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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.21 by pippijn, Thu Sep 7 10:01:57 2006 UTC vs.
Revision 1.22 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_apply_c = 3 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.21 2006/09/07 10:01:57 pippijn Exp $"; 4 * "$Id: apply.C,v 1.22 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
6
5/* 7/*
6 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
7 9
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 11 Copyright (C) 1992 Frank Tore Johansen
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32#include <tod.h> 34#include <tod.h>
33 35
34#ifndef __CEXTRACT__ 36#ifndef __CEXTRACT__
35#include <sproto.h> 37# include <sproto.h>
36#endif 38#endif
37 39
38/* Want this regardless of rplay. */ 40/* Want this regardless of rplay. */
39#include <sounds.h> 41#include <sounds.h>
40 42
43 45
44/** 46/**
45 * Check if op should abort moving victim because of it's race or slaying. 47 * 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. 48 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 49 */
50int
48int should_director_abort(object *op, object *victim) 51should_director_abort (object *op, object *victim)
49{ 52{
50 int arch_flag, name_flag, race_flag; 53 int arch_flag, name_flag, race_flag;
54
51 /* Get flags to determine what of arch, name, and race should be checked. 55 /* 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, 56 * 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, 57 * 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 58 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 59 * it. Examples:
56 * subtype 1: only arch 60 * subtype 1: only arch
57 * subtype 3: arch or name 61 * subtype 3: arch or name
58 * subtype 5: arch or race 62 * subtype 5: arch or race
59 * subtype 7: all three 63 * subtype 7: all three
60 */ 64 */
61 if (op->subtype) 65 if (op->subtype)
62 { 66 {
63 arch_flag = (op->subtype & 1); 67 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 68 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 69 race_flag = (op->subtype & 4);
66 } else { 70 }
71 else
72 {
67 arch_flag = 1; 73 arch_flag = 1;
68 name_flag = 1; 74 name_flag = 1;
69 race_flag = 1; 75 race_flag = 1;
70 } 76 }
71 /* If the director has race set, only affect objects with a arch, 77 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 78 * name or race that matches.
73 */ 79 */
74 if ( (op->race) && 80 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 81 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 82 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 83 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
84 {
78 return 1; 85 return 1;
79 } 86 }
80 /* If the director has slaying set, only affect objects where none 87 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 88 * of arch, name, or race match.
82 */ 89 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 90 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 91 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 92 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
93 {
87 return 1; 94 return 1;
88 } 95 }
89 return 0; 96 return 0;
90} 97}
91 98
92/** 99/**
93 * This handles a player dropping money on an altar to identify stuff. 100 * 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. 101 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 102 * Return value: 1 if money was destroyed, 0 if not.
96 */ 103 */
104static int
97static int apply_id_altar (object *money, object *altar, object *pl) 105apply_id_altar (object *money, object *altar, object *pl)
98{ 106{
99 object *id, *marked; 107 object *id, *marked;
100 int success=0; 108 int success = 0;
101 109
102 if (pl == NULL || pl->type != PLAYER) 110 if (pl == NULL || pl->type != PLAYER)
103 return 0; 111 return 0;
104 112
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 113 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 114 * identifying' from being printed out more than it needs to be.
107 */ 115 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 116 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 117 return 0;
110 118
111 marked = find_marked_object (pl); 119 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 120 /* 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. 121 * identified. IF it doesn't, then go through the player inventory.
114 */ 122 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 123 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 && need_identify (marked))
117 { 124 {
118 if (operate_altar (altar, &money)) { 125 if (operate_altar (altar, &money))
126 {
119 identify (marked); 127 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 128 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) { 129 if (marked->msg)
130 {
131 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
132 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
133 }
134 return money == NULL;
135 }
136 }
137
138 for (id = pl->inv; id; id = id->below)
139 {
140 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
141 {
142 if (operate_altar (altar, &money))
143 {
144 identify (id);
145 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
146 if (id->msg)
147 {
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 148 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg);
125 }
126 return money == NULL;
127 }
128 }
129
130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) {
133 if (operate_altar(altar,&money)) {
134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 149 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 } 150 }
151 success = 1;
152 /* If no more money, might as well quit now */
153 if (money == NULL || !check_altar_sacrifice (altar, money))
154 break;
155 }
146 else { 156 else
157 {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 158 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 159 break;
149 } 160 }
150 } 161 }
151 } 162 }
163 if (!success)
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 164 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
153 return money == NULL; 165 return money == NULL;
154} 166}
155 167
156/** 168/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 169 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 170 * matching item.
159 **/ 171 **/
172static void
160static void handle_apply_yield(object* tmp) 173handle_apply_yield (object *tmp)
161{ 174{
162 const char* yield; 175 const char *yield;
163 176
164 yield = get_ob_key_value(tmp,"on_use_yield"); 177 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 178 if (yield != NULL)
166 { 179 {
167 object* drop = get_archetype(yield); 180 object *drop = get_archetype (yield);
181
168 if (tmp->env) 182 if (tmp->env)
169 { 183 {
170 drop = insert_ob_in_ob(drop,tmp->env); 184 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 185 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 186 esrv_send_item (tmp->env, drop);
173 } 187 }
174 else 188 else
175 { 189 {
176 drop->x = tmp->x; 190 drop->x = tmp->x;
177 drop->y = tmp->y; 191 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 192 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 193 }
180 } 194 }
181} 195}
182 196
183/** 197/**
184 * Handles applying a potion. 198 * Handles applying a potion.
185 */ 199 */
200int
186int apply_potion (object * op, object * tmp) 201apply_potion (object *op, object *tmp)
187{ 202{
188 int got_one = 0, i; 203 int got_one = 0, i;
189 object *force = 0, *floor = 0; 204 object *force = 0, *floor = 0;
190 205
191 floor = get_map_ob (op->map, op->x, op->y); 206 floor = get_map_ob (op->map, op->x, op->y);
192 207
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 208 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 209 {
195 if (op->type == PLAYER) 210 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 211 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); 212 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 213 return 0;
201 } 214 }
202 215
203 if (op->type == PLAYER) 216 if (op->type == PLAYER)
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 307 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 308 {
296 if (got_one) 309 if (got_one)
297 { 310 {
298 fix_player (op); 311 fix_player (op);
299 new_draw_info (NDI_UNIQUE, 0, op, 312 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
300 "The Gods smile upon you and remake you"); 313 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
301 new_draw_info (NDI_UNIQUE, 0, op, 314 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 } 315 }
306 else 316 else
307 new_draw_info (NDI_UNIQUE, 0, op, 317 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 } 318 }
310 else 319 else
311 { /* cursed potion */ 320 { /* cursed potion */
312 if (got_one) 321 if (got_one)
313 { 322 {
314 fix_player (op); 323 fix_player (op);
315 new_draw_info (NDI_UNIQUE, 0, op, 324 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
316 "The Gods are angry and punish you.");
317 } 325 }
318 else 326 else
319 new_draw_info (NDI_UNIQUE, 0, op, 327 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 } 328 }
322 decrease_ob (tmp); 329 decrease_ob (tmp);
323 return 1; 330 return 1;
324 } 331 }
325 332
336 object *fball; 343 object *fball;
337 344
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 345 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */ 346 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 347 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 348 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; 349 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x; 350 fball->x = op->x;
346 fball->y = op->y; 351 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0); 352 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 353 }
349 else 354 else
390 } 395 }
391 396
392 /* Only thing left are the stat potions */ 397 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 398 if (op->type == PLAYER)
394 { /* only for players */ 399 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 402 else
399 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
400 if (!change_abil (op, tmp)) 404 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 405 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
417 ****************************************************************************/ 421 ****************************************************************************/
418 422
419/** 423/**
420 * This returns the sum of nrof of item (arch name). 424 * This returns the sum of nrof of item (arch name).
421 */ 425 */
426static int
422static int check_item(object *op, const char *item) 427check_item (object *op, const char *item)
423{ 428{
424 int count=0; 429 int count = 0;
425 430
426 431
427 if (item==NULL) return 0; 432 if (item == NULL)
433 return 0;
428 op=op->below; 434 op = op->below;
429 while(op!=NULL) { 435 while (op != NULL)
436 {
430 if (strcmp(op->arch->name,item)==0){ 437 if (strcmp (op->arch->name, item) == 0)
438 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 441 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 443 count++;
436 else 444 else
437 count += op->nrof; 445 count += op->nrof;
438 } 446 }
439 } 447 }
440 op=op->below; 448 op = op->below;
441 } 449 }
442 return count; 450 return count;
443} 451}
444 452
445/** 453/**
446 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 455 * op is typically the player, which is only
448 * really used to determine what space to look at. 456 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 457 * Modified to only eat 'nrof' of objects.
450 */ 458 */
459static void
451static void eat_item(object *op,const char *item, uint32 nrof) 460eat_item (object *op, const char *item, uint32 nrof)
452{ 461{
453 object *prev; 462 object *prev;
454 463
455 prev = op; 464 prev = op;
456 op=op->below; 465 op = op->below;
457 466
458 while(op!=NULL) { 467 while (op != NULL)
468 {
459 if (strcmp(op->arch->name,item)==0) { 469 if (strcmp (op->arch->name, item) == 0)
470 {
460 if (op->nrof >= nrof) { 471 if (op->nrof >= nrof)
472 {
461 decrease_ob_nr(op,nrof); 473 decrease_ob_nr (op, nrof);
462 return; 474 return;
475 }
463 } else { 476 else
477 {
464 decrease_ob_nr(op,op->nrof); 478 decrease_ob_nr (op, op->nrof);
465 nrof -= op->nrof; 479 nrof -= op->nrof;
466 } 480 }
467 op=prev; 481 op = prev;
468 } 482 }
469 prev = op; 483 prev = op;
470 op=op->below; 484 op = op->below;
471 } 485 }
472} 486}
473 487
474/** 488/**
475 * This checks to see of the player (who) is sufficient level to use a weapon 489 * 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 490 * 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 491 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable. 492 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 493 * we return 1 (true) if the player can use the weapon.
480 */ 494 */
495static int
481static int check_weapon_power(const object *who, int improvs) 496check_weapon_power (const object *who, int improvs)
482{ 497{
498
483/* Old code is below (commented out). Basically, since weapons are the only 499/* 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 500 * 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. 501 * require high level in some combat skill, so we just use overall level.
486 */ 502 */
487#if 1 503#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 504 if (((who->level / 5) + 5) >= improvs)
505 return 1;
506 else
489 else return 0; 507 return 0;
490 508
491#else 509#else
492 int level=0; 510 int level = 0;
493 511
494 /* The skill system hands out wc and dam bonuses to fighters 512 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 513 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 514 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t. 515 * 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 516 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance. 517 * using normal level - it is just a matter of play balance.
500 */ 518 */
501 if(who->type==PLAYER) { 519 if (who->type == PLAYER)
520 {
502 object *wc_obj=NULL; 521 object *wc_obj = NULL;
503 522
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 523 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) 524 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level; 525 level = wc_obj->level;
507 526
508 if (!level ) { 527 if (!level)
528 {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 529 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
510 level = who->level; 530 level = who->level;
511 } 531 }
512 } 532 }
513 else 533 else
514 level=who->level; 534 level = who->level;
515 535
516 return (improvs <= ((level/5)+5)); 536 return (improvs <= ((level / 5) + 5));
517#endif 537#endif
518} 538}
519 539
520/** 540/**
521 * Returns how many items of type improver->slaying there are under op. 541 * 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. 542 * Will display a message if none found, and 1 if improver->slaying is NULL.
523 */ 543 */
544static int
524static int check_sacrifice(object *op, const object *improver) 545check_sacrifice (object *op, const object *improver)
525{ 546{
526 int count=0; 547 int count = 0;
527 548
528 if (improver->slaying!=NULL) { 549 if (improver->slaying != NULL)
550 {
529 count = check_item(op,improver->slaying); 551 count = check_item (op, improver->slaying);
530 if (count<1) { 552 if (count < 1)
553 {
531 char buf[200]; 554 char buf[200];
555
532 sprintf(buf,"The gods want more %ss", &improver->slaying); 556 sprintf (buf, "The gods want more %ss", &improver->slaying);
533 new_draw_info(NDI_UNIQUE,0,op,buf); 557 new_draw_info (NDI_UNIQUE, 0, op, buf);
534 return 0; 558 return 0;
535 } 559 }
536 } 560 }
537 else 561 else
538 count=1; 562 count = 1;
539 563
540 return count; 564 return count;
541} 565}
542 566
543/** 567/**
544 * Actually improves the weapon, and tells user. 568 * Actually improves the weapon, and tells user.
545 */ 569 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 570int
547 signed char *stat,int sacrifice_count,const char *statname) 571improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
548{ 572{
549 573
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 574 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
551 *stat += sacrifice_count; 575 *stat += sacrifice_count;
552 weapon->last_eat++; 576 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 577 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); 578 decrease_ob (improver);
556 579
557 /* So it updates the players stats and the window */ 580 /* So it updates the players stats and the window */
558 fix_player(op); 581 fix_player (op);
559 return 1; 582 return 1;
560} 583}
561 584
562/* Types of improvements, hidden in the sp field. */ 585/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 586#define IMPROVE_PREPARE 1
576/** 599/**
577 * This does the prepare weapon scroll. 600 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 601 * Checks for sacrifice, and so on.
579 */ 602 */
580 603
604int
581int prepare_weapon(object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
582{ 606{
583 int sacrifice_count,i; 607 int sacrifice_count, i;
584 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
585 609
586 if (weapon->level!=0) { 610 if (weapon->level != 0)
611 {
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 612 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
588 return 0; 613 return 0;
589 } 614 }
590 for (i=0; i<NROFATTACKS; i++) 615 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 616 if (weapon->resist[i])
617 break;
592 618
593 /* If we break out, i will be less than nrofattacks, preventing 619 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 620 * improvement of items that already have protections.
595 */ 621 */
596 if (i<NROFATTACKS || 622 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 623 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 624 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 625 weapon->stats.ac) /* AC - only taifu's I think */
601 { 626 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 627 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
603 return 0; 628 return 0;
604 } 629 }
605 sacrifice_count=check_sacrifice(op,improver); 630 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 631 if (sacrifice_count <= 0)
607 return 0; 632 return 0;
608 weapon->level=isqrt(sacrifice_count); 633 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 634 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 635 eat_item (op, improver->slaying, sacrifice_count);
611 636
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 637 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
613 &weapon->name,weapon->level);
614 638
615 sprintf(buf,"%s's %s",&op->name,&weapon->name); 639 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 weapon->name = weapon->name_pl = buf; 640 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same 641 weapon->nrof = 0; /* prevents preparing n weapons in the same
618 slot at once! */ 642 slot at once! */
619 decrease_ob(improver); 643 decrease_ob (improver);
620 weapon->last_eat=0; 644 weapon->last_eat = 0;
621 return 1; 645 return 1;
622} 646}
623 647
624 648
625/** 649/**
626 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 650 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
631 * 655 *
632 * We are hiding extra information about the weapon in the level and 656 * We are hiding extra information about the weapon in the level and
633 * last_eat numbers for an object. Hopefully this won't break anything ?? 657 * last_eat numbers for an object. Hopefully this won't break anything ??
