358 case BOW:
3359 if (!check_weapon_power (who, op->last_eat))
3360 {
3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3362 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3363
3364 if (tmp)
3365 insert_ob_in_ob (tmp, who);
3366
3367 return 1;
3368 }
3369
3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3371 {
3372 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3373 if (tmp)
3374 insert_ob_in_ob (tmp, who);
3375
3376 return 1;
3377 }
3378
3379 /*FALLTHROUGH*/
3380 case WAND:
3381 case ROD:
3382 case HORN:
3383 /* check for skill, alter player status */
3384
3385 if (!skop)
3386 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3388 return 1;
3389 }
3390
3391 SET_FLAG (op, FLAG_APPLIED);
3392 who->change_skill (skop);
3393
3394 if (who->contr)
3395 {
3396 who->contr->ranged_ob = op;
3397
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3399
3400 if (op->type == BOW)
3401 {
3402 who->current_weapon = op;
3403 change_abil (who, op);
3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3405 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3406 }
3407 }
3408 else
3409 {
3410 if (op->type == BOW)
3411 SET_FLAG (who, FLAG_READY_BOW);
3412 else
3413 SET_FLAG (who, FLAG_READY_RANGE);
3414 }
3415
3416 break;
3417
3418 case BUILDER:
3419 if (who->type == PLAYER)
3420 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3423 unapply_special (who, who->contr->ranged_ob, 0);
3424
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3426
3427 who->contr->ranged_ob = op;
3428 }
3429 break;
3430
3351 default: 3431 default:
3352 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3353 } /* end of switch op->type */ 3433 } /* end of switch op->type */
3354 3434
3355 SET_FLAG(op, FLAG_APPLIED); 3435 SET_FLAG (op, FLAG_APPLIED);
3356 3436
3357 if(tmp!=NULL) 3437 if (tmp)
3358 tmp = insert_ob_in_ob(tmp,who); 3438 tmp = insert_ob_in_ob (tmp, who);
3359 3439
3360 fix_player(who); 3440 who->update_stats ();
3361 3441
3362 /* We exclude spell casting objects. The fire code will set the 3442 /* We exclude spell casting objects. The fire code will set the
3363 * been applied flag when they are used - until that point, 3443 * been applied flag when they are used - until that point,
3364 * you don't know anything about them. 3444 * you don't know anything about them.
3365 */ 3445 */
3366 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3446 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3367 op->type!=ROD)
3368 SET_FLAG(op,FLAG_BEEN_APPLIED); 3447 SET_FLAG (op, FLAG_BEEN_APPLIED);
3369 3448
3370 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3449 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3450 {
3371 if (who->type == PLAYER) { 3451 if (who->type == PLAYER)
3452 {
3372 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3373 SET_FLAG(op,FLAG_KNOWN_CURSED); 3454 SET_FLAG (op, FLAG_KNOWN_CURSED);
3374 } 3455 }
3375 } 3456 }
3457
3376 if(who->type==PLAYER) { 3458 if (who->type == PLAYER)
3459 {
3377 /* if multiple objects were applied, update both slots */ 3460 /* if multiple objects were applied, update both slots */
3378 if (tmp) 3461 if (tmp)
3379 esrv_send_item(who, tmp); 3462 esrv_send_item (who, tmp);
3463
3380 esrv_send_item(who, op); 3464 esrv_send_item (who, op);
3381 } 3465 }
3466
3382 return 0; 3467 return 0;
3383} 3468}
3384 3469
3385 3470int
3386int monster_apply_special (object *who, object *op, int aflags) 3471monster_apply_special (object *who, object *op, int aflags)
3387{ 3472{
3388 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3389 return 1; 3474 return 1;
3390 return apply_special (who, op, aflags); 3475 return apply_special (who, op, aflags);
3391} 3476}
3392 3477
3393/** 3478/**
3394 * Map was just loaded, handle op's initialisation. 3479 * Map was just loaded, handle op's initialisation.
3395 * 3480 *
3396 * Generates shop floor's item, and treasures. 3481 * Generates shop floor's item, and treasures.