634 * level == max improve last_eat == current improve 658 * level == max improve last_eat == current improve
635 */ 659 */
660int
636int improve_weapon(object *op,object *improver,object *weapon) 661improve_weapon (object *op, object *improver, object *weapon)
637{ 662{
638 int sacrifice_count, sacrifice_needed=0; 663 int sacrifice_count, sacrifice_needed = 0;
639 664
640 if(improver->stats.sp==IMPROVE_PREPARE) { 665 if (improver->stats.sp == IMPROVE_PREPARE)
666 {
641 return prepare_weapon(op, improver, weapon); 667 return prepare_weapon (op, improver, weapon);
642 } 668 }
643 if (weapon->level==0) { 669 if (weapon->level == 0)
670 {
644 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
645 return 0; 672 return 0;
646 } 673 }
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 674 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
675 {
648 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 676 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
649 return 0; 677 return 0;
650 } 678 }
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 679 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
652 !check_weapon_power(op, weapon->last_eat+1)) { 680 {
653 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 681 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
654 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 682 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
655 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 683 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
656 return 0; 684 return 0;
657 } 685 }
658 /* This just increases damage by 5 points, no matter what. No sacrifice 686 /* This just increases damage by 5 points, no matter what. No sacrifice
659 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 687 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
660 * don't put any maximum value on damage - the limit is how much the 688 * don't put any maximum value on damage - the limit is how much the
661 * weapon can be improved. 689 * weapon can be improved.
662 */ 690 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) { 691 if (improver->stats.sp == IMPROVE_DAMAGE)
692 {
664 weapon->stats.dam += 5; 693 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */ 694 weapon->weight += 5000; /* 5 KG's */
666 new_draw_info_format(NDI_UNIQUE, 0, op, 695 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
667 "Damage has been increased by 5 to %d", weapon->stats.dam);
668 weapon->last_eat++; 696 weapon->last_eat++;
669 697
670 weapon->item_power++; 698 weapon->item_power++;
671 decrease_ob(improver); 699 decrease_ob (improver);
672 return 1; 700 return 1;
673 } 701 }
674 if (improver->stats.sp == IMPROVE_WEIGHT) { 702 if (improver->stats.sp == IMPROVE_WEIGHT)
703 {
675 /* Reduce weight by 20% */ 704 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10; 705 weapon->weight = (weapon->weight * 8) / 10;
677 if (weapon->weight < 1) weapon->weight = 1; 706 if (weapon->weight < 1)
678 new_draw_info_format(NDI_UNIQUE, 0, op, 707 weapon->weight = 1;
679 "Weapon weight reduced to %6.1f kg", 708 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
680 (float)weapon->weight/1000.0);
681 weapon->last_eat++; 709 weapon->last_eat++;
682 weapon->item_power++; 710 weapon->item_power++;
683 decrease_ob(improver); 711 decrease_ob (improver);
684 return 1; 712 return 1;
685 } 713 }
686 if (improver->stats.sp == IMPROVE_ENCHANT) { 714 if (improver->stats.sp == IMPROVE_ENCHANT)
715 {
687 weapon->magic++; 716 weapon->magic++;
688 weapon->last_eat++; 717 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
690 ,"Weapon magic increased to %d",weapon->magic);
691 decrease_ob(improver); 719 decrease_ob (improver);
692 weapon->item_power++; 720 weapon->item_power++;
693 return 1; 721 return 1;
694 } 722 }
695 723
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 724 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 725 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
698 weapon->stats.Wis;
699 726
700 if (sacrifice_needed<1) 727 if (sacrifice_needed < 1)
701 sacrifice_needed =1; 728 sacrifice_needed = 1;
702 sacrifice_needed *=2; 729 sacrifice_needed *= 2;
703 730
704 sacrifice_count = check_sacrifice(op,improver); 731 sacrifice_count = check_sacrifice (op, improver);
705 if (sacrifice_count < sacrifice_needed) { 732 if (sacrifice_count < sacrifice_needed)
706 new_draw_info_format(NDI_UNIQUE, 0, op, 733 {
707 "You need at least %d %s", sacrifice_needed, &improver->slaying); 734 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
708 return 0; 735 return 0;
709 } 736 }
710 eat_item(op,improver->slaying, sacrifice_needed); 737 eat_item (op, improver->slaying, sacrifice_needed);
711 weapon->item_power++; 738 weapon->item_power++;
712 739
713 switch (improver->stats.sp) { 740 switch (improver->stats.sp)
741 {
714 case IMPROVE_STR: 742 case IMPROVE_STR:
715 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
716 (signed char *) &(weapon->stats.Str),
717 1, "strength");
718 case IMPROVE_DEX: 744 case IMPROVE_DEX:
719 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
720 (signed char *) &(weapon->stats.Dex),
721 1, "dexterity");
722 case IMPROVE_CON: 746 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS: 748 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon, 749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA: 750 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon, 751 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT: 752 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon, 753 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW: 754 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon, 755 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default: 756 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 757 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
744 } 758 }
745 LOG(llevError,"improve_weapon: Got to end of function\n"); 759 LOG (llevError, "improve_weapon: Got to end of function\n");
746 return 0; 760 return 0;
747} 761}
748 762
749/** 763/**
750 * Handles the applying of improve/prepare/enchant weapon scroll. 764 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * Checks a few things (not on a non-magic square, marked weapon, ...), 765 * Checks a few things (not on a non-magic square, marked weapon, ...),
752 * then calls improve_weapon to do the dirty work. 766 * then calls improve_weapon to do the dirty work.
753 */ 767 */
768int
754int check_improve_weapon (object *op, object *tmp) 769check_improve_weapon (object *op, object *tmp)
755{ 770{
756 object *otmp; 771 object *otmp;
757 772
758 if(op->type!=PLAYER) 773 if (op->type != PLAYER)
774 return 0;
775 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
776 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
759 return 0; 778 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 } 779 }
764 otmp=find_marked_object(op); 780 otmp = find_marked_object (op);
765 if(!otmp) { 781 if (!otmp)
782 {
766 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 783 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
767 return 0; 784 return 0;
768 } 785 }
769 if (otmp->type != WEAPON && otmp->type != BOW) { 786 if (otmp->type != WEAPON && otmp->type != BOW)
787 {
770 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 788 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
771 return 0; 789 return 0;
772 } 790 }
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 791 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
774 improve_weapon(op,tmp,otmp); 792 improve_weapon (op, tmp, otmp);
775 esrv_send_item(op, otmp); 793 esrv_send_item (op, otmp);
776 return 1; 794 return 1;
777} 795}
778 796
779/** 797/**
780 * This code deals with the armour improvment scrolls. 798 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to 799 * Change limits on improvement - let players go up to
796 * the armour value of the piece of equipment exceed either 814 * the armour value of the piece of equipment exceed either
797 * the users level or 90) 815 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support 816 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now. 817 * changing of physical area right now.
800 */ 818 */
819int
801int improve_armour(object *op, object *improver, object *armour) 820improve_armour (object *op, object *improver, object *armour)
802{ 821{
803 object *tmp; 822 object *tmp;
804 823
805 if (armour->magic >= settings.armor_max_enchant) { 824 if (armour->magic >= settings.armor_max_enchant)
825 {
806 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 826 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
807 return 0; 827 return 0;
808 } 828 }
809 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 829 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
810 * etc), so take the easy way out and don't worry about it. 830 * etc), so take the easy way out and don't worry about it.
811 * Note - maybe add scrolls which make the random artifact versions (eg, armour 831 * Note - maybe add scrolls which make the random artifact versions (eg, armour
812 * of gnarg and what not?) 832 * of gnarg and what not?)
813 */ 833 */
814 if (armour->title) { 834 if (armour->title)
835 {
815 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 836 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
816 return 0; 837 return 0;
817 } 838 }
818 839
819 /* Split objects if needed. Can't insert tmp until the 840 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge. 841 * end of this function - otherwise it will just re-merge.
821 */ 842 */
822 if(armour->nrof > 1) 843 if (armour->nrof > 1)
823 tmp = get_split_ob(armour,armour->nrof - 1); 844 tmp = get_split_ob (armour, armour->nrof - 1);
824 else 845 else
825 tmp = NULL; 846 tmp = NULL;
826 847
827 armour->magic++; 848 armour->magic++;
828 849
829 if ( !settings.armor_speed_linear ) 850 if (!settings.armor_speed_linear)
830 { 851 {
831 int base = 100; 852 int base = 100;
832 int pow = 0; 853 int pow = 0;
854
833 while ( pow < armour->magic ) 855 while (pow < armour->magic)
834 { 856 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100; 857 base = base - (base * settings.armor_speed_improvement) / 100;
836 pow++; 858 pow++;
837 } 859 }
838 860
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 861 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
840 } 862 }
841 else 863 else
842 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 864 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
843 865
844 if ( !settings.armor_weight_linear ) 866 if (!settings.armor_weight_linear)
845 { 867 {
846 int base = 100; 868 int base = 100;
847 int pow = 0; 869 int pow = 0;
870
848 while ( pow < armour->magic ) 871 while (pow < armour->magic)
849 { 872 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100; 873 base = base - (base * settings.armor_weight_reduction) / 100;
851 pow++; 874 pow++;
852 } 875 }
853 876
854 armour->weight = ( armour->arch->clone.weight * base ) / 100; 877 armour->weight = (armour->arch->clone.weight * base) / 100;
855 } 878 }
856 else 879 else
857 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 880 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
858 881
859 if ( armour->weight <= 0 ) 882 if (armour->weight <= 0)
860 { 883 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 884 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
862 armour->weight = 1; 885 armour->weight = 1;
863 } 886 }
864 887
865 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 888 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
866 889
867 if (op->type == PLAYER) { 890 if (op->type == PLAYER)
891 {
868 esrv_send_item(op, armour); 892 esrv_send_item (op, armour);
869 if(QUERY_FLAG(armour, FLAG_APPLIED)) 893 if (QUERY_FLAG (armour, FLAG_APPLIED))
870 fix_player(op); 894 fix_player (op);
871 } 895 }
872 decrease_ob(improver); 896 decrease_ob (improver);
873 if (tmp) { 897 if (tmp)
898 {
874 insert_ob_in_ob(tmp, op); 899 insert_ob_in_ob (tmp, op);
875 esrv_send_item(op, tmp); 900 esrv_send_item (op, tmp);
876 } 901 }
877 return 1; 902 return 1;
878} 903}
879 904
880 905
881/* 906/*
882 * convert_item() returns 1 if anything was converted, 0 if the item was not 907 * convert_item() returns 1 if anything was converted, 0 if the item was not
890/* Takes one items and makes another. 915/* Takes one items and makes another.
891 * converter is the object that is doing the conversion. 916 * converter is the object that is doing the conversion.
892 * item is the object that triggered the converter - if it is not 917 * item is the object that triggered the converter - if it is not
893 * what the converter wants, this will not do anything. 918 * what the converter wants, this will not do anything.
894 */ 919 */
920int
895int convert_item(object *item, object *converter) { 921convert_item (object *item, object *converter)
922{
896 int nr=0; 923 int nr = 0;
897 uint32 price_in; 924 uint32 price_in;
898 925
899 /* We make some assumptions - we assume if it takes money as it type, 926 /* We make some assumptions - we assume if it takes money as it type,
900 * it wants some amount. We don't make change (ie, if something costs 927 * it wants some amount. We don't make change (ie, if something costs
901 * 3 gp and player drops a platinum, tough luck) 928 * 3 gp and player drops a platinum, tough luck)
902 */ 929 */
903 if (!strcmp(CONV_FROM(converter),"money")) { 930 if (!strcmp (CONV_FROM (converter), "money"))
931 {
904 int cost; 932 int cost;
905 933
906 if(item->type!=MONEY) 934 if (item->type != MONEY)
907 return 0; 935 return 0;
908 936
909 nr=(item->nrof*item->value)/CONV_NEED(converter); 937 nr = (item->nrof * item->value) / CONV_NEED (converter);
938 if (!nr)
910 if (!nr) return 0; 939 return 0;
911 cost=nr*CONV_NEED(converter)/item->value; 940 cost = nr * CONV_NEED (converter) / item->value;
912 /* take into account rounding errors */ 941 /* take into account rounding errors */
913 if (nr*CONV_NEED(converter)%item->value) cost++; 942 if (nr * CONV_NEED (converter) % item->value)
943 cost++;
914 decrease_ob_nr(item, cost); 944 decrease_ob_nr (item, cost);
915 945
916 price_in = cost*item->value; 946 price_in = cost * item->value;
947 }
948 else
917 } 949 {
918 else {
919 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
920 (CONV_NEED(converter) && CONV_NEED(converter) > (uint16) item->nrof)) 951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
921 return 0; 952 return 0;
922 953
923 if(CONV_NEED(converter)) { 954 if (CONV_NEED (converter))
955 {
924 nr=item->nrof/CONV_NEED(converter); 956 nr = item->nrof / CONV_NEED (converter);
925 decrease_ob_nr(item,nr*CONV_NEED(converter)); 957 decrease_ob_nr (item, nr * CONV_NEED (converter));
926 price_in = nr*CONV_NEED(converter)*item->value; 958 price_in = nr * CONV_NEED (converter) * item->value;
959 }
927 } else { 960 else
961 {
928 price_in = item->value; 962 price_in = item->value;
929 remove_ob(item); 963 remove_ob (item);
930 free_object(item); 964 free_object (item);
931 } 965 }
932 } 966 }
933 967
934 if (converter->inv != NULL) { 968 if (converter->inv != NULL)
969 {
935 object *ob; 970 object *ob;
936 int i; 971 int i;
937 object *ob_to_copy; 972 object *ob_to_copy;
938 973
939 /* select random object from inventory to copy */ 974 /* select random object from inventory to copy */
940 ob_to_copy = converter->inv; 975 ob_to_copy = converter->inv;
941 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 976 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
977 {
942 if (rndm(0, i) == 0) { 978 if (rndm (0, i) == 0)
979 {
943 ob_to_copy = ob; 980 ob_to_copy = ob;
944 }
945 } 981 }
982 }
946 item = object_create_clone(ob_to_copy); 983 item = object_create_clone (ob_to_copy);
947 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 984 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
948 unflag_inv(item, FLAG_IS_A_TEMPLATE); 985 unflag_inv (item, FLAG_IS_A_TEMPLATE);
949 } else { 986 }
987 else
988 {
950 if (converter->other_arch == NULL) { 989 if (converter->other_arch == NULL)
990 {
951 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 991 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
952 &converter->name, converter->map->path, converter->x, converter->y); 992 &converter->name, converter->map->path, converter->x, converter->y);
953 return -1; 993 return -1;
954 } 994 }
955 995
956 item = object_create_arch(converter->other_arch); 996 item = object_create_arch (converter->other_arch);
957 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 997 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
958 } 998 }
959 999
960 if(CONV_NR(converter)) 1000 if (CONV_NR (converter))
961 item->nrof=CONV_NR(converter); 1001 item->nrof = CONV_NR (converter);
962 if(nr) 1002 if (nr)
963 item->nrof*=nr; 1003 item->nrof *= nr;
964 if(is_in_shop (converter)) 1004 if (is_in_shop (converter))
965 SET_FLAG(item,FLAG_UNPAID); 1005 SET_FLAG (item, FLAG_UNPAID);
966 else if(price_in < item->nrof*item->value) { 1006 else if (price_in < item->nrof * item->value)
1007 {
967 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1008 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
968 &converter->name, converter->map->path, converter->x, converter->y, price_in, 1009 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
969 item->nrof*item->value, &item->name); 1010
970 /** 1011 /**
971 * elmex: we are going to let the game continue, as the mapcreator 1012 * elmex: we are going to let the game continue, as the mapcreator
972 * propably had something in mind when doing this 1013 * propably had something in mind when doing this
973 */ 1014 */
974 } 1015 }
975 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1016 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
976 return 1; 1017 return 1;
977} 1018}
978 1019
979/** 1020/**
980 * Handle apply on containers. 1021 * Handle apply on containers.
981 * By Eneq(@csd.uu.se). 1022 * By Eneq(@csd.uu.se).
982 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1023 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
983 * added the alchemical cauldron to the code -b.t. 1024 * added the alchemical cauldron to the code -b.t.