3397 */ 3482 */
3483int
3398int auto_apply (object *op) { 3484auto_apply (object *op)
3485{
3399 object *tmp = NULL, *tmp2; 3486 object *tmp = NULL, *tmp2;
3400 int i; 3487 int i;
3401 3488
3402 switch(op->type) { 3489 switch (op->type)
3490 {
3403 case SHOP_FLOOR: 3491 case SHOP_FLOOR:
3404 if (!HAS_RANDOM_ITEMS(op)) return 0; 3492 if (!op->has_random_items ())
3493 return 0;
3494
3495 do
3405 do { 3496 {
3406 i=10; /* let's give it 10 tries */ 3497 i = 10; /* let's give it 10 tries */
3407 while((tmp=generate_treasure(op->randomitems, 3498 while ((tmp = generate_treasure (op->randomitems,
3408 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3499 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3409 if(tmp==NULL) 3500 if (tmp == NULL)
3410 return 0;
3411 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3412 free_object(tmp);
3413 tmp = NULL;
3414 }
3415 } while(!tmp);
3416 tmp->x=op->x;
3417 tmp->y=op->y;
3418 SET_FLAG(tmp,FLAG_UNPAID);
3419 insert_ob_in_map(tmp,op->map,NULL,0);
3420 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3421 identify(tmp);
3422 break;
3423
3424 case TREASURE:
3425 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3426 return 0; 3501 return 0;
3502 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3503 {
3504 tmp->destroy ();
3505 tmp = NULL;
3506 }
3507 }
3508 while (!tmp);
3509
3510 tmp->x = op->x;
3511 tmp->y = op->y;
3512 SET_FLAG (tmp, FLAG_UNPAID);
3513 insert_ob_in_map (tmp, op->map, NULL, 0);
3514 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3515 identify (tmp);
3516 break;
3517
3518 case TREASURE:
3519 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3520 return 0;
3521
3427 while ((op->stats.hp--)>0) 3522 while (op->stats.hp-- > 0)
3428 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3523 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3429 op->stats.exp ? (int)op->stats.exp :
3430 op->map == NULL ? 14: op->map->difficulty,0); 3524 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3431 3525
3432 /* If we generated an object and put it in this object inventory, 3526 /* If we generated an object and put it in this object inventory,
3433 * move it to the parent object as the current object is about 3527 * move it to the parent object as the current object is about
3434 * to disappear. An example of this item is the random_* stuff 3528 * to disappear. An example of this item is the random_* stuff
3435 * that is put inside other objects. 3529 * that is put inside other objects.
3436 */ 3530 */
3437 for (tmp=op->inv; tmp; tmp=tmp2) { 3531 for (tmp = op->inv; tmp; tmp = tmp2)
3532 {
3438 tmp2 = tmp->below; 3533 tmp2 = tmp->below;
3439 remove_ob(tmp); 3534 tmp->remove ();
3535
3536 if (op->env)
3440 if (op->env) insert_ob_in_ob(tmp, op->env); 3537 insert_ob_in_ob (tmp, op->env);
3441 else free_object(tmp); 3538 else
3539 tmp->destroy ();
3442 } 3540 }
3443 remove_ob(op); 3541
3444 free_object(op); 3542 op->destroy ();
3445 break; 3543 break;
3446 } 3544 }
3447 return tmp ? 1 : 0; 3545 return tmp ? 1 : 0;
3448} 3546}
3449 3547
3450/** 3548/**
3451 * fix_auto_apply goes through the entire map (only the first time 3549 * fix_auto_apply goes through the entire map every time a map
3452 * when an original map is loaded) and performs special actions for 3550 * is loaded or swapped in and performs special actions for
3453 * certain objects (most initialization of chests and creation of 3551 * certain objects (most initialization of chests and creation of
3454 * treasures and stuff). Calls auto_apply if appropriate. 3552 * treasures and stuff). Calls auto_apply if appropriate.