984 */ 1025 */
985 1026
1027int
986int apply_container (object *op, object *sack) 1028apply_container (object *op, object *sack)
987{ 1029{
988 char buf[MAX_BUF]; 1030 char buf[MAX_BUF];
989 object *tmp; 1031 object *tmp;
990 1032
991 if(op->type!=PLAYER) 1033 if (op->type != PLAYER)
992 return 0; /* This might change */ 1034 return 0; /* This might change */
993 1035
994 if (sack==NULL || sack->type != CONTAINER) { 1036 if (sack == NULL || sack->type != CONTAINER)
1037 {
995 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1038 LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
996 return 0; 1039 return 0;
997 } 1040 }
998 op->contr->last_used = NULL; 1041 op->contr->last_used = NULL;
999 op->contr->last_used_id = 0; 1042 op->contr->last_used_id = 0;
1000 1043
1001 if (sack->env!=op) { 1044 if (sack->env != op)
1045 {
1002 if (sack->other_arch == NULL || sack->env != NULL) { 1046 if (sack->other_arch == NULL || sack->env != NULL)
1047 {
1003 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); 1048 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1004 return 1; 1049 return 1;
1005 } 1050 }
1006 /* It's on the ground, the problems begin */ 1051 /* It's on the ground, the problems begin */
1007 if (op->container != sack) { 1052 if (op->container != sack)
1053 {
1008 /* it's closed OR some player has opened it */ 1054 /* it's closed OR some player has opened it */
1009 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1055 if (QUERY_FLAG (sack, FLAG_APPLIED))
1010 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1056 {
1011 tmp && tmp->container != sack; tmp=tmp->above); 1057 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1012 if (tmp) { 1058 if (tmp)
1059 {
1013 /* some other player have opened it */ 1060 /* some other player have opened it */
1014 new_draw_info_format(NDI_UNIQUE, 0, op, 1061 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1015 "%s is already occupied.", query_name(sack));
1016 return 1; 1062 return 1;
1017 } 1063 }
1018 } 1064 }
1019 } 1065 }
1020 if ( QUERY_FLAG(sack, FLAG_APPLIED)) { 1066 if (QUERY_FLAG (sack, FLAG_APPLIED))
1067 {
1021 if (op->container == NULL) { 1068 if (op->container == NULL)
1069 {
1022 tmp = arch_to_object (sack->other_arch); 1070 tmp = arch_to_object (sack->other_arch);
1023 /* not good, but insert_ob_in_ob() is too smart */ 1071 /* not good, but insert_ob_in_ob() is too smart */
1024 CLEAR_FLAG (tmp, FLAG_REMOVED); 1072 CLEAR_FLAG (tmp, FLAG_REMOVED);
1025 tmp->x= tmp->y = 0; 1073 tmp->x = tmp->y = 0;
1026 tmp->map = NULL; 1074 tmp->map = NULL;
1027 tmp->env = sack; 1075 tmp->env = sack;
1028 if (sack->inv) 1076 if (sack->inv)
1029 sack->inv->above = tmp; 1077 sack->inv->above = tmp;
1030 tmp->below = sack->inv; 1078 tmp->below = sack->inv;
1031 tmp->above = NULL; 1079 tmp->above = NULL;
1032 sack->inv = tmp; 1080 sack->inv = tmp;
1033 sack->move_off = MOVE_ALL; /* trying force closing it */ 1081 sack->move_off = MOVE_ALL; /* trying force closing it */
1082 }
1034 } else { 1083 else
1084 {
1035 sack->move_off = 0; 1085 sack->move_off = 0;
1036 tmp = sack->inv; 1086 tmp = sack->inv;
1037 if (tmp && tmp->type == CLOSE_CON) { 1087 if (tmp && tmp->type == CLOSE_CON)
1088 {
1038 remove_ob(tmp); 1089 remove_ob (tmp);
1039 free_object (tmp); 1090 free_object (tmp);
1040 } 1091 }
1041 } 1092 }
1042 } 1093 }
1043 } 1094 }
1044 1095
1045 if (QUERY_FLAG (sack, FLAG_APPLIED)) { 1096 if (QUERY_FLAG (sack, FLAG_APPLIED))
1097 {
1046 if (op->container) { 1098 if (op->container)
1099 {
1047 if (op->container != sack) { 1100 if (op->container != sack)
1101 {
1048 tmp = op->container; 1102 tmp = op->container;
1049 apply_container (op, tmp); 1103 apply_container (op, tmp);
1050 sprintf (buf, "You close %s and open ", query_name(tmp)); 1104 sprintf (buf, "You close %s and open ", query_name (tmp));
1051 op->container = sack; 1105 op->container = sack;
1052 strcat (buf, query_name(sack)); 1106 strcat (buf, query_name (sack));
1053 strcat (buf, "."); 1107 strcat (buf, ".");
1108 }
1054 } else { 1109 else
1110 {
1055 CLEAR_FLAG (sack, FLAG_APPLIED); 1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1056 op->container = NULL; 1112 op->container = NULL;
1057 sprintf (buf, "You close %s.", query_name(sack)); 1113 sprintf (buf, "You close %s.", query_name (sack));
1114 }
1058 } 1115 }
1059 } else { 1116 else
1117 {
1060 CLEAR_FLAG (sack, FLAG_APPLIED); 1118 CLEAR_FLAG (sack, FLAG_APPLIED);
1061 sprintf (buf, "You open %s.", query_name(sack)); 1119 sprintf (buf, "You open %s.", query_name (sack));
1062 SET_FLAG (sack, FLAG_APPLIED); 1120 SET_FLAG (sack, FLAG_APPLIED);
1063 op->container = sack; 1121 op->container = sack;
1064 } 1122 }
1065 } else { /* not applied */ 1123 }
1066 if (sack->slaying) { /* it's locked */ 1124 else
1125 { /* not applied */
1126 if (sack->slaying)
1127 { /* it's locked */
1067 tmp = find_key(op, op, sack); 1128 tmp = find_key (op, op, sack);
1068 if (tmp) { 1129 if (tmp)
1130 {
1069 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1131 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1070 SET_FLAG (sack, FLAG_APPLIED); 1132 SET_FLAG (sack, FLAG_APPLIED);
1071 if (sack->env == NULL) { /* if it's on ground,open it also */ 1133 if (sack->env == NULL)
1134 { /* if it's on ground,open it also */
1135 new_draw_info (NDI_UNIQUE, 0, op, buf);
1136 apply_container (op, sack);
1137 return 1;
1138 }
1139 }
1140 else
1141 {
1142 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1143 }
1144 }
1145 else
1146 {
1147 sprintf (buf, "You readied %s.", query_name (sack));
1148 SET_FLAG (sack, FLAG_APPLIED);
1149 if (sack->env == NULL)
1150 { /* if it's on ground,open it also */
1072 new_draw_info (NDI_UNIQUE,0,op, buf); 1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1073 apply_container (op, sack); 1152 apply_container (op, sack);
1074 return 1; 1153 return 1;
1075 } 1154 }
1076 } else {
1077 sprintf (buf, "You don't have the key to unlock %s.",
1078 query_name(sack));
1079 } 1155 }
1080 } else {
1081 sprintf (buf, "You readied %s.", query_name(sack));
1082 SET_FLAG (sack, FLAG_APPLIED);
1083 if (sack->env == NULL) { /* if it's on ground,open it also */
1084 new_draw_info (NDI_UNIQUE, 0, op, buf);
1085 apply_container (op, sack);
1086 return 1;
1087 }
1088 }
1089 } 1156 }
1090 new_draw_info (NDI_UNIQUE, 0, op, buf); 1157 new_draw_info (NDI_UNIQUE, 0, op, buf);
1158 if (op->contr)
1091 if (op->contr) op->contr->socket.update_look=1; 1159 op->contr->socket.update_look = 1;
1092 return 1; 1160 return 1;
1093} 1161}
1094 1162
1095/** 1163/**
1096 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1164 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1097 * the player has in their inventory, eg, sacks, luggages, etc. 1165 * the player has in their inventory, eg, sacks, luggages, etc.
1104 * Reminder - there are three states for any container - closed (non applied), 1172 * Reminder - there are three states for any container - closed (non applied),
1105 * applied (not open, but objects that match get tossed into it), and open 1173 * applied (not open, but objects that match get tossed into it), and open
1106 * (applied flag set, and op->container points to the open container) 1174 * (applied flag set, and op->container points to the open container)
1107 */ 1175 */
1108 1176
1177int
1109int esrv_apply_container (object *op, object *sack) 1178esrv_apply_container (object *op, object *sack)
1110{ 1179{
1111 object *tmp=op->container; 1180 object *tmp = op->container;
1181
1112 if(op->type!=PLAYER) 1182 if (op->type != PLAYER)
1113 return 0; /* This might change */ 1183 return 0; /* This might change */
1114 1184
1115 if (sack==NULL || sack->type != CONTAINER) { 1185 if (sack == NULL || sack->type != CONTAINER)
1186 {
1116 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name); 1187 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1117 return 0; 1188 return 0;
1118 } 1189 }
1119 1190
1120 /* If we have a currently open container, then it needs to be closed in all cases 1191 /* If we have a currently open container, then it needs to be closed in all cases
1121 * if we are opening this one up. We then fall through if appropriate for 1192 * if we are opening this one up. We then fall through if appropriate for
1122 * openening the new container. 1193 * openening the new container.
1123 */ 1194 */
1124 1195
1125 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1196 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1126 if (op->container->env != op) { /* if container is on the ground */ 1197 {
1198 if (op->container->env != op)
1199 { /* if container is on the ground */
1127 op->container->move_off = 0; 1200 op->container->move_off = 0;
1128 } 1201 }
1129 1202
1130 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1203 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1131 return 1; 1204 return 1;
1132 1205
1133 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1206 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1134 query_name(op->container));
1135 CLEAR_FLAG(op->container, FLAG_APPLIED); 1207 CLEAR_FLAG (op->container, FLAG_APPLIED);
1136 op->container=NULL; 1208 op->container = NULL;
1137 esrv_update_item (UPD_FLAGS, op, tmp); 1209 esrv_update_item (UPD_FLAGS, op, tmp);
1138 if (tmp == sack) return 1; 1210 if (tmp == sack)
1211 return 1;
1139 } 1212 }
1140 1213
1141 1214
1142 /* If the player is trying to open it (which he must be doing if we got here), 1215 /* If the player is trying to open it (which he must be doing if we got here),
1143 * and it is locked, check to see if player has the equipment to open it. 1216 * and it is locked, check to see if player has the equipment to open it.
1144 */ 1217 */
1145 1218
1146 if (sack->slaying) { /* it's locked */ 1219 if (sack->slaying)
1220 { /* it's locked */
1147 tmp=find_key(op, op, sack); 1221 tmp = find_key (op, op, sack);
1148 if (tmp) { 1222 if (tmp)
1223 {
1149 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1225 }
1150 } else { 1226 else
1227 {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", 1228 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1152 query_name(sack));
1153 return 0; 1229 return 0;
1154 } 1230 }
1155 } 1231 }
1156 1232
1157 /* By the time we get here, we have made sure any other container has been closed and 1233 /* By the time we get here, we have made sure any other container has been closed and
1158 * if this is a locked container, the player they key to open it. 1234 * if this is a locked container, the player they key to open it.
1159 */ 1235 */
1160 1236
1161 /* There are really two cases - the sack is either on the ground, or the sack is 1237 /* There are really two cases - the sack is either on the ground, or the sack is
1162 * part of the players inventory. If on the ground, we assume that the player is 1238 * part of the players inventory. If on the ground, we assume that the player is
1163 * opening it, since if it was being closed, that would have been taken care of above. 1239 * opening it, since if it was being closed, that would have been taken care of above.
1164 */ 1240 */
1165 1241
1166 1242
1167 if (sack->env != op) { 1243 if (sack->env != op)
1244 {
1168 /* Hypothetical case - the player is trying to open a sack that belong to someone 1245 /* Hypothetical case - the player is trying to open a sack that belong to someone
1169 * else. This normally should not happen, but a misbehaving client/player could 1246 * else. This normally should not happen, but a misbehaving client/player could
1170 * try to do it, so lets handle it gracefully. 1247 * try to do it, so lets handle it gracefully.
1171 */ 1248 */
1172 if (sack->env) { 1249 if (sack->env)
1250 {
1173 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1174 query_name(sack));
1175 return 0; 1252 return 0;
1176 } 1253 }
1177 /* set these so when the player walks off, we can unapply the sack */ 1254 /* set these so when the player walks off, we can unapply the sack */
1178 sack->move_off = MOVE_ALL; /* trying force closing it */ 1255 sack->move_off = MOVE_ALL; /* trying force closing it */
1179 1256
1180 CLEAR_FLAG (sack, FLAG_APPLIED); 1257 CLEAR_FLAG (sack, FLAG_APPLIED);
1181 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1182 SET_FLAG (sack, FLAG_APPLIED); 1259 SET_FLAG (sack, FLAG_APPLIED);
1183 op->container = sack; 1260 op->container = sack;
1184 esrv_update_item (UPD_FLAGS, op, sack); 1261 esrv_update_item (UPD_FLAGS, op, sack);
1185 esrv_send_inventory (op, sack); 1262 esrv_send_inventory (op, sack);
1186 1263
1187 } else { /* sack is in players inventory */ 1264 }
1188 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ 1265 else
1266 { /* sack is in players inventory */
1267 if (QUERY_FLAG (sack, FLAG_APPLIED))
1268 { /* readied sack becoming open */
1189 CLEAR_FLAG (sack, FLAG_APPLIED); 1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1190 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1191 SET_FLAG (sack, FLAG_APPLIED); 1271 SET_FLAG (sack, FLAG_APPLIED);
1192 op->container = sack; 1272 op->container = sack;
1193 esrv_update_item (UPD_FLAGS, op, sack); 1273 esrv_update_item (UPD_FLAGS, op, sack);
1194 esrv_send_inventory (op, sack); 1274 esrv_send_inventory (op, sack);
1275 }
1276 else
1195 } 1277 {
1196 else {
1197 CLEAR_FLAG (sack, FLAG_APPLIED); 1278 CLEAR_FLAG (sack, FLAG_APPLIED);
1198 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1279 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1199 SET_FLAG (sack, FLAG_APPLIED); 1280 SET_FLAG (sack, FLAG_APPLIED);
1200 esrv_update_item (UPD_FLAGS, op, sack); 1281 esrv_update_item (UPD_FLAGS, op, sack);
1201 } 1282 }
1202 } 1283 }
1203 return 1; 1284 return 1;
1204} 1285}
1205 1286
1206 1287
1207/** 1288/**
1208 * Handles dropping things on altar. 1289 * Handles dropping things on altar.
1209 * Returns true if sacrifice was accepted. 1290 * Returns true if sacrifice was accepted.
1210 */ 1291 */
1292static int
1211static int apply_altar (object *altar, object *sacrifice, object *originator) 1293apply_altar (object *altar, object *sacrifice, object *originator)
1212{ 1294{
1213 /* Only players can make sacrifices on spell casting altars. */ 1295 /* Only players can make sacrifices on spell casting altars. */
1214 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1296 if (altar->inv && (!originator || originator->type != PLAYER))
1215 return 0; 1297 return 0;
1216 1298
1217 if (operate_altar (altar, &sacrifice)) { 1299 if (operate_altar (altar, &sacrifice))
1300 {
1218 /* Simple check. Unfortunately, it means you can't cast magic bullet 1301 /* Simple check. Unfortunately, it means you can't cast magic bullet
1219 * with an altar. We call it a Potion - altars are stationary - it 1302 * with an altar. We call it a Potion - altars are stationary - it
1220 * is up to map designers to use them properly. 1303 * is up to map designers to use them properly.