3455 */ 3553 */
3554void
3555maptile::fix_auto_apply ()
3556{
3557 if (!spaces)
3558 return;
3456 3559
3457void fix_auto_apply(mapstruct *m) { 3560 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3458 object *tmp,*above=NULL; 3561 for (object *tmp = ms->bot; tmp; )
3459 int x,y; 3562 {
3563 object *above = tmp->above;
3460 3564
3461 if(m==NULL) return;
3462
3463 for(x=0;x<MAP_WIDTH(m);x++)
3464 for(y=0;y<MAP_HEIGHT(m);y++)
3465 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3466 above=tmp->above;
3467
3468 if (tmp->inv) { 3565 if (tmp->inv)
3566 {
3469 object *invtmp, *invnext; 3567 object *invtmp, *invnext;
3470 3568
3471 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3569 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3570 {
3472 invnext = invtmp->below; 3571 invnext = invtmp->below;
3473 3572
3474 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3573 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3475 auto_apply(invtmp); 3574 auto_apply (invtmp);
3476 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3575 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3576 {
3477 while ((invtmp->stats.hp--)>0) 3577 while ((invtmp->stats.hp--) > 0)
3478 create_treasure(invtmp->randomitems, invtmp, 0, 3578 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3479 m->difficulty,0); 3579
3480 invtmp->randomitems = NULL; 3580 invtmp->randomitems = NULL;
3481 }
3482 else if (invtmp && invtmp->arch &&
3483 invtmp->type!=TREASURE &&
3484 invtmp->type != SPELL &&
3485 invtmp->type != CLASS &&
3486 HAS_RANDOM_ITEMS(invtmp)) {
3487 create_treasure(invtmp->randomitems, invtmp, 0,
3488 m->difficulty,0);
3489 /* Need to clear this so that we never try to create
3490 * treasure again for this object
3491 */
3492 invtmp->randomitems = NULL;
3493 }
3494 } 3581 }
3495 /* This is really temporary - the code at the bottom will 3582 else if (invtmp && invtmp->arch
3496 * also set randomitems to null. The problem is there are bunches 3583 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3497 * of maps/players already out there with items that have spells
3498 * which haven't had the randomitems set to null yet.
3499 * MSW 2004-05-13
3500 * 3584 {
3501 * And if it's a spellbook, it's better to set randomitems to NULL too, 3585 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3502 * else you get two spells in the book ^_- 3586 /* Need to clear this so that we never try to create
3503 * Ryo 2004-08-16 3587 * treasure again for this object
3504 */ 3588 */
3505 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3506 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3507 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3508 tmp->randomitems = NULL;
3509
3510 }
3511
3512 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3513 auto_apply(tmp);
3514 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3515 while ((tmp->stats.hp--)>0)
3516 create_treasure(tmp->randomitems, tmp, 0,
3517 m->difficulty,0);
3518 tmp->randomitems = NULL; 3589 invtmp->randomitems = NULL;
3519 }
3520 else if(tmp->type==TIMED_GATE) {
3521 object *head = tmp->head != NULL ? tmp->head : tmp;
3522 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3523 tmp->speed = 0;
3524 update_ob_speed(tmp);
3525 } 3590 }
3526 } 3591 }
3592 /* This is really temporary - the code at the bottom will
3593 * also set randomitems to null. The problem is there are bunches
3594 * of maps/players already out there with items that have spells
3595 * which haven't had the randomitems set to null yet.
3596 * MSW 2004-05-13
3597 *
3598 * And if it's a spellbook, it's better to set randomitems to NULL too,
3599 * else you get two spells in the book ^_-
3600 * Ryo 2004-08-16
3601 */
3602 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3603 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3604 tmp->randomitems = NULL;
3605
3606 }
3607
3608 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3609 auto_apply (tmp);
3610 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3611 {
3612 while ((tmp->stats.hp--) > 0)
3613 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3614 tmp->randomitems = NULL;
3615 }
3616 else if (tmp->type == TIMED_GATE)
3617 {
3618 object *head = tmp->head != NULL ? tmp->head : tmp;
3619
3620 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3621 tmp->set_speed (0);
3622 }
3527 /* This function can be called everytime a map is loaded, even when 3623 /* This function can be called everytime a map is loaded, even when
3528 * swapping back in. As such, we don't want to create the treasure 3624 * swapping back in. As such, we don't want to create the treasure
3529 * over and ove again, so after we generate the treasure, blank out 3625 * over and ove again, so after we generate the treasure, blank out
3530 * randomitems so if it is swapped in again, it won't make anything. 3626 * randomitems so if it is swapped in again, it won't make anything.
3531 * This is a problem for the above objects, because they have counters 3627 * This is a problem for the above objects, because they have counters
3532 * which say how many times to make the treasure. 3628 * which say how many times to make the treasure.
3533 */ 3629 */
3534 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3630 else if (tmp && tmp->arch && tmp->type != PLAYER
3535 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3631 && tmp->type != TREASURE && tmp->type != SPELL
3536 HAS_RANDOM_ITEMS(tmp)) { 3632 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3633 {
3537 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3634 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3538 m->difficulty,0);
3539 tmp->randomitems = NULL; 3635 tmp->randomitems = NULL;
3540 }
3541 } 3636 }
3542 3637
3543 for(x=0;x<MAP_WIDTH(m);x++) 3638 // close all containers
3544 for(y=0;y<MAP_HEIGHT(m);y++) 3639 else if (tmp->type == CONTAINER)
3545 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3640 tmp->flag [FLAG_APPLIED] = 0;
3546 if (tmp->above && 3641
3642 tmp = above;
3643 }
3644
3645 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3646 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3547 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3647 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3548 check_trigger (tmp, tmp->above); 3648 check_trigger (tmp, tmp->above);
3549} 3649}
3550 3650
3551/** 3651/**
3552 * Handles player eating food that temporarily changes status (resistances, stats). 3652 * Handles player eating food that temporarily changes status (resistances, stats).
3553 * This used to call cast_change_attr(), but 3653 * This used to call cast_change_attr(), but
3554 * that doesn't work with the new spell code. Since we know what 3654 * that doesn't work with the new spell code. Since we know what
3555 * the food changes, just grab a force and use that instead. 3655 * the food changes, just grab a force and use that instead.
3556 */ 3656 */
3557 3657void
3558void eat_special_food(object *who, object *food) { 3658eat_special_food (object *who, object *food)
3659{
3559 object *force; 3660 object *force;
3560 int i, did_one=0; 3661 int i, did_one = 0;
3561 sint8 k;
3562 3662
3563 force = get_archetype(FORCE_NAME); 3663 force = get_archetype (FORCE_NAME);
3564 3664
3565 for (i=0; i < NUM_STATS; i++) { 3665 for (i = 0; i < NUM_STATS; i++)
3566 k = get_attr_value(&food->stats, i); 3666 if (sint8 k = food->stats.stat (i))
3567 if (k) { 3667 {
3568 set_attr_value(&force->stats, i, k); 3668 force->stats.stat (i) = k;
3569 did_one = 1; 3669 did_one = 1;
3570 } 3670 }
3571 }
3572 3671
3573 /* check if we can protect the eater */ 3672 /* check if we can protect the eater */
3574 for (i=0; i<NROFATTACKS; i++) { 3673 for (i = 0; i < NROFATTACKS; i++)
3674 {
3575 if (food->resist[i]>0) { 3675 if (food->resist[i] > 0)
3676 {
3576 force->resist[i] = food->resist[i] / 2; 3677 force->resist[i] = food->resist[i] / 2;
3577 did_one = 1; 3678 did_one = 1;
3578 } 3679 }
3579 } 3680 }
3681
3580 if (did_one) { 3682 if (did_one)
3683 {
3581 force->speed = 0.1; 3684 force->set_speed (0.1);
3582 update_ob_speed(force);
3583 /* bigger morsel of food = longer effect time */ 3685 /* bigger morsel of food = longer effect time */
3584 force->stats.food = food->stats.food / 5; 3686 force->duration = food->stats.food / 5;
3585 SET_FLAG(force, FLAG_IS_USED_UP);
3586 SET_FLAG(force, FLAG_APPLIED); 3687 SET_FLAG (force, FLAG_APPLIED);
3587 change_abil(who, force); 3688 change_abil (who, force);
3588 insert_ob_in_ob(force, who); 3689 insert_ob_in_ob (force, who);
3589 } else {
3590 free_object(force);
3591 } 3690 }
3691 else
3692 force->destroy ();
3592 3693
3593 /* check for hp, sp change */ 3694 /* check for hp, sp change */
3594 if(food->stats.hp!=0) { 3695 if (food->stats.hp != 0)
3696 {
3595 if(QUERY_FLAG(food, FLAG_CURSED)) { 3697 if (QUERY_FLAG (food, FLAG_CURSED))
3698 {
3596 strcpy(who->contr->killer,food->name); 3699 assign (who->contr->killer, food->name);
3597 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3700 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3702 }
3703 else
3704 {
3705 if (food->stats.hp > 0)
3706 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3707 else
3598 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3708 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3599 } else {
3600 if(food->stats.hp>0)
3601 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3602 else
3603 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3604 who->stats.hp += food->stats.hp; 3709 who->stats.hp += food->stats.hp;
3605 } 3710 }
3606 } 3711 }
3607 if(food->stats.sp!=0) { 3712 if (food->stats.sp != 0)
3713 {
3608 if(QUERY_FLAG(food, FLAG_CURSED)) { 3714 if (QUERY_FLAG (food, FLAG_CURSED))
3715 {
3609 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3716 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3610 who->stats.sp -= food->stats.sp; 3717 who->stats.sp -= food->stats.sp;
3611 if(who->stats.sp<0) who->stats.sp=0; 3718 if (who->stats.sp < 0)
3612 } else { 3719 who->stats.sp = 0;
3720 }
3721 else
3722 {
3613 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3723 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3614 who->stats.sp += food->stats.sp; 3724 who->stats.sp += food->stats.sp;
3615 /* place limit on max sp from food? */ 3725 /* place limit on max sp from food? */
3616 } 3726 }
3617 } 3727 }
3618 fix_player(who); 3728 who->update_stats ();
3619} 3729}
3620
3621 3730
3622/** 3731/**
3623 * Designed primarily to light torches/lanterns/etc. 3732 * Designed primarily to light torches/lanterns/etc.