1221 */ 1304 */
1222 if (altar->inv && altar->inv->type==SPELL) { 1305 if (altar->inv && altar->inv->type == SPELL)
1306 {
1223 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1307 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1224 cast_spell (originator, altar, 0, altar->inv, NULL); 1308 cast_spell (originator, altar, 0, altar->inv, NULL);
1225 /* If it is connected, push the button. Fixes some problems with 1309 /* If it is connected, push the button. Fixes some problems with
1226 * old maps. 1310 * old maps.
1227 */ 1311 */
1312
1228/* push_button (altar);*/ 1313/* push_button (altar);*/
1314 }
1229 } else { 1315 else
1316 {
1230 altar->value = 1; /* works only once */ 1317 altar->value = 1; /* works only once */
1231 push_button (altar); 1318 push_button (altar);
1232 } 1319 }
1233 return sacrifice == NULL; 1320 return sacrifice == NULL;
1234 } else { 1321 }
1322 else
1323 {
1235 return 0; 1324 return 0;
1236 } 1325 }
1237} 1326}
1238 1327
1239 1328
1240/** 1329/**
1242 * Returns 1 if 'op' was destroyed, 0 if not. 1331 * Returns 1 if 'op' was destroyed, 0 if not.
1243 * Largely re-written to not use nearly as many gotos, plus 1332 * Largely re-written to not use nearly as many gotos, plus
1244 * some of this code just looked plain out of date. 1333 * some of this code just looked plain out of date.
1245 * MSW 2001-08-29 1334 * MSW 2001-08-29
1246 */ 1335 */
1336int
1247int apply_shop_mat (object * shop_mat, object * op) 1337apply_shop_mat (object *shop_mat, object *op)
1248{ 1338{
1249 int rv = 0; 1339 int rv = 0;
1250 double opinion; 1340 double opinion;
1251 object *tmp, *next; 1341 object *tmp, *next;
1252 1342
1285 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1375 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1286 { 1376 {
1287 1377
1288 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1378 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1289 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1379 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1380
1290 if (i != -1) 1381 if (i != -1)
1291 { 1382 {
1292 rv =
1293 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1383 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1294 0, shop_mat);
1295 } 1384 }
1296 return 0; 1385 return 0;
1297 } 1386 }
1298 /* Removed code that checked for multipart objects - it appears that 1387 /* Removed code that checked for multipart objects - it appears that
1299 * the teleport function should be able to handle this just fine. 1388 * the teleport function should be able to handle this just fine.
1316 */ 1405 */
1317 else if (!rv && !is_in_shop (op)) 1406 else if (!rv && !is_in_shop (op))
1318 { 1407 {
1319 opinion = shopkeeper_approval (op->map, op); 1408 opinion = shopkeeper_approval (op->map, op);
1320 if (opinion > 0.9) 1409 if (opinion > 0.9)
1321 new_draw_info (NDI_UNIQUE, 0, op, 1410 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1322 "The shopkeeper gives you a friendly wave.");
1323 else if (opinion > 0.75) 1411 else if (opinion > 0.75)
1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1412 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1325 else if (opinion > 0.5) 1413 else if (opinion > 0.5)
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327 else 1415 else
1328 new_draw_info (NDI_UNIQUE, 0, op, 1416 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1329 "The shopkeeper glares at you with contempt.");
1330 } 1417 }
1331 } 1418 }
1332 else 1419 else
1333 { 1420 {
1334 /* if we get here, a player tried to leave a shop but was not able 1421 /* if we get here, a player tried to leave a shop but was not able
1335 * to afford the items he has. We try to move the player so that 1422 * to afford the items he has. We try to move the player so that
1336 * they are not on the mat anymore 1423 * they are not on the mat anymore
1337 */ 1424 */
1338 1425
1339 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1426 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1427
1340 if (i == -1) 1428 if (i == -1)
1341 { 1429 {
1342 LOG (llevError, "Internal shop-mat problem.\n"); 1430 LOG (llevError, "Internal shop-mat problem.\n");
1343 } 1431 }
1344 else 1432 else
1354} 1442}
1355 1443
1356/** 1444/**
1357 * Handles applying a sign. 1445 * Handles applying a sign.
1358 */ 1446 */
1447static void
1359static void apply_sign (object *op, object *sign, int autoapply) 1448apply_sign (object *op, object *sign, int autoapply)
1360{ 1449{
1361 readable_message_type* msgType; 1450 readable_message_type *msgType;
1362 char newbuf[HUGE_BUF]; 1451 char newbuf[HUGE_BUF];
1452
1363 if (sign->msg == NULL) { 1453 if (sign->msg == NULL)
1454 {
1364 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1455 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1365 return; 1456 return;
1366 } 1457 }
1367 1458
1368 if (sign->stats.food) { 1459 if (sign->stats.food)
1460 {
1369 if (sign->last_eat >= sign->stats.food) { 1461 if (sign->last_eat >= sign->stats.food)
1462 {
1370 if (!sign->move_on) 1463 if (!sign->move_on)
1371 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1464 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1372 return; 1465 return;
1373 } 1466 }
1374 1467
1375 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1468 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1376 sign->last_eat++; 1469 sign->last_eat++;
1377 } 1470 }
1378 1471
1379 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1472 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1380 * No way to know for sure. The presumption is basically that if 1473 * No way to know for sure. The presumption is basically that if
1381 * move_on is zero, it needs to be manually applied (doesn't talk 1474 * move_on is zero, it needs to be manually applied (doesn't talk
1382 * to us). 1475 * to us).
1383 */ 1476 */
1384 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1477 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1385 new_draw_info (NDI_UNIQUE, 0, op, 1478 {
1386 "You are unable to read while blind."); 1479 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1387 return; 1480 return;
1388 } 1481 }
1389 msgType=get_readable_message_type(sign); 1482 msgType = get_readable_message_type (sign);
1390 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg); 1483 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1391 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1484 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1392} 1485}
1393 1486
1394/** 1487/**
1395 * 'victim' moves onto 'trap' 1488 * 'victim' moves onto 'trap'
1396 * 'victim' leaves 'trap' 1489 * 'victim' leaves 'trap'
1398 * 1491 *
1399 * originator: Player, monster or other object that caused 'victim' to move 1492 * originator: Player, monster or other object that caused 'victim' to move
1400 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1493 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1401 * However, some types of traps require an originator to function. 1494 * However, some types of traps require an originator to function.
1402 */ 1495 */
1496void
1403void move_apply (object *trap, object *victim, object *originator) 1497move_apply (object *trap, object *victim, object *originator)
1404{ 1498{
1405 static int recursion_depth = 0; 1499 static int recursion_depth = 0;
1406 1500
1407 /* Only exits affect DMs. */ 1501 /* Only exits affect DMs. */
1408 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1502 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1409 return; 1503 return;
1410 1504
1411 /* move_apply() is the most likely candidate for causing unwanted and 1505 /* move_apply() is the most likely candidate for causing unwanted and
1412 * possibly unlimited recursion. 1506 * possibly unlimited recursion.
1413 */ 1507 */
1415 * maps to fail. 1) it's not an error to recurse: 1509 * maps to fail. 1) it's not an error to recurse:
1416 * rune detonates, summoning monster. monster lands on nearby rune. 1510 * rune detonates, summoning monster. monster lands on nearby rune.
1417 * nearby rune detonates. This sort of recursion is expected and 1511 * nearby rune detonates. This sort of recursion is expected and
1418 * proper. This code was causing needless crashes. 1512 * proper. This code was causing needless crashes.
1419 */ 1513 */
1420 if (recursion_depth >= 500) { 1514 if (recursion_depth >= 500)
1515 {
1421 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1516 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1422 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1517 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1423 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1424 return; 1518 return;
1425 } 1519 }
1426 recursion_depth++; 1520 recursion_depth++;
1427 if (trap->head) trap=trap->head; 1521 if (trap->head)
1522 trap = trap->head;
1428 1523
1429 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1524 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1430 goto leave; 1525 goto leave;
1431 1526
1432 switch (trap->type) { 1527 switch (trap->type)
1528 {
1433 case PLAYERMOVER: 1529 case PLAYERMOVER:
1434 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1530 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1435 !should_director_abort(trap, victim)) { 1531 {
1436 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1532 if (!trap->stats.maxsp)
1533 trap->stats.maxsp = 2;
1437 1534
1438 /* Is this correct? From the docs, it doesn't look like it 1535 /* Is this correct? From the docs, it doesn't look like it
1439 * should be divided by trap->speed 1536 * should be divided by trap->speed
1440 */ 1537 */
1441 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1538 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1442 1539
1443 /* Just put in some sanity check. I think there is a bug in the 1540 /* Just put in some sanity check. I think there is a bug in the
1444 * above with some objects have zero speed, and thus the player 1541 * above with some objects have zero speed, and thus the player
1445 * getting permanently paralyzed. 1542 * getting permanently paralyzed.
1446 */ 1543 */
1447 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1544 if (victim->speed_left < -50.0)
1545 victim->speed_left = -50.0;
1448 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1449 } 1547 }
1450 goto leave; 1548 goto leave;
1451 1549
1452 case SPINNER: 1550 case SPINNER:
1453 if(victim->direction) { 1551 if (victim->direction)
1552 {
1454 victim->direction=absdir(victim->direction-trap->stats.sp); 1553 victim->direction = absdir (victim->direction - trap->stats.sp);
1455 update_turn_face(victim); 1554 update_turn_face (victim);
1456 } 1555 }
1457 goto leave; 1556 goto leave;
1458 1557
1459 case DIRECTOR: 1558 case DIRECTOR:
1460 if(victim->direction && !should_director_abort(trap, victim)) { 1559 if (victim->direction && !should_director_abort (trap, victim))
1560 {
1461 victim->direction=trap->stats.sp; 1561 victim->direction = trap->stats.sp;
1462 update_turn_face(victim); 1562 update_turn_face (victim);
1463 } 1563 }
1464 goto leave; 1564 goto leave;
1465 1565
1466 case BUTTON: 1566 case BUTTON:
1467 case PEDESTAL: 1567 case PEDESTAL:
1468 update_button(trap); 1568 update_button (trap);
1569 goto leave;
1570
1571 case ALTAR:
1572 /* sacrifice victim on trap */
1573 apply_altar (trap, victim, originator);
1574 goto leave;
1575
1576 case THROWN_OBJ:
1577 if (trap->inv == NULL)
1469 goto leave; 1578 goto leave;
1470
1471 case ALTAR:
1472 /* sacrifice victim on trap */
1473 apply_altar (trap, victim, originator);
1474 goto leave;
1475
1476 case THROWN_OBJ:
1477 if (trap->inv == NULL)
1478 goto leave;
1479 /* fallthrough */ 1579 /* fallthrough */
1480 1580
1481 case ARROW: 1581 case ARROW:
1482 1582
1483 /* bad bug: monster throw a object, make a step forwards, step on object , 1583 /* bad bug: monster throw a object, make a step forwards, step on object ,
1484 * trigger this here and get hit by own missile - and will be own enemy. 1584 * trigger this here and get hit by own missile - and will be own enemy.
1485 * Victim then is his own enemy and will start to kill herself (this is 1585 * Victim then is his own enemy and will start to kill herself (this is
1486 * removed) but we have not synced victim and his missile. To avoid senseless 1586 * removed) but we have not synced victim and his missile. To avoid senseless
1487 * action, we avoid hits here 1587 * action, we avoid hits here
1488 */ 1588 */
1489 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1589 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1490 hit_with_arrow (trap, victim); 1590 hit_with_arrow (trap, victim);
1491 goto leave; 1591 goto leave;
1492 1592
1493 case SPELL_EFFECT: 1593 case SPELL_EFFECT:
1494 apply_spell_effect(trap, victim); 1594 apply_spell_effect (trap, victim);
1495 goto leave; 1595 goto leave;
1496 1596
1497 case TRAPDOOR: 1597 case TRAPDOOR:
1498 { 1598 {
1499 int max, sound_was_played; 1599 int max, sound_was_played;
1500 object *ab, *ab_next; 1600 object *ab, *ab_next;
1601
1501 if(!trap->value) { 1602 if (!trap->value)
1603 {
1502 int tot; 1604 int tot;
1605
1503 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1606 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1504 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1607 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1505 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1608 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1506 1609
1507 if(!(trap->value=(tot>trap->weight)?1:0)) 1610 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1508 goto leave; 1611 goto leave;
1509 1612
1510 SET_ANIMATION(trap, trap->value); 1613 SET_ANIMATION (trap, trap->value);
1511 update_object(trap,UP_OBJ_FACE); 1614 update_object (trap, UP_OBJ_FACE);
1512 } 1615 }
1513 1616
1514 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1617 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1618 {
1515 /* need to set this up, since if we do transfer the object, 1619 /* need to set this up, since if we do transfer the object,
1516 * ab->above would be bogus 1620 * ab->above would be bogus
1517 */ 1621 */
1518 ab_next = ab->above; 1622 ab_next = ab->above;
1519 1623
1520 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1624 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1625 {
1521 if ( ! sound_was_played) { 1626 if (!sound_was_played)
1627 {
1522 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1628 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1523 sound_was_played = 1; 1629 sound_was_played = 1;
1524 } 1630 }
1525 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1631 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1526 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1632 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1633 }
1634 }
1635 goto leave;
1636 }
1637
1638
1639 case CONVERTER:
1640 if (convert_item (victim, trap) < 0)
1641 {
1642 object *op;
1643
1644 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1645
1646 op = get_archetype ("burnout");
1647 if (op != NULL)
1648 {
1649 op->x = trap->x;
1650 op->y = trap->y;
1651 insert_ob_in_map (op, trap->map, trap, 0);
1527 } 1652 }
1528 } 1653 }
1529 goto leave; 1654 goto leave;
1530 }
1531
1532
1533 case CONVERTER:
1534 if (convert_item (victim, trap) < 0) {
1535 object *op;
1536
1537 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1538
1539 op = get_archetype("burnout");
1540 if (op != NULL) {
1541 op->x = trap->x;
1542 op->y = trap->y;
1543 insert_ob_in_map(op, trap->map, trap, 0);
1544 }
1545 }
1546 goto leave;
1547 1655
1548 case TRIGGER_BUTTON: 1656 case TRIGGER_BUTTON:
1549 case TRIGGER_PEDESTAL: 1657 case TRIGGER_PEDESTAL:
1550 case TRIGGER_ALTAR: 1658 case TRIGGER_ALTAR:
1551 check_trigger (trap, victim); 1659 check_trigger (trap, victim);
1660 goto leave;
1661
1662 case DEEP_SWAMP:
1663 walk_on_deep_swamp (trap, victim);
1664 goto leave;
1665
1666 case CHECK_INV:
1667 check_inv (victim, trap);
1668 goto leave;
1669
1670 case HOLE:
1671 /* Hole not open? */
1672 if (trap->stats.wc > 0)
1552 goto leave; 1673 goto leave;
1553 1674
1554 case DEEP_SWAMP: 1675 /* Is this a multipart monster and not the head? If so, return.
1555 walk_on_deep_swamp (trap, victim); 1676 * Processing will happen if the head runs into the pit
1677 */
1678 if (victim->head)
1556 goto leave; 1679 goto leave;
1557 1680
1558 case CHECK_INV:
1559 check_inv (victim, trap);
1560 goto leave;
1561
1562 case HOLE:
1563 /* Hole not open? */
1564 if(trap->stats.wc > 0)
1565 goto leave;
1566
1567 /* Is this a multipart monster and not the head? If so, return.
1568 * Processing will happen if the head runs into the pit
1569 */
1570 if (victim->head)
1571 goto leave;
1572
1573 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1681 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1574 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1682 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1575 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1683 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1576 goto leave; 1684 goto leave;
1577 1685
1578 case EXIT: 1686 case EXIT:
1579 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1687 if (victim->type == PLAYER && EXIT_PATH (trap))
1688 {
1580 /* Basically, don't show exits leading to random maps the 1689 /* Basically, don't show exits leading to random maps the
1581 * players output. 1690 * players output.