3624 * Also burns up burnable material too. First object in the inventory is 3733 * Also burns up burnable material too. First object in the inventory is
3625 * the selected object to "burn". -b.t. 3734 * the selected object to "burn". -b.t.
3626 */ 3735 */
3627 3736void
3628void apply_lighter(object *who, object *lighter) { 3737apply_lighter (object *who, object *lighter)
3738{
3629 object *item; 3739 object *item;
3630 int is_player_env=0; 3740 int is_player_env = 0;
3631 uint32 nrof;
3632 tag_t count;
3633 char item_name[MAX_BUF];
3634 3741
3635 item=find_marked_object(who); 3742 item = find_marked_object (who);
3636 if(item) { 3743 if (item)
3744 {
3637 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3745 if (lighter->last_eat && lighter->stats.food)
3746 { /* lighter gets used up */
3638 /* Split multiple lighters if they're being used up. Otherwise * 3747 /* Split multiple lighters if they're being used up. Otherwise *
3639 * one charge from each would be used up. --DAMN */ 3748 * one charge from each would be used up. --DAMN */
3640 if(lighter->nrof > 1) { 3749 if (lighter->nrof > 1)
3750 {
3641 object *oneLighter = get_object(); 3751 object *oneLighter = lighter->clone ();
3642 copy_object(lighter, oneLighter); 3752
3643 lighter->nrof -= 1; 3753 lighter->nrof -= 1;
3644 oneLighter->nrof = 1; 3754 oneLighter->nrof = 1;
3645 oneLighter->stats.food--; 3755 oneLighter->stats.food--;
3646 esrv_send_item(who, lighter); 3756 esrv_send_item (who, lighter);
3647 oneLighter=insert_ob_in_ob(oneLighter, who); 3757 oneLighter = insert_ob_in_ob (oneLighter, who);
3648 esrv_send_item(who, oneLighter); 3758 esrv_send_item (who, oneLighter);
3759 }
3649 } else { 3760 else
3650 lighter->stats.food--; 3761 lighter->stats.food--;
3651 } 3762 }
3652 3763 else if (lighter->last_eat)
3653 } else if(lighter->last_eat) { /* no charges left in lighter */ 3764 { /* no charges left in lighter */
3654 new_draw_info_format(NDI_UNIQUE, 0,who, 3765 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3655 "You attempt to light the %s with a used up %s.",
3656 item->name, lighter->name);
3657 return; 3766 return;
3658 } 3767 }
3768
3659 /* Perhaps we should split what we are trying to light on fire? 3769 /* Perhaps we should split what we are trying to light on fire?
3660 * I can't see many times when you would want to light multiple 3770 * I can't see many times when you would want to light multiple
3661 * objects at once. 3771 * objects at once.
3662 */ 3772 */
3663 nrof=item->nrof;
3664 count=item->count;
3665 /* If the item is destroyed, we don't have a valid pointer to the
3666 * name object, so make a copy so the message we print out makes
3667 * some sense.
3668 */
3669 strcpy(item_name, item->name);
3670 if (who == is_player_inv(item)) is_player_env=1;
3671 3773
3774 if (who == item->in_player ())
3775 is_player_env = 1;
3776
3672 save_throw_object(item,AT_FIRE,who); 3777 save_throw_object (item, AT_FIRE, who);
3673 /* Change to check count and not freed, since the object pointer 3778
3674 * may have gotten recycled 3779 if (item->destroyed ())
3675 */ 3780 {
3676 if ((nrof != item->nrof ) || (count != item->count)) { 3781 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3677 new_draw_info_format(NDI_UNIQUE, 0,who,
3678 "You light the %s with the %s.",item_name,lighter->name);
3679 /* Need to update the player so that the players glow radius 3782 /* Need to update the player so that the players glow radius
3680 * gets changed. 3783 * gets changed.