1582 */ 1691 */
1583 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1692 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1584 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1693 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1585 enter_exit (victim, trap); 1694 enter_exit (victim, trap);
1586 } 1695 }
1587 goto leave; 1696 goto leave;
1588 1697
1589 case ENCOUNTER: 1698 case ENCOUNTER:
1590 /* may be some leftovers on this */ 1699 /* may be some leftovers on this */
1591 goto leave; 1700 goto leave;
1592 1701
1593 case SHOP_MAT: 1702 case SHOP_MAT:
1594 apply_shop_mat (trap, victim); 1703 apply_shop_mat (trap, victim);
1595 goto leave; 1704 goto leave;
1596 1705
1597 /* Drop a certain amount of gold, and have one item identified */ 1706 /* Drop a certain amount of gold, and have one item identified */
1598 case IDENTIFY_ALTAR: 1707 case IDENTIFY_ALTAR:
1599 apply_id_altar (victim, trap, originator); 1708 apply_id_altar (victim, trap, originator);
1600 goto leave; 1709 goto leave;
1601 1710
1602 case SIGN: 1711 case SIGN:
1603 if (victim->type != PLAYER && trap->stats.food > 0) 1712 if (victim->type != PLAYER && trap->stats.food > 0)
1604 goto leave; /* monsters musn't apply magic_mouths with counters */ 1713 goto leave; /* monsters musn't apply magic_mouths with counters */
1605 1714
1606 apply_sign (victim, trap, 1); 1715 apply_sign (victim, trap, 1);
1607 goto leave; 1716 goto leave;
1608 1717
1609 case CONTAINER: 1718 case CONTAINER:
1610 if (victim->type==PLAYER) 1719 if (victim->type == PLAYER)
1611 (void) esrv_apply_container (victim, trap); 1720 (void) esrv_apply_container (victim, trap);
1612 else 1721 else
1613 (void) apply_container (victim, trap); 1722 (void) apply_container (victim, trap);
1614 goto leave; 1723 goto leave;
1615 1724
1616 case RUNE: 1725 case RUNE:
1617 case TRAP: 1726 case TRAP:
1618 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1727 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1728 {
1619 spring_trap(trap, victim); 1729 spring_trap (trap, victim);
1620 } 1730 }
1621 goto leave; 1731 goto leave;
1622 1732
1623 default: 1733 default:
1624 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1734 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1625 "handled in move_apply()\n", &trap->name, &trap->arch->name, 1735 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1626 trap->type);
1627 goto leave; 1736 goto leave;
1628 } 1737 }
1629 1738
1630 leave: 1739leave:
1631 recursion_depth--; 1740 recursion_depth--;
1632} 1741}
1633 1742
1634/** 1743/**
1635 * Handles reading a regular (ie not containing a spell) book. 1744 * Handles reading a regular (ie not containing a spell) book.
1636 */ 1745 */
1746static void
1637static void apply_book (object *op, object *tmp) 1747apply_book (object *op, object *tmp)
1638{ 1748{
1639 int lev_diff; 1749 int lev_diff;
1640 object *skill_ob; 1750 object *skill_ob;
1641 1751
1642 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1752 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1753 {
1643 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1754 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1644 return; 1755 return;
1645 } 1756 }
1646 if(tmp->msg==NULL) { 1757 if (tmp->msg == NULL)
1647 new_draw_info_format(NDI_UNIQUE, 0, op, 1758 {
1648 "You open the %s and find it empty.", &tmp->name); 1759 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1649 return; 1760 return;
1650 } 1761 }
1651 1762
1652 /* need a literacy skill to read stuff! */ 1763 /* need a literacy skill to read stuff! */
1653 skill_ob = find_skill_by_name(op, tmp->skill); 1764 skill_ob = find_skill_by_name (op, tmp->skill);
1654 if ( ! skill_ob) { 1765 if (!skill_ob)
1655 new_draw_info(NDI_UNIQUE, 0,op, 1766 {
1656 "You are unable to decipher the strange symbols."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1657 return; 1768 return;
1658 } 1769 }
1659 lev_diff = tmp->level - (skill_ob->level + 5); 1770 lev_diff = tmp->level - (skill_ob->level + 5);
1660 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1771 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1772 {
1661 if (lev_diff < 2) 1773 if (lev_diff < 2)
1662 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1663 else if (lev_diff < 3) 1775 else if (lev_diff < 3)
1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1665 else if (lev_diff < 5) 1777 else if (lev_diff < 5)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1778 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1667 else if (lev_diff < 8) 1779 else if (lev_diff < 8)
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1780 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1669 else if (lev_diff < 15) 1781 else if (lev_diff < 15)
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1782 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1671 else 1783 else
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1784 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1673 return; 1785 return;
1674 } 1786 }
1675 1787
1676 readable_message_type* msgType = get_readable_message_type(tmp); 1788 readable_message_type *msgType = get_readable_message_type (tmp);
1789
1677 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1790 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1678 msgType->message_type, msgType->message_subtype, 1791 msgType->message_type, msgType->message_subtype,
1679 "You open the %s and start reading.\n%s", 1792 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1680 "%s\n%s",
1681 long_desc(tmp,op), &tmp->msg);
1682 1793
1683 /* gain xp from reading */ 1794 /* gain xp from reading */
1684 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1795 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1796 { /* only if not read before */
1685 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1797 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1798
1686 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1799 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1800 {
1687 /*exp_gain *= 2; because they just identified it too */ 1801 /*exp_gain *= 2; because they just identified it too */
1688 SET_FLAG(tmp,FLAG_IDENTIFIED); 1802 SET_FLAG (tmp, FLAG_IDENTIFIED);
1689 /* If in a container, update how it looks */ 1803 /* If in a container, update how it looks */
1804 if (tmp->env)
1690 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1805 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1806 else
1691 else op->contr->socket.update_look=1; 1807 op->contr->socket.update_look = 1;
1692 } 1808 }
1693 change_exp(op,exp_gain, skill_ob->skill, 0); 1809 change_exp (op, exp_gain, skill_ob->skill, 0);
1694 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1810 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1695 } 1811 }
1696} 1812}
1697 1813
1698/** 1814/**
1699 * Handles the applying of a skill scroll, calling learn_skill straight. 1815 * Handles the applying of a skill scroll, calling learn_skill straight.
1700 * op is the person learning the skill, tmp is the skill scroll object 1816 * op is the person learning the skill, tmp is the skill scroll object
1701 */ 1817 */
1818static void
1702static void apply_skillscroll (object *op, object *tmp) 1819apply_skillscroll (object *op, object *tmp)
1703{ 1820{
1704 switch ((int) learn_skill (op, tmp)) { 1821 switch ((int) learn_skill (op, tmp))
1822 {
1705 case 0: 1823 case 0:
1706 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1824 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1707 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1825 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1708 return; 1826 return;
1709 1827
1710 case 1: 1828 case 1:
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill); 1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1712 decrease_ob(tmp); 1830 decrease_ob (tmp);
1713 return; 1831 return;
1714 1832
1715 default: 1833 default:
1716 new_draw_info_format(NDI_UNIQUE,0,op, 1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1717 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1718 decrease_ob(tmp); 1835 decrease_ob (tmp);
1719 return; 1836 return;
1720 } 1837 }
1721} 1838}
1722 1839
1723/** 1840/**
1724 * Actually makes op learn spell. 1841 * Actually makes op learn spell.
1725 * Informs player of what happens. 1842 * Informs player of what happens.
1726 */ 1843 */
1844void
1727void do_learn_spell (object *op, object *spell, int special_prayer) 1845do_learn_spell (object *op, object *spell, int special_prayer)
1728{ 1846{
1729 object *tmp; 1847 object *tmp;
1730 1848
1731 if (op->type != PLAYER) { 1849 if (op->type != PLAYER)
1850 {
1732 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1851 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733 return; 1852 return;
1734 } 1853 }
1735 1854
1736 /* Upgrade special prayers to normal prayers */ 1855 /* Upgrade special prayers to normal prayers */
1737 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1856 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1857 {
1738 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1858 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1859 {
1739 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1860 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1740 return; 1861 return;
1741 } 1862 }
1742 return; 1863 return;
1743 } 1864 }
1744 1865
1745 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1866 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1746 tmp = get_object(); 1867 tmp = get_object ();
1747 copy_object(spell, tmp); 1868 copy_object (spell, tmp);
1748 insert_ob_in_ob(tmp, op); 1869 insert_ob_in_ob (tmp, op);
1749 1870
1750 if (special_prayer) { 1871 if (special_prayer)
1872 {
1751 SET_FLAG(tmp, FLAG_STARTEQUIP); 1873 SET_FLAG (tmp, FLAG_STARTEQUIP);
1752 } 1874 }
1753 1875
1754 esrv_add_spells(op->contr, tmp); 1876 esrv_add_spells (op->contr, tmp);
1755} 1877}
1756 1878
1757/** 1879/**
1758 * Erases spell from player's inventory. 1880 * Erases spell from player's inventory.
1759 */ 1881 */
1882void
1760void do_forget_spell (object *op, const char *spell) 1883do_forget_spell (object *op, const char *spell)
1761{ 1884{
1762 object *spob; 1885 object *spob;
1763 1886
1764 if (op->type != PLAYER) { 1887 if (op->type != PLAYER)
1888 {
1765 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1889 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1766 return; 1890 return;
1767 } 1891 }
1768 if ( (spob=check_spell_known (op, spell)) == NULL) { 1892 if ((spob = check_spell_known (op, spell)) == NULL)
1893 {
1769 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1894 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1770 return; 1895 return;
1771 }
1772 1896 }
1773 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1897
1774 "You lose knowledge of %s.", spell); 1898 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1775 player_unready_range_ob(op->contr, spob); 1899 player_unready_range_ob (op->contr, spob);
1776 esrv_remove_spell(op->contr, spob); 1900 esrv_remove_spell (op->contr, spob);
1777 remove_ob(spob); 1901 remove_ob (spob);
1778 free_object(spob); 1902 free_object (spob);
1779} 1903}
1780 1904
1781/** 1905/**
1782 * Handles player applying a spellbook. 1906 * Handles player applying a spellbook.
1783 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1907 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1784 * stuff like that. Random learning failure too. 1908 * stuff like that. Random learning failure too.
1785 */ 1909 */
1910static void
1786static void apply_spellbook (object *op, object *tmp) 1911apply_spellbook (object *op, object *tmp)
1787{ 1912{
1788 object *skop, *spell, *spell_skill; 1913 object *skop, *spell, *spell_skill;
1789 1914
1790 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1915 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1916 {
1791 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1917 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1792 return; 1918 return;
1793 } 1919 }
1794 1920
1795 /* artifact_spellbooks have 'slaying' field point to a spell name, 1921 /* artifact_spellbooks have 'slaying' field point to a spell name,
1796 * instead of having their spell stored in stats.sp. These are 1922 * instead of having their spell stored in stats.sp. These are
1797 * legacy spellbooks 1923 * legacy spellbooks
1798 */ 1924 */
1799 1925
1800 if(tmp->slaying != NULL) { 1926 if (tmp->slaying != NULL)
1927 {
1801 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1928 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1802 if (!spell) { 1929 if (!spell)
1803 new_draw_info_format(NDI_UNIQUE, 0, op, 1930 {
1804 "The book's formula for %s is incomplete", &tmp->slaying); 1931 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1805 return; 1932 return;
1806 } 1933 }
1807 else 1934 else
1808 insert_ob_in_ob(spell, tmp); 1935 insert_ob_in_ob (spell, tmp);
1809 tmp->slaying=NULL; 1936 tmp->slaying = NULL;
1810 } 1937 }
1811 1938
1812 skop = find_skill_by_name(op, tmp->skill); 1939 skop = find_skill_by_name (op, tmp->skill);
1813 1940
1814 /* need a literacy skill to learn spells. Also, having a literacy level 1941 /* need a literacy skill to learn spells. Also, having a literacy level
1815 * lower than the spell will make learning the spell more difficult */ 1942 * lower than the spell will make learning the spell more difficult */
1816 if ( !skop) { 1943 if (!skop)
1944 {
1817 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1945 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1818 return; 1946 return;
1819 } 1947 }
1820 1948
1821 spell = tmp->inv; 1949 spell = tmp->inv;
1822 if (!spell) { 1950 if (!spell)
1951 {
1823 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1952 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1824 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1953 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1825 return; 1954 return;
1826 } 1955 }
1827 if (spell->level > (skop->level+10)) { 1956 if (spell->level > (skop->level + 10))
1957 {
1828 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); 1958 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1829 return; 1959 return;
1830 } 1960 }
1831 1961
1832 new_draw_info_format(NDI_UNIQUE, 0, op, 1962 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1833 "The spellbook contains the %s level spell %s.",
1834 get_levelnumber(spell->level), &spell->name);
1835 1963
1836 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1964 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1965 {
1837 identify(tmp); 1966 identify (tmp);
1838 if (tmp->env) 1967 if (tmp->env)
1839 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1968 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1840 else 1969 else
1841 op->contr->socket.update_look=1; 1970 op->contr->socket.update_look = 1;
1842 } 1971 }
1843 1972
1844 /* I removed the check for special_prayer_mark here - it didn't make 1973 /* I removed the check for special_prayer_mark here - it didn't make
1845 * a lot of sense - special prayers are not found in spellbooks, and 1974 * a lot of sense - special prayers are not found in spellbooks, and
1846 * if the player doesn't know the spell, doesn't make a lot of sense that 1975 * if the player doesn't know the spell, doesn't make a lot of sense that
1847 * they would have a special prayer mark. 1976 * they would have a special prayer mark.
1848 */ 1977 */
1849 if (check_spell_known (op, spell->name)) { 1978 if (check_spell_known (op, spell->name))
1979 {
1850 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1851 return; 1981 return;
1852 } 1982 }
1853 1983
1854 if (spell->skill) { 1984 if (spell->skill)
1985 {
1855 spell_skill = find_skill_by_name(op, spell->skill); 1986 spell_skill = find_skill_by_name (op, spell->skill);
1856 if (!spell_skill) { 1987 if (!spell_skill)
1857 new_draw_info_format(NDI_UNIQUE, 0, op, 1988 {
1858 "You lack the skill %s to use this spell", 1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1859 &spell->skill);
1860 return; 1990 return;
1861 } 1991 }
1862 if (spell_skill->level < spell->level) { 1992 if (spell_skill->level < spell->level)
1863 new_draw_info_format(NDI_UNIQUE, 0, op, 1993 {
1864 "You need to be level %d in %s to learn this spell.", 1994 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1865 spell->level, &spell->skill);
1866 return; 1995 return;
1867 } 1996 }
1868 } 1997 }
1869 1998
1870 /* Logic as follows 1999 /* Logic as follows
1871 * 2000 *
1872 * 1- MU spells use Int to learn, Cleric spells use Wisdom 2001 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1873 * 2002 *
1874 * 2- The learner's skill level in literacy adjusts the chance to learn 2003 * 2- The learner's skill level in literacy adjusts the chance to learn
1875 * a spell. 2004 * a spell.
1876 * 2005 *
1877 * 3 -Automatically fail to learn if you read while confused 2006 * 3 -Automatically fail to learn if you read while confused
1878 * 2007 *
1879 * Overall, chances are the same but a player will find having a high 2008 * Overall, chances are the same but a player will find having a high
1880 * literacy rate very useful! -b.t. 2009 * literacy rate very useful! -b.t.