3681 */ 3784 */
3682 if (is_player_env) fix_player(who); 3785 if (is_player_env)
3786 who->update_stats ();
3787 }
3683 } else { 3788 else
3684 new_draw_info_format(NDI_UNIQUE, 0,who,
3685 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3686 } 3790 }
3687 3791 else /* nothing to light */
3688 } else /* nothing to light */
3689 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3792 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3690 3793
3691} 3794}
3692 3795
3693/** 3796/**
3694 * op made some mistake with a scroll, this takes care of punishment. 3797 * op made some mistake with a scroll, this takes care of punishment.
3695 * scroll_failure()- hacked directly from spell_failure 3798 * scroll_failure()- hacked directly from spell_failure
3696 */ 3799 */
3800void
3697void scroll_failure(object *op, int failure, int power) 3801scroll_failure (object *op, int failure, int power)
3698{ 3802{
3699 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3803 if (abs (failure / 4) > power)
3804 power = abs (failure / 4); /* set minimum effect */
3700 3805
3701 if(failure<= -1&&failure > -15) {/* wonder */ 3806 if (failure <= -1 && failure > -15)
3807 { /* wonder */
3702 object *tmp; 3808 object *tmp;
3703 3809
3704 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3810 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3705 tmp=get_archetype(SPELL_WONDER); 3811 tmp = get_archetype (SPELL_WONDER);
3706 cast_wonder(op, op, 0, tmp); 3812 cast_wonder (op, op, 0, tmp);
3707 free_object(tmp); 3813 tmp->destroy ();
3814 }
3708 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3815 else if (failure <= -15 && failure > -35)
3816 { /* drain mana */
3709 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3817 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3710 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3818 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3711 if(op->stats.sp<0) op->stats.sp = 0; 3819 if (op->stats.sp < 0)
3820 op->stats.sp = 0;
3821 }
3712 } else if (settings.spell_failure_effects == TRUE) { 3822 else if (settings.spell_failure_effects == TRUE)
3823 {
3713 if (failure <= -35&&failure > -60) { /* confusion */ 3824 if (failure <= -35 && failure > -60)
3825 { /* confusion */
3714 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3715 confuse_player(op,op,power); 3827 confuse_player (op, op, power);
3828 }
3716 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3829 else if (failure <= -60 && failure > -70)
3830 { /* paralysis */
3717 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3831 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3718 "you!");
3719 paralyze_player(op,op,power); 3832 paralyze_player (op, op, power);
3833 }
3720 } else if (failure <= -70&&failure> -80) {/* blind */ 3834 else if (failure <= -70 && failure > -80)
3835 { /* blind */
3721 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3836 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3722 blind_player(op,op,power); 3837 blind_player (op, op, power);
3723 } else if (failure <= -80) {/* blast the immediate area */ 3838 }
3724 object *tmp; 3839 else if (failure <= -80)
3840 { /* blast the immediate area */
3725 tmp=get_archetype(LOOSE_MANA); 3841 object *tmp = get_archetype (LOOSE_MANA);
3726 cast_magic_storm(op,tmp, power); 3842 cast_magic_storm (op, tmp, power);
3727 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3728 free_object(tmp); 3844 tmp->destroy ();
3729 } 3845 }
3730 } 3846 }
3731} 3847}
3732 3848
3849void
3733void apply_changes_to_player(object *pl, object *change) { 3850apply_changes_to_player (object *pl, object *change)
3851{
3734 int excess_stat=0; /* if the stat goes over the maximum 3852 int excess_stat = 0; /* if the stat goes over the maximum
3735 for the race, put the excess stat some 3853 for the race, put the excess stat some
3736 where else. */ 3854 where else. */
3737 3855
3738 switch (change->type) { 3856 switch (change->type)
3857 {
3739 case CLASS: { 3858 case CLASS:
3859 {
3740 living *stats = &(pl->contr->orig_stats); 3860 living *stats = &(pl->contr->orig_stats);
3741 living *ns = &(change->stats); 3861 living *ns = &(change->stats);
3742 object *walk; 3862 object *walk;
3743 int flag_change_face=1; 3863 int flag_change_face = 1;
3744 3864
3745 /* the following code assigns stats up to the stat max 3865 /* the following code assigns stats up to the stat max
3746 * for the race, and if the stat max is exceeded, 3866 * for the race, and if the stat max is exceeded,
3747 * tries to randomly reassign the excess stat 3867 * tries to randomly reassign the excess stat
3748 */ 3868 */
3749 int i,j; 3869 int i, j;
3870
3750 for(i=0;i<NUM_STATS;i++) { 3871 for (i = 0; i < NUM_STATS; i++)
3751 sint8 stat=get_attr_value(stats,i); 3872 {
3752 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3873 int race_bonus = pl->arch->stats.stat (i);
3753 stat += get_attr_value(ns,i); 3874 sint8 stat = stats->stat (i) + ns->stat (i);
3875
3754 if(stat > 20 + race_bonus) { 3876 if (stat > 20 + race_bonus)
3877 {
3755 excess_stat++; 3878 excess_stat++;
3756 stat = 20+race_bonus; 3879 stat = 20 + race_bonus;
3757 } 3880 }
3758 set_attr_value(stats,i,stat); 3881
3882 stats->stat (i) = stat;
3759 } 3883 }
3760 3884
3761 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3885 for (j = 0; excess_stat > 0 && j < 100; j++)
3886 { /* try 100 times to assign excess stats */
3762 int i = rndm(0, 6); 3887 int i = rndm (0, 6);
3763 int stat=get_attr_value(stats,i); 3888
3764 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3889 if (i == CHA)
3765 if(i==CHA) continue; /* exclude cha from this */ 3890 continue; /* exclude cha from this */
3891
3892 int stat = stats->stat (i);
3893 int race_bonus = pl->arch->stats.stat (i);
3766 if( stat < 20 + race_bonus) { 3894 if (stat < 20 + race_bonus)
3895 {
3767 change_attr_value(stats,i,1); 3896 change_attr_value (stats, i, 1);
3768 excess_stat--; 3897 excess_stat--;
3769 } 3898 }
3770 } 3899 }
3771 3900
3772 /* insert the randomitems from the change's treasurelist into 3901 /* insert the randomitems from the change's treasurelist into
3773 * the player ref: player.c 3902 * the player ref: player.c
3774 */ 3903 */
3775 if(change->randomitems!=NULL) 3904 if (change->randomitems != NULL)
3776 give_initial_items(pl,change->randomitems); 3905 give_initial_items (pl, change->randomitems);
3777 3906
3778
3779 /* set up the face, for some races. */ 3907 /* set up the face, for some races. */
3780 3908
3781 /* first, look for the force object banning 3909 /* first, look for the force object banning
3782 * changing the face. Certain races never change face with class. 3910 * changing the face. Certain races never change face with class.
3783 */ 3911 */
3784 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3912 for (walk = pl->inv; walk != NULL; walk = walk->below)
3785 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3913 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3914 flag_change_face = 0;
3786 3915
3787 if(flag_change_face) { 3916 if (flag_change_face)
3917 {
3788 pl->animation_id = GET_ANIM_ID(change); 3918 pl->animation_id = GET_ANIM_ID (change);
3789 pl->face = change->face; 3919 pl->face = change->face;
3790 3920
3791 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3921 if (QUERY_FLAG (change, FLAG_ANIMATE))
3792 SET_FLAG(pl,FLAG_ANIMATE); 3922 SET_FLAG (pl, FLAG_ANIMATE);
3793 else 3923 else
3794 CLEAR_FLAG(pl,FLAG_ANIMATE); 3924 CLEAR_FLAG (pl, FLAG_ANIMATE);
3795 } 3925 }
3796 3926
3797 /* check the special case of can't use weapons */ 3927 /* check the special case of can't use weapons */
3798 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3928 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3799 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3929 if (!strcmp (change->name, "monk"))
3930 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3800 3931
3801 break; 3932 break;
3802 } 3933 }
3803 } 3934 }
3804} 3935}
3805 3936
3806/** 3937/**
3811 * Change information is contained in the 'slaying' field of the marked item. 3942 * Change information is contained in the 'slaying' field of the marked item.
3812 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3943 * The format is as follow: transformer:[number ]yield[;transformer:...].
3813 * This way an item can be transformed in many things, and/or many objects. 3944 * This way an item can be transformed in many things, and/or many objects.
3814 * The 'slaying' field for transformer is used as verb for the action. 3945 * The 'slaying' field for transformer is used as verb for the action.