1881 */ 2010 */
1882 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2011 if (QUERY_FLAG (op, FLAG_CONFUSED))
2012 {
1883 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 2013 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
1884 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 2014 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2015 }
1885 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2016 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1886 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 2017 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1887 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2018 {
1888 2019
1889 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 2020 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1890 do_learn_spell (op, spell, 0); 2021 do_learn_spell (op, spell, 0);
1891 2022
1892 /* xp gain to literacy for spell learning */ 2023 /* xp gain to literacy for spell learning */
1893 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2024 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1894 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 2025 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1895 } else { 2026 }
2027 else
2028 {
1896 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2029 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1897 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 2030 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
1898 } 2031 }
1899 decrease_ob(tmp); 2032 decrease_ob (tmp);
1900} 2033}
1901 2034
1902/** 2035/**
1903 * Handles applying a spell scroll. 2036 * Handles applying a spell scroll.
1904 */ 2037 */
2038void
1905void apply_scroll (object *op, object *tmp, int dir) 2039apply_scroll (object *op, object *tmp, int dir)
1906{ 2040{
1907 object *skop; 2041 object *skop;
1908 2042
1909 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2043 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2044 {
1910 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 2045 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1911 return; 2046 return;
1912 } 2047 }
1913 2048
1914 if (!tmp->inv || tmp->inv->type != SPELL) { 2049 if (!tmp->inv || tmp->inv->type != SPELL)
1915 new_draw_info (NDI_UNIQUE, 0, op, 2050 {
1916 "The scroll just doesn't make sense!"); 2051 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
1917 return; 2052 return;
1918 } 2053 }
1919 2054
1920 if(op->type==PLAYER) { 2055 if (op->type == PLAYER)
2056 {
1921 /* players need a literacy skill to read stuff! */ 2057 /* players need a literacy skill to read stuff! */
1922 int exp_gain=0; 2058 int exp_gain = 0;
1923 2059
1924 /* hard code literacy - tmp->skill points to where the exp 2060 /* hard code literacy - tmp->skill points to where the exp
1925 * should go for anything killed by the spell. 2061 * should go for anything killed by the spell.
1926 */ 2062 */
1927 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2063 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1928 2064
1929 if ( ! skop) { 2065 if (!skop)
1930 new_draw_info(NDI_UNIQUE, 0,op, 2066 {
1931 "You are unable to decipher the strange symbols."); 2067 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1932 return; 2068 return;
1933 } 2069 }
1934 2070
1935 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2071 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1936 change_exp(op,exp_gain, skop->skill, 0); 2072 change_exp (op, exp_gain, skop->skill, 0);
1937 } 2073 }
1938 2074
1939 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2075 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1940 identify(tmp); 2076 identify (tmp);
1941 2077
1942 new_draw_info_format(NDI_BLACK, 0, op, 2078 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1943 "The scroll of %s turns to dust.", &tmp->inv->name);
1944 2079
1945 2080
1946 cast_spell(op,tmp,dir,tmp->inv, NULL); 2081 cast_spell (op, tmp, dir, tmp->inv, NULL);
1947 decrease_ob(tmp); 2082 decrease_ob (tmp);
1948} 2083}
1949 2084
1950/** 2085/**
1951 * Applies a treasure object - by default, chest. op 2086 * Applies a treasure object - by default, chest. op
1952 * is the person doing the applying, tmp is the treasure 2087 * is the person doing the applying, tmp is the treasure
1953 * chest. 2088 * chest.
1954 */ 2089 */
2090static void
1955static void apply_treasure (object *op, object *tmp) 2091apply_treasure (object *op, object *tmp)
1956{ 2092{
1957 object *treas; 2093 object *treas;
1958 tag_t tmp_tag = tmp->count, op_tag = op->count; 2094 tag_t tmp_tag = tmp->count, op_tag = op->count;
1959 2095
1960 2096
1961 /* Nice side effect of new treasure creation method is that the treasure 2097 /* Nice side effect of new treasure creation method is that the treasure
1962 * for the chest is done when the chest is created, and put into the chest 2098 * for the chest is done when the chest is created, and put into the chest
1963 * inventory. So that when the chest burns up, the items still exist. Also 2099 * inventory. So that when the chest burns up, the items still exist. Also
1964 * prevents people fromt moving chests to more difficult maps to get better 2100 * prevents people fromt moving chests to more difficult maps to get better
1965 * treasure 2101 * treasure
1966 */ 2102 */
1967 2103
1968 treas = tmp->inv; 2104 treas = tmp->inv;
1969 if(treas==NULL) { 2105 if (treas == NULL)
2106 {
1970 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2107 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1971 decrease_ob(tmp);
1972 return;
1973 }
1974 while (tmp->inv) {
1975 treas = tmp->inv;
1976
1977 remove_ob(treas);
1978 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1979 query_name(treas));
1980
1981 treas->x=op->x;
1982 treas->y=op->y;
1983 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1984
1985 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1986 && QUERY_FLAG (op, FLAG_ALIVE))
1987 spring_trap (treas, op);
1988 /* If either player or container was destroyed, no need to do
1989 * further processing. I think this should be enclused with
1990 * spring trap above, as I don't think there is otherwise
1991 * any way for the treasure chest or player to get killed
1992 */
1993 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1994 break;
1995 }
1996
1997 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1998 decrease_ob (tmp); 2108 decrease_ob (tmp);
2109 return;
2110 }
2111 while (tmp->inv)
2112 {
2113 treas = tmp->inv;
2114
2115 remove_ob (treas);
2116 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2117
2118 treas->x = op->x;
2119 treas->y = op->y;
2120 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2121
2122 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2123 spring_trap (treas, op);
2124 /* If either player or container was destroyed, no need to do
2125 * further processing. I think this should be enclused with
2126 * spring trap above, as I don't think there is otherwise
2127 * any way for the treasure chest or player to get killed
2128 */
2129 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2130 break;
2131 }
2132
2133 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2134 decrease_ob (tmp);
1999 2135
2000} 2136}
2001 2137
2002/** 2138/**
2003 * op eats food. 2139 * op eats food.
2004 * If player, takes care of messages and dragon special food. 2140 * If player, takes care of messages and dragon special food.
2005 */ 2141 */
2142static void
2006static void apply_food (object *op, object *tmp) 2143apply_food (object *op, object *tmp)
2007{ 2144{
2008 int capacity_remaining; 2145 int capacity_remaining;
2009 2146
2010 if(op->type!=PLAYER) 2147 if (op->type != PLAYER)
2011 op->stats.hp=op->stats.maxhp; 2148 op->stats.hp = op->stats.maxhp;
2012 else { 2149 else
2150 {
2013 /* check if this is a dragon (player), eating some flesh */ 2151 /* check if this is a dragon (player), eating some flesh */
2014 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2152 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2015 ; 2153 ;
2016 else { 2154 else
2155 {
2017 /* usual case - no dragon meal: */ 2156 /* usual case - no dragon meal: */
2018 if(op->stats.food+tmp->stats.food>999) { 2157 if (op->stats.food + tmp->stats.food > 999)
2158 {
2019 if(tmp->type==FOOD || tmp->type==FLESH) 2159 if (tmp->type == FOOD || tmp->type == FLESH)
2020 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2160 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2021 else 2161 else
2022 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2162 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2023 } 2163 }
2024 2164
2025 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2165 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2166 {
2026 char buf[MAX_BUF]; 2167 char buf[MAX_BUF];
2027 2168
2028 if (!is_dragon_pl(op)) { 2169 if (!is_dragon_pl (op))
2170 {
2029 /* eating message for normal players*/ 2171 /* eating message for normal players */
2030 if(tmp->type==DRINK) 2172 if (tmp->type == DRINK)
2031 sprintf(buf,"Ahhh...that %s tasted good.",&tmp->name); 2173 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2174 else
2175 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2176 }
2032 else 2177 else
2033 sprintf(buf,"The %s tasted %s",&tmp->name, 2178 {
2034 tmp->type==FLESH?"terrible!":"good.");
2035 }
2036 else {
2037 /* eating message for dragon players*/ 2179 /* eating message for dragon players */
2038 sprintf(buf,"The %s tasted terrible!",&tmp->name); 2180 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2039 } 2181 }
2040 2182
2041 new_draw_info(NDI_UNIQUE, 0,op,buf); 2183 new_draw_info (NDI_UNIQUE, 0, op, buf);
2042 capacity_remaining = 999 - op->stats.food; 2184 capacity_remaining = 999 - op->stats.food;
2043 op->stats.food+=tmp->stats.food; 2185 op->stats.food += tmp->stats.food;
2044 if(capacity_remaining < tmp->stats.food) 2186 if (capacity_remaining < tmp->stats.food)
2045 op->stats.hp += capacity_remaining / 50; 2187 op->stats.hp += capacity_remaining / 50;
2046 else 2188 else
2047 op->stats.hp+=tmp->stats.food/50; 2189 op->stats.hp += tmp->stats.food / 50;
2048 if(op->stats.hp>op->stats.maxhp) 2190 if (op->stats.hp > op->stats.maxhp)
2049 op->stats.hp=op->stats.maxhp; 2191 op->stats.hp = op->stats.maxhp;
2050 if (op->stats.food > 999) 2192 if (op->stats.food > 999)
2051 op->stats.food = 999; 2193 op->stats.food = 999;
2052 } 2194 }
2053 2195
2054 /* special food hack -b.t. */ 2196 /* special food hack -b.t. */
2055 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2197 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2056 eat_special_food(op,tmp); 2198 eat_special_food (op, tmp);
2057 } 2199 }
2058 } 2200 }
2059 handle_apply_yield(tmp); 2201 handle_apply_yield (tmp);
2060 decrease_ob(tmp); 2202 decrease_ob (tmp);
2061} 2203}
2062 2204
2063/** 2205/**
2064 * A dragon is eating some flesh. If the flesh contains resistances, 2206 * A dragon is eating some flesh. If the flesh contains resistances,
2065 * there is a chance for the dragon's skin to get improved. 2207 * there is a chance for the dragon's skin to get improved.
2068 * object *op the object (dragon player) eating the flesh 2210 * object *op the object (dragon player) eating the flesh
2069 * object *meal the flesh item, getting chewed in dragon's mouth 2211 * object *meal the flesh item, getting chewed in dragon's mouth
2070 * return: 2212 * return:
2071 * int 1 if eating successful, 0 if it doesn't work 2213 * int 1 if eating successful, 0 if it doesn't work
2072 */ 2214 */
2215int
2073int dragon_eat_flesh(object *op, object *meal) { 2216dragon_eat_flesh (object *op, object *meal)
2217{
2074 object *skin = NULL; /* pointer to dragon skin force*/ 2218 object *skin = NULL; /* pointer to dragon skin force */
2075 object *abil = NULL; /* pointer to dragon ability force*/ 2219 object *abil = NULL; /* pointer to dragon ability force */
2076 object *tmp = NULL; /* tmp. object */ 2220 object *tmp = NULL; /* tmp. object */
2077 2221
2078 char buf[MAX_BUF]; /* tmp. string buffer */ 2222 char buf[MAX_BUF]; /* tmp. string buffer */
2079 double chance; /* improvement-chance of one resistance type */ 2223 double chance; /* improvement-chance of one resistance type */
2080 double totalchance=1; /* total chance of gaining one resistance */ 2224 double totalchance = 1; /* total chance of gaining one resistance */
2081 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2225 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2082 double mbonus=0; /* monster bonus */ 2226 double mbonus = 0; /* monster bonus */
2083 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2227 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2084 int winners=0; /* number of winners */ 2228 int winners = 0; /* number of winners */
2085 int i; /* index */ 2229 int i; /* index */
2086 2230
2087 /* let's make sure and doublecheck the parameters */ 2231 /* let's make sure and doublecheck the parameters */
2088 if (meal->type!=FLESH || !is_dragon_pl(op)) 2232 if (meal->type != FLESH || !is_dragon_pl (op))
2089 return 0; 2233 return 0;
2090 2234
2091 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2235 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2092 from the player's inventory */ 2236 from the player's inventory */
2093 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2237 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2238 {
2094 if (tmp->type == FORCE) { 2239 if (tmp->type == FORCE)
2240 {
2095 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2241 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2096 skin = tmp; 2242 skin = tmp;
2097 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2243 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2098 abil = tmp; 2244 abil = tmp;
2099 } 2245 }
2100 } 2246 }
2101 2247
2102 /* if either skin or ability are missing, this is an old player 2248 /* if either skin or ability are missing, this is an old player
2103 which is not to be considered a dragon -> bail out */ 2249 which is not to be considered a dragon -> bail out */
2104 if (skin == NULL || abil == NULL) return 0; 2250 if (skin == NULL || abil == NULL)
2105 2251 return 0;
2252
2106 /* now start by filling stomache and health, according to food-value */ 2253 /* now start by filling stomache and health, according to food-value */
2107 if((999 - op->stats.food) < meal->stats.food) 2254 if ((999 - op->stats.food) < meal->stats.food)
2108 op->stats.hp += (999 - op->stats.food) / 50; 2255 op->stats.hp += (999 - op->stats.food) / 50;
2109 else 2256 else
2110 op->stats.hp += meal->stats.food/50; 2257 op->stats.hp += meal->stats.food / 50;
2111 if(op->stats.hp>op->stats.maxhp) 2258 if (op->stats.hp > op->stats.maxhp)
2112 op->stats.hp=op->stats.maxhp; 2259 op->stats.hp = op->stats.maxhp;
2113 2260
2114 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2261 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2115 2262
2116 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2263 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2117 2264
2118 /* on to the interesting part: chances for adding resistance */ 2265 /* on to the interesting part: chances for adding resistance */
2119 for (i=0; i<NROFATTACKS; i++) { 2266 for (i = 0; i < NROFATTACKS; i++)
2267 {
2120 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2268 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2269 {
2121 /* got positive resistance, now calculate improvement chance (0-100) */ 2270 /* got positive resistance, now calculate improvement chance (0-100) */
2122 2271
2123 /* this bonus makes resistance increase easier at lower levels */ 2272 /* this bonus makes resistance increase easier at lower levels */
2124 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2273 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2125 if (i == abil->stats.exp) 2274 if (i == abil->stats.exp)
2126 bonus += 5; /* additional bonus for resistance of ability-focus */ 2275 bonus += 5; /* additional bonus for resistance of ability-focus */
2127 2276
2128 /* monster bonus increases with level, because high-level 2277 /* monster bonus increases with level, because high-level
2129 flesh is too rare */ 2278 flesh is too rare */
2130 mbonus = op->level * 20. / ((double)settings.max_level); 2279 mbonus = op->level * 20. / ((double) settings.max_level);
2131 2280
2132 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2281 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2133 ((double)settings.max_level)) - skin->resist[i]; 2282 ((double) settings.max_level)) - skin->resist[i];
2134 2283
2135 if (chance >= 0.) 2284 if (chance >= 0.)
2136 chance += 1.; 2285 chance += 1.;
2137 else 2286 else
2138 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2287 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2139 2288
2140 /* chance is proportional to amount of resistance (max. 50) */ 2289 /* chance is proportional to amount of resistance (max. 50) */
2141 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2290 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2142 2291
2143 /* doubled chance for resistance of ability-focus */ 2292 /* doubled chance for resistance of ability-focus */
2144 if (i == abil->stats.exp) 2293 if (i == abil->stats.exp)
2145 chance = MIN(100., chance*2.); 2294 chance = MIN (100., chance * 2.);
2146 2295
2147 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2296 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2148 if (RANDOM()%10000 < (int)(chance*100)) { 2297 if (RANDOM () % 10000 < (int) (chance * 100))
2298 {
2149 atnr_winner[winners] = i; 2299 atnr_winner[winners] = i;
2150 winners++; 2300 winners++;
2151 } 2301 }
2152 2302
2153 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2303 if (chance >= 0.01)
2154 2304 totalchance *= 1 - chance / 100;
2305
2155 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2306 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2156 } 2307 }
2157 } 2308 }
2158 2309
2159 /* inverse totalchance as until now we have the failure-chance */ 2310 /* inverse totalchance as until now we have the failure-chance */
2160 totalchance = 100 - totalchance*100; 2311 totalchance = 100 - totalchance * 100;
2161 /* print message according to totalchance */ 2312 /* print message according to totalchance */
2162 if (totalchance > 50.) 2313 if (totalchance > 50.)