3815 */ 3946 */
3947void
3816void apply_item_transformer( object* pl, object* transformer ) 3948apply_item_transformer (object *pl, object *transformer)
3817 { 3949{
3818 object* marked; 3950 object *marked;
3819 object* new_item; 3951 object *new_item;
3820 char* find; 3952 char *find;
3821 char* separator; 3953 char *separator;
3822 int yield; 3954 int yield;
3823 char got[ MAX_BUF ]; 3955 char got[MAX_BUF];
3824 int len; 3956 int len;
3825 3957
3826 if ( !pl || !transformer ) 3958 if (!pl || !transformer)
3827 return; 3959 return;
3828 marked = find_marked_object( pl ); 3960 marked = find_marked_object (pl);
3829 if ( !marked ) 3961 if (!marked)
3830 { 3962 {
3831 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3963 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3832 return; 3964 return;
3833 } 3965 }
3834 if ( !marked->slaying ) 3966 if (!marked->slaying)
3835 { 3967 {
3836 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3968 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3837 return; 3969 return;
3838 } 3970 }
3839 /* check whether they are compatible or not */ 3971 /* check whether they are compatible or not */
3840 find = strstr( marked->slaying, transformer->arch->name ); 3972 find = strstr (marked->slaying, transformer->arch->archname);
3841 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3842 { 3974 {
3843 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3844 return; 3976 return;
3845 } 3977 }
3846 find += strlen( transformer->arch->name ) + 1; 3978 find += strlen (transformer->arch->archname) + 1;
3847 /* Item can be used, now find how many and what it yields */ 3979 /* Item can be used, now find how many and what it yields */
3848 if ( isdigit( *( find ) ) ) 3980 if (isdigit (*(find)))
3849 { 3981 {
3850 yield = atoi( find ); 3982 yield = atoi (find);
3851 if ( yield < 1 ) 3983 if (yield < 1)
3852 { 3984 {
3853 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3985 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3854 yield = 1; 3986 yield = 1;
3855 } 3987 }
3856 } 3988 }
3857 else 3989 else
3858 yield = 1; 3990 yield = 1;
3859 3991
3860 while ( isdigit( *find ) ) 3992 while (isdigit (*find))
3861 find++; 3993 find++;
3862 while ( *find == ' ' ) 3994 while (*find == ' ')
3863 find++; 3995 find++;
3864 memset( got, 0, MAX_BUF ); 3996 memset (got, 0, MAX_BUF);
3865 if ( (separator = strchr( find, ';' ))!=NULL) 3997 if ((separator = strchr (find, ';')) != NULL)
3866 { 3998 {
3867 len = separator - find; 3999 len = separator - find;
3868 } 4000 }
3869 else 4001 else
3870 { 4002 {
3871 len = strlen(find); 4003 len = strlen (find);
3872 } 4004 }
3873 if ( len > MAX_BUF-1) 4005 if (len > MAX_BUF - 1)
3874 len = MAX_BUF-1; 4006 len = MAX_BUF - 1;
3875 strcpy( got, find ); 4007 strcpy (got, find);
3876 got[len] = '\0'; 4008 got[len] = '\0';
3877 4009
3878 /* Now create new item, remove used ones when required. */ 4010 /* Now create new item, remove used ones when required. */
3879 new_item = get_archetype( got ); 4011 new_item = get_archetype (got);
3880 if ( !new_item ) 4012 if (!new_item)
3881 { 4013 {
3882 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3883 return; 4015 return;
3884 } 4016 }
4017
3885 new_item->nrof = yield; 4018 new_item->nrof = yield;
3886 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3887 insert_ob_in_ob( new_item, pl ); 4020 insert_ob_in_ob (new_item, pl);
3888 esrv_send_inventory( pl, pl ); 4021 esrv_send_inventory (pl, pl);
3889 /* Eat up one item */ 4022 /* Eat up one item */
3890 decrease_ob_nr( marked, 1 ); 4023 decrease_ob_nr (marked, 1);
3891 /* Eat one transformer if needed */ 4024 /* Eat one transformer if needed */
3892 if ( transformer->stats.food ) 4025 if (transformer->stats.food)
3893 if ( --transformer->stats.food == 0 ) 4026 if (--transformer->stats.food == 0)
3894 decrease_ob_nr( transformer, 1 ); 4027 decrease_ob_nr (transformer, 1);
3895 } 4028}

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