2163 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name); 2314 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2164 else if (totalchance > 10.) 2315 else if (totalchance > 10.)
2165 sprintf(buf, "The %s tasted very good.", &meal->name); 2316 sprintf (buf, "The %s tasted very good.", &meal->name);
2166 else if (totalchance > 1.) 2317 else if (totalchance > 1.)
2167 sprintf(buf, "The %s tasted good.", &meal->name); 2318 sprintf (buf, "The %s tasted good.", &meal->name);
2168 else if (totalchance > 0.1) 2319 else if (totalchance > 0.1)
2169 sprintf(buf, "The %s tasted bland.", &meal->name); 2320 sprintf (buf, "The %s tasted bland.", &meal->name);
2170 else if (totalchance >= 0.01) 2321 else if (totalchance >= 0.01)
2171 sprintf(buf, "The %s had a boring taste.", &meal->name); 2322 sprintf (buf, "The %s had a boring taste.", &meal->name);
2172 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2323 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2173 sprintf(buf, "The %s tasted strange.", &meal->name); 2324 sprintf (buf, "The %s tasted strange.", &meal->name);
2174 else 2325 else
2175 sprintf(buf, "The %s had no taste.", &meal->name); 2326 sprintf (buf, "The %s had no taste.", &meal->name);
2176 new_draw_info(NDI_UNIQUE, 0, op, buf); 2327 new_draw_info (NDI_UNIQUE, 0, op, buf);
2177 2328
2178 /* now choose a winner if we have any */ 2329 /* now choose a winner if we have any */
2179 i = -1; 2330 i = -1;
2180 if (winners>0) 2331 if (winners > 0)
2181 i = atnr_winner[RANDOM()%winners]; 2332 i = atnr_winner[RANDOM () % winners];
2182 2333
2183 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2334 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2335 {
2184 /* resistance increased! */ 2336 /* resistance increased! */
2185 skin->resist[i]++; 2337 skin->resist[i]++;
2186 fix_player(op); 2338 fix_player (op);
2187 2339
2188 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2340 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2189 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2341 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2190 } 2342 }
2191 2343
2192 /* if this flesh contains a new ability focus, we mark it 2344 /* if this flesh contains a new ability focus, we mark it
2193 into the ability_force and it will take effect on next level */ 2345 into the ability_force and it will take effect on next level */
2194 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2346 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2195 && meal->last_eat != abil->last_eat) { 2347 {
2196 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2348 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2197 2349
2198 if (meal->last_eat != abil->stats.exp) { 2350 if (meal->last_eat != abil->stats.exp)
2351 {
2199 sprintf(buf, "Your metabolism prepares to focus on %s!", 2352 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2200 change_resist_msg[meal->last_eat]);
2201 new_draw_info(NDI_UNIQUE, 0, op, buf); 2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2202 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2354 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2203 new_draw_info(NDI_UNIQUE, 0, op, buf); 2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2204 } 2356 }
2205 else { 2357 else
2358 {
2206 sprintf(buf, "Your metabolism will continue to focus on %s.", 2359 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2207 change_resist_msg[meal->last_eat]);
2208 new_draw_info(NDI_UNIQUE, 0, op, buf); 2360 new_draw_info (NDI_UNIQUE, 0, op, buf);
2209 abil->last_eat = 0; 2361 abil->last_eat = 0;
2210 } 2362 }
2211 } 2363 }
2212 return 1; 2364 return 1;
2213} 2365}
2214 2366
2367static void
2215static void apply_savebed (object *pl) 2368apply_savebed (object *pl)
2216{ 2369{
2217#ifndef COZY_SERVER 2370#ifndef COZY_SERVER
2218 if(!pl->contr->name_changed||!pl->stats.exp) { 2371 if (!pl->contr->name_changed || !pl->stats.exp)
2372 {
2219 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2373 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2220 return; 2374 return;
2221 } 2375 }
2222#endif 2376#endif
2223 INVOKE_PLAYER (LOGOUT, pl->contr); 2377 INVOKE_PLAYER (LOGOUT, pl->contr);
2224 /* Need to call terminate_all_pets() before we remove the player ob */ 2378 /* Need to call terminate_all_pets() before we remove the player ob */
2225 terminate_all_pets(pl); 2379 terminate_all_pets (pl);
2226 remove_ob(pl); 2380 remove_ob (pl);
2227 pl->direction=0; 2381 pl->direction = 0;
2228 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, 2382 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2229 "%s leaves the game.", &pl->name); 2383
2230
2231 /* update respawn position */ 2384 /* update respawn position */
2232 strcpy(pl->contr->savebed_map, pl->map->path); 2385 strcpy (pl->contr->savebed_map, pl->map->path);
2233 pl->contr->bed_x = pl->x; 2386 pl->contr->bed_x = pl->x;
2234 pl->contr->bed_y = pl->y; 2387 pl->contr->bed_y = pl->y;
2235 2388
2236 strcpy(pl->contr->killer,"left"); 2389 strcpy (pl->contr->killer, "left");
2237 check_score(pl); /* Always check score */ 2390 check_score (pl); /* Always check score */
2238 (void)save_player(pl,0); 2391 (void) save_player (pl, 0);
2239 pl->map->players--; 2392 pl->map->players--;
2240#if MAP_MAXTIMEOUT 2393#if MAP_MAXTIMEOUT
2241 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); 2394 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2242#endif 2395#endif
2243 play_again(pl); 2396 play_again (pl);
2244 pl->speed = 0; 2397 pl->speed = 0;
2245 update_ob_speed(pl); 2398 update_ob_speed (pl);
2246} 2399}
2247 2400
2248/** 2401/**
2249 * Handles applying an improve armor scroll. 2402 * Handles applying an improve armor scroll.
2250 * Does some sanity checks, then calls improve_armour. 2403 * Does some sanity checks, then calls improve_armour.
2251 */ 2404 */
2405static void
2252static void apply_armour_improver (object *op, object *tmp) 2406apply_armour_improver (object *op, object *tmp)
2253{ 2407{
2254 object *armor; 2408 object *armor;
2255 2409
2256 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2410 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2411 {
2257 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2412 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2258 return;
2259 }
2260 armor=find_marked_object(op);
2261 if ( ! armor) {
2262 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2263 return; 2413 return;
2264 } 2414 }
2415 armor = find_marked_object (op);
2416 if (!armor)
2417 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2419 return;
2420 }
2265 if (armor->type != ARMOUR 2421 if (armor->type != ARMOUR
2266 && armor->type != CLOAK 2422 && armor->type != CLOAK
2267 && armor->type != BOOTS && armor->type != GLOVES 2423 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2268 && armor->type != BRACERS && armor->type != SHIELD
2269 && armor->type != HELMET)
2270 { 2424 {
2271 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2425 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2272 return; 2426 return;
2273 } 2427 }
2274 2428
2275 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2429 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2276 improve_armour(op,tmp,armor); 2430 improve_armour (op, tmp, armor);
2277} 2431}
2278 2432
2279 2433
2434extern void
2280extern void apply_poison (object *op, object *tmp) 2435apply_poison (object *op, object *tmp)
2281{ 2436{
2282 if (op->type == PLAYER) { 2437 if (op->type == PLAYER)
2438 {
2283 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2439 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2284 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2440 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2285 strcpy(op->contr->killer,"poisonous booze"); 2441 strcpy (op->contr->killer, "poisonous booze");
2286 } 2442 }
2287 if (tmp->stats.hp > 0) { 2443 if (tmp->stats.hp > 0)
2444 {
2288 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2445 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2289 tmp->stats.hp);
2290 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2446 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2291 } 2447 }
2292 op->stats.food-=op->stats.food/4; 2448 op->stats.food -= op->stats.food / 4;
2293 handle_apply_yield(tmp); 2449 handle_apply_yield (tmp);
2294 decrease_ob(tmp); 2450 decrease_ob (tmp);
2295} 2451}
2296 2452
2297/** 2453/**
2298 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2454 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2299 * A valid 2 way exit means: 2455 * A valid 2 way exit means:
2304 * 2460 *
2305 * Note: a owner in a 2 way exit is saved as the owner's name 2461 * Note: a owner in a 2 way exit is saved as the owner's name
2306 * in the field exit->name cause the field exit->owner doesn't 2462 * in the field exit->name cause the field exit->owner doesn't
2307 * survive in the swapping (in fact the whole exit doesn't survive). 2463 * survive in the swapping (in fact the whole exit doesn't survive).
2308 */ 2464 */
2465int
2309int is_legal_2ways_exit (object* op, object *exit) 2466is_legal_2ways_exit (object *op, object *exit)
2310 { 2467{
2311 object * tmp; 2468 object *tmp;
2312 object * exit_owner; 2469 object *exit_owner;
2313 player * pp; 2470 player *pp;
2314 mapstruct * exitmap; 2471 mapstruct *exitmap;
2315 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2472
2316 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2473 if (exit->stats.exp != 1)
2474 return 1; /*This is not a 2 way, so it is legal */
2475 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2476 return 0; /* This is a reset town portal */
2317 /* To know if an exit has a correspondant, we look at 2477 /* To know if an exit has a correspondant, we look at
2318 * all the exits in destination and try to find one with same path as 2478 * all the exits in destination and try to find one with same path as
2319 * the current exit's position */ 2479 * the current exit's position */
2320 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2480 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2321 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2481 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else
2322 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2483 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2323 if (exitmap) 2484 if (exitmap)
2324 { 2485 {
2325 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2486 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2326 if (!tmp) return 0; 2487 if (!tmp)
2488 return 0;
2327 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2489 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2328 { 2490 {
2329 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2491 if (tmp->type != EXIT)
2330 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2492 continue; /*Not an exit */
2331 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2493 if (!EXIT_PATH (tmp))
2332 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ 2494 continue; /*Not a valid exit */
2495 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2496 continue; /*Not in the same place */
2497 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2498 continue; /*Not in the same map */
2333 2499
2334 /* From here we have found the exit is valid. However we do 2500 /* From here we have found the exit is valid. However we do
2335 * here the check of the exit owner. It is important for the 2501 * here the check of the exit owner. It is important for the
2336 * town portals to prevent strangers from visiting your appartments 2502 * town portals to prevent strangers from visiting your appartments
2337 */ 2503 */
2504 if (!exit->race)
2338 if (!exit->race) return 1; /*No owner, free for all!*/ 2505 return 1; /*No owner, free for all! */
2339 exit_owner=NULL; 2506 exit_owner = NULL;
2340 for (pp=first_player;pp;pp=pp->next) 2507 for (pp = first_player; pp; pp = pp->next)
2341 { 2508 {
2342 if (!pp->ob) continue; 2509 if (!pp->ob)
2510 continue;
2343 if (pp->ob->name!=exit->race) continue; 2511 if (pp->ob->name != exit->race)
2512 continue;
2344 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2513 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2345 break; 2514 break;
2346 } 2515 }
2347 if (!exit_owner) return 0; /* No more owner*/ 2516 if (!exit_owner)
2348 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2517 return 0; /* No more owner */
2518 if (exit_owner->contr == op->contr)
2519 return 1; /*It is your exit */
2349 if ( exit_owner && /*There is a owner*/ 2520 if (exit_owner && /*There is a owner */
2350 (op->contr) && /*A player tries to pass */ 2521 (op->contr) && /*A player tries to pass */
2351 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2522 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2352 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2523 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2353 return 0; 2524 return 0;
2354 return 1; 2525 return 1;
2355 } 2526 }
2356 } 2527 }
2357 return 0; 2528 return 0;
2358 } 2529}
2359 2530
2360 2531
2361/** 2532/**
2362 * Main apply handler. 2533 * Main apply handler.
2363 * 2534 *
2373 * 2544 *
2374 * aflag is special (always apply/unapply) flags. Nothing is done with 2545 * aflag is special (always apply/unapply) flags. Nothing is done with
2375 * them in this function - they are passed to apply_special 2546 * them in this function - they are passed to apply_special
2376 */ 2547 */
2377 2548
2549int
2378int manual_apply (object *op, object *tmp, int aflag) 2550manual_apply (object *op, object *tmp, int aflag)
2379{ 2551{
2380 if (tmp->head) tmp=tmp->head; 2552 if (tmp->head)
2553 tmp = tmp->head;
2381 2554
2382 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2555 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2556 {
2383 if (op->type == PLAYER) { 2557 if (op->type == PLAYER)
2558 {
2384 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2559 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2385 return 1; 2560 return 1;
2561 }
2386 } else { 2562 else
2563 {
2387 return 0; /* monsters just skip unpaid items */ 2564 return 0; /* monsters just skip unpaid items */
2388 } 2565 }
2389 } 2566 }
2390 2567
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2568 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2392 return RESULT_INT (0); 2569 return RESULT_INT (0);
2393 2570
2394 switch (tmp->type) { 2571 switch (tmp->type)
2572 {
2395 2573
2396 case CF_HANDLE: 2574 case CF_HANDLE:
2397 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2398 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); 2576 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2399 tmp->value=tmp->value?0:1; 2577 tmp->value = tmp->value ? 0 : 1;
2400 SET_ANIMATION(tmp, tmp->value); 2578 SET_ANIMATION (tmp, tmp->value);
2401 update_object(tmp,UP_OBJ_FACE); 2579 update_object (tmp, UP_OBJ_FACE);
2402 push_button(tmp); 2580 push_button (tmp);
2403 return 1; 2581 return 1;
2404 2582
2405 case TRIGGER: 2583 case TRIGGER:
2406 if (check_trigger (tmp, op)) { 2584 if (check_trigger (tmp, op))
2585 {
2407 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2586 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2408 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2587 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2588 }
2409 } else { 2589 else
2590 {
2410 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2411 } 2592 }
2412 return 1; 2593 return 1;
2413 2594
2414 case EXIT: 2595 case EXIT:
2415 if (op->type != PLAYER) 2596 if (op->type != PLAYER)
2416 return 0; 2597 return 0;
2417 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2598 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2599 {
2418 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2419 query_name(tmp)); 2601 }
2420 } else { 2602 else
2603 {
2421 /* Don't display messages for random maps. */ 2604 /* Don't display messages for random maps. */
2422 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2605 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2423 strncmp(EXIT_PATH(tmp), "/random/", 8))
2424 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2606 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2425 enter_exit(op,tmp); 2607 enter_exit (op, tmp);
2426 } 2608 }
2427 return 1; 2609 return 1;
2428 2610
2429 case SIGN: 2611 case SIGN:
2430 apply_sign (op, tmp, 0); 2612 apply_sign (op, tmp, 0);
2431 return 1; 2613 return 1;
2432 2614
2433 case BOOK: 2615 case BOOK:
2434 if (op->type == PLAYER) { 2616 if (op->type == PLAYER)
2617 {
2435 apply_book (op, tmp); 2618 apply_book (op, tmp);
2436 return 1; 2619 return 1;
2620 }
2437 } else { 2621 else
2622 {
2438 return 0; 2623 return 0;
2439 } 2624 }
2440 2625
2441 case SKILLSCROLL: 2626 case SKILLSCROLL:
2442 if (op->type == PLAYER) { 2627 if (op->type == PLAYER)
2628 {
2443 apply_skillscroll (op, tmp); 2629 apply_skillscroll (op, tmp);
2444 return 1; 2630 return 1;
2445 } 2631 }
2446 return 0; 2632 return 0;
2447 2633
2448 case SPELLBOOK: 2634 case SPELLBOOK:
2449 if (op->type == PLAYER) { 2635 if (op->type == PLAYER)
2636 {
2450 apply_spellbook (op, tmp); 2637 apply_spellbook (op, tmp);
2451 return 1; 2638 return 1;
2452 } 2639 }
2453 return 0; 2640 return 0;
2454 2641
2455 case SCROLL: 2642 case SCROLL:
2456 apply_scroll (op, tmp, 0); 2643 apply_scroll (op, tmp, 0);
2457 return 1; 2644 return 1;
2458 2645
2459 case POTION: 2646 case POTION:
2460 (void) apply_potion(op, tmp); 2647 (void) apply_potion (op, tmp);
2461 return 1; 2648 return 1;
2462 2649
2463 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2650 /* Eneq(@csd.uu.se): Handle apply on containers. */
2464 case CLOSE_CON: 2651 case CLOSE_CON:
2465 if (op->type==PLAYER) 2652 if (op->type == PLAYER)
2466 (void) esrv_apply_container (op, tmp->env); 2653 (void) esrv_apply_container (op, tmp->env);
2467 else 2654 else
2468 (void) apply_container (op, tmp->env); 2655 (void) apply_container (op, tmp->env);
2469 return 1; 2656 return 1;
2470 2657
2471 case CONTAINER: 2658 case CONTAINER:
2472 if (op->type==PLAYER) 2659 if (op->type == PLAYER)
2473 (void) esrv_apply_container (op, tmp); 2660 (void) esrv_apply_container (op, tmp);
2474 else 2661 else
2475 (void) apply_container (op, tmp); 2662 (void) apply_container (op, tmp);
2476 return 1; 2663 return 1;
2477 2664
2478 case TREASURE: 2665 case TREASURE:
2479 if (op->type == PLAYER) { 2666 if (op->type == PLAYER)
2667 {
2480 apply_treasure (op, tmp); 2668 apply_treasure (op, tmp);
2481 return 1; 2669 return 1;
2670 }
2482 } else { 2671 else
2672 {
2483 return 0; 2673 return 0;
2484 } 2674 }
2485 2675
2486 case WEAPON: 2676 case WEAPON:
2487 case ARMOUR: 2677 case ARMOUR:
2488 case BOOTS: 2678 case BOOTS:
2500 case SKILL: 2690 case SKILL:
2501 case BOW: 2691 case BOW:
2502 case LAMP: 2692 case LAMP:
2503 case BUILDER: 2693 case BUILDER:
2504 case SKILL_TOOL: 2694 case SKILL_TOOL:
2505 if (tmp->env != op) 2695 if (tmp->env != op)
2506 return 2; /* not in inventory */ 2696 return 2; /* not in inventory */
2507 (void) apply_special (op, tmp, aflag); 2697 (void) apply_special (op, tmp, aflag);
2508 return 1; 2698 return 1;
2509 2699
2510 case DRINK: 2700 case DRINK:
2511 case FOOD: 2701 case FOOD:
2512 case FLESH: 2702 case FLESH:
2513 apply_food (op, tmp); 2703 apply_food (op, tmp);
2514 return 1; 2704 return 1;
2515 2705
2516 case POISON: 2706 case POISON:
2517 apply_poison (op, tmp); 2707 apply_poison (op, tmp);
2518 return 1; 2708 return 1;
2519 2709
2520 case SAVEBED: 2710 case SAVEBED:
2521 if (op->type == PLAYER) { 2711 if (op->type == PLAYER)
2712 {
2522 apply_savebed (op); 2713 apply_savebed (op);
2523 return 1; 2714 return 1;
2715 }
2524 } else { 2716 else
2717 {
2525 return 0; 2718 return 0;
2526 } 2719 }
2527 2720
2528 case ARMOUR_IMPROVER: 2721 case ARMOUR_IMPROVER:
2529 if (op->type == PLAYER) { 2722 if (op->type == PLAYER)
2723 {
2530 apply_armour_improver (op, tmp); 2724 apply_armour_improver (op, tmp);
2531 return 1; 2725 return 1;
2726 }
2532 } else { 2727 else
2728 {
2533 return 0; 2729 return 0;
2534 } 2730 }
2535 2731
2536 case WEAPON_IMPROVER: 2732 case WEAPON_IMPROVER:
2537 (void) check_improve_weapon(op, tmp); 2733 (void) check_improve_weapon (op, tmp);
2538 return 1; 2734 return 1;
2539 2735
2540 case CLOCK: 2736 case CLOCK:
2541 if (op->type == PLAYER) { 2737 if (op->type == PLAYER)
2738 {
2542 char buf[MAX_BUF]; 2739 char buf[MAX_BUF];
2543 timeofday_t tod; 2740 timeofday_t tod;
2544 2741
2545 get_tod(&tod); 2742 get_tod (&tod);
2546 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2743 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2547 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2744 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2548 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2745 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2549 ((tod.hour >= 14) ? "pm" : "am"));
2550 play_sound_player_only(op->contr, SOUND_CLOCK,0,0); 2746 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2551 new_draw_info(NDI_UNIQUE, 0,op, buf); 2747 new_draw_info (NDI_UNIQUE, 0, op, buf);
2552 return 1; 2748 return 1;
2749 }
2553 } else { 2750 else
2751 {
2554 return 0; 2752 return 0;
2555 } 2753 }
2556 2754
2557 case MENU: 2755 case MENU:
2558 if (op->type == PLAYER) { 2756 if (op->type == PLAYER)
2757 {
2559 shop_listing (op); 2758 shop_listing (op);
2560 return 1; 2759 return 1;
2760 }
2561 } else { 2761 else
2762 {
2562 return 0; 2763 return 0;
2563 } 2764 }
2564 2765
2565 case POWER_CRYSTAL: 2766 case POWER_CRYSTAL:
2566 apply_power_crystal(op,tmp); /* see egoitem.c */ 2767 apply_power_crystal (op, tmp); /* see egoitem.c */
2567 return 1; 2768 return 1;
2568 2769
2569 case LIGHTER: /* for lighting torches/lanterns/etc */ 2770 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) { 2771 if (op->type == PLAYER)
2772 {
2571 apply_lighter(op,tmp); 2773 apply_lighter (op, tmp);
2572 return 1; 2774 return 1;
2775 }
2573 } else { 2776 else
2777 {
2574 return 0; 2778 return 0;
2575 } 2779 }
2576 2780
2577 case ITEM_TRANSFORMER: 2781 case ITEM_TRANSFORMER:
2578 apply_item_transformer( op, tmp ); 2782 apply_item_transformer (op, tmp);
2579 return 1; 2783 return 1;
2580 2784
2581 default: 2785 default:
2582 return 0; 2786 return 0;
2583 } 2787 }
2584} 2788}
2585 2789
2586 2790
2587/* quiet suppresses the "don't know how to apply" and "you must get it first" 2791/* quiet suppresses the "don't know how to apply" and "you must get it first"
2588 * messages as needed by player_apply_below(). But there can still be 2792 * messages as needed by player_apply_below(). But there can still be
2589 * "but you are floating high above the ground" messages. 2793 * "but you are floating high above the ground" messages.
2590 * 2794 *
2591 * Same return value as apply() function. 2795 * Same return value as apply() function.
2592 */ 2796 */
2797int
2593int player_apply (object *pl, object *op, int aflag, int quiet) 2798player_apply (object *pl, object *op, int aflag, int quiet)
2594{ 2799{
2595 int tmp; 2800 int tmp;
2596 2801
2597 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2802 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2803 {
2598 /* player is flying and applying object not in inventory */ 2804 /* player is flying and applying object not in inventory */
2599 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2805 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2806 {
2600 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2807 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2601 "above the ground!");
2602 return 0; 2808 return 0;
2603 } 2809 }
2604 } 2810 }
2605 2811
2606 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2812 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2607 * applied. 2813 * applied.
2608 */ 2814 */
2609 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2815 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2610 { 2816 {
2611 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2817 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2612 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " 2818 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2613 "of smoke!");
2614 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); 2819 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2615 remove_ob (op); 2820 remove_ob (op);
2616 free_object (op); 2821 free_object (op);
2617 return 1; 2822 return 1;
2618 } 2823 }
2619 2824
2620 pl->contr->last_used = op; 2825 pl->contr->last_used = op;
2621 pl->contr->last_used_id = op->count; 2826 pl->contr->last_used_id = op->count;
2622 2827
2623 tmp = manual_apply (pl, op, aflag); 2828 tmp = manual_apply (pl, op, aflag);
2624 if ( ! quiet) { 2829 if (!quiet)
2830 {
2625 if (tmp == 0) 2831 if (tmp == 0)
2626 new_draw_info_format (NDI_UNIQUE, 0, pl, 2832 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2627 "I don't know how to apply the %s.",
2628 query_name (op));
2629 else if (tmp == 2) 2833 else if (tmp == 2)
2630 new_draw_info_format (NDI_UNIQUE, 0, pl, 2834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2631 "You must get it first!\n");
2632 } 2835 }
2633 return tmp; 2836 return tmp;
2634} 2837}
2635 2838
2636/** 2839/**
2637 * player_apply_below attempts to apply the object 'below' the player. 2840 * player_apply_below attempts to apply the object 'below' the player.
2638 * If the player has an open container, we use that for below, otherwise 2841 * If the player has an open container, we use that for below, otherwise
2639 * we use the ground. 2842 * we use the ground.
2640 */ 2843 */
2641 2844
2845void
2642void player_apply_below (object *pl) 2846player_apply_below (object *pl)
2643{ 2847{
2644 object *tmp, *next; 2848 object *tmp, *next;
2645 int floors; 2849 int floors;
2646 2850
2647 /* If using a container, set the starting item to be the top 2851 /* If using a container, set the starting item to be the top
2648 * item in the container. Otherwise, use the map. 2852 * item in the container. Otherwise, use the map.
2649 */ 2853 */
2650 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2854 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2651 2855
2652 /* This is perhaps more complicated. However, I want to make sure that 2856 /* This is perhaps more complicated. However, I want to make sure that
2653 * we don't use a corrupt pointer for the next object, so we get the 2857 * we don't use a corrupt pointer for the next object, so we get the
2654 * next object in the stack before applying. This is can only be a 2858 * next object in the stack before applying. This is can only be a
2655 * problem if player_apply() has a bug in that it uses the object but does 2859 * problem if player_apply() has a bug in that it uses the object but does
2656 * not return a proper value. 2860 * not return a proper value.
2657 */ 2861 */
2658 for (floors = 0; tmp!=NULL; tmp=next) { 2862 for (floors = 0; tmp != NULL; tmp = next)
2863 {
2659 next = tmp->below; 2864 next = tmp->below;
2660 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2865 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2661 floors++; 2866 floors++;
2662 else if (floors > 0) 2867 else if (floors > 0)
2663 return; /* process only floor objects after first floor object */ 2868 return; /* process only floor objects after first floor object */
2664 2869
2665 /* If it is visible, player can apply it. If it is applied by 2870 /* If it is visible, player can apply it. If it is applied by
2666 * person moving on it, also activate. Added code to make it 2871 * person moving on it, also activate. Added code to make it
2667 * so that at least one of players movement types be that which 2872 * so that at least one of players movement types be that which
2668 * the item needs. 2873 * the item needs.
2669 */ 2874 */
2670 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2875 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2876 {
2671 if (player_apply (pl, tmp, 0, 1) == 1) 2877 if (player_apply (pl, tmp, 0, 1) == 1)
2672 return; 2878 return;
2673 } 2879 }
2674 if (floors >= 2) 2880 if (floors >= 2)
2675 return; /* process at most two floor objects */ 2881 return; /* process at most two floor objects */
2676 } 2882 }
2677} 2883}
2678 2884
2679/** 2885/**
2680 * Unapplies specified item. 2886 * Unapplies specified item.
2681 * No check done on cursed/damned. 2887 * No check done on cursed/damned.
2682 * Break this out of apply_special - this is just done 2888 * Break this out of apply_special - this is just done
2683 * to keep the size of apply_special to a more managable size. 2889 * to keep the size of apply_special to a more managable size.
2684 */ 2890 */
2891static int
2685static int unapply_special (object *who, object *op, int aflags) 2892unapply_special (object *who, object *op, int aflags)
2686{ 2893{
2687 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2894 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2688 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2689 return RESULT_INT (0); 2895 return RESULT_INT (0);
2690 2896
2691 object *tmp2; 2897 object *tmp2;
2692 2898
2693 CLEAR_FLAG(op, FLAG_APPLIED); 2899 CLEAR_FLAG (op, FLAG_APPLIED);
2694 switch(op->type) { 2900 switch (op->type)
2901 {
2695 case WEAPON: 2902 case WEAPON:
2696 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2697 2904
2698 (void) change_abil (who,op); 2905 (void) change_abil (who, op);
2699 if(QUERY_FLAG(who,FLAG_READY_WEAPON)) 2906 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2700 CLEAR_FLAG(who,FLAG_READY_WEAPON); 2907 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2701 clear_skill(who); 2908 clear_skill (who);
2702 break; 2909 break;
2703 2910
2704 case SKILL: /* allows objects to impart skills */ 2911 case SKILL: /* allows objects to impart skills */
2705 case SKILL_TOOL: 2912 case SKILL_TOOL:
2706 if (op != who->chosen_skill) { 2913 if (op != who->chosen_skill)
2914 {
2707 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2915 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2916 }
2917 if (who->type == PLAYER)
2708 } 2918 {
2709 if (who->type==PLAYER) {
2710 if (who->contr->shoottype == range_skill) 2919 if (who->contr->shoottype == range_skill)
2711 who->contr->shoottype = range_none; 2920 who->contr->shoottype = range_none;
2712 if ( ! op->invisible) { 2921 if (!op->invisible)
2713 new_draw_info_format (NDI_UNIQUE, 0, who,
2714 "You stop using the %s.", query_name(op));
2715 } else { 2922 {
2716 new_draw_info_format (NDI_UNIQUE, 0, who, 2923 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2717 "You can no longer use the skill: %s.",
2718 &op->skill);
2719 } 2924 }
2925 else
2926 {
2927 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2720 } 2928 }
2929 }
2721 (void) change_abil (who, op); 2930 (void) change_abil (who, op);
2722 who->chosen_skill = NULL; 2931 who->chosen_skill = NULL;
2723 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2724 break; 2933 break;
2725 2934
2726 case ARMOUR: 2935 case ARMOUR:
2727 case HELMET: 2936 case HELMET:
2728 case SHIELD: 2937 case SHIELD:
2729 case RING: 2938 case RING:
2731 case GLOVES: 2940 case GLOVES:
2732 case AMULET: 2941 case AMULET:
2733 case GIRDLE: 2942 case GIRDLE:
2734 case BRACERS: 2943 case BRACERS:
2735 case CLOAK: 2944 case CLOAK:
2736 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2945 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2737 (void) change_abil (who,op); 2946 (void) change_abil (who, op);
2738 break; 2947 break;
2739 case LAMP: 2948 case LAMP:
2740 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2949 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2741 &op->name);
2742 tmp2 = arch_to_object(op->other_arch); 2950 tmp2 = arch_to_object (op->other_arch);
2743 tmp2->x = op->x; 2951 tmp2->x = op->x;
2744 tmp2->y = op->y; 2952 tmp2->y = op->y;
2745 tmp2->map = op->map; 2953 tmp2->map = op->map;
2746 tmp2->below = op->below; 2954 tmp2->below = op->below;
2747 tmp2->above = op->above; 2955 tmp2->above = op->above;
2748 tmp2->stats.food = op->stats.food; 2956 tmp2->stats.food = op->stats.food;
2749 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2957 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2750 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2958 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2959 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2960 if (who->type == PLAYER)
2961 esrv_del_item (who->contr, (tag_t) op->count);
2962 remove_ob (op);
2963 free_object (op);
2964 insert_ob_in_ob (tmp2, who);
2965 fix_player (who);
2966 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2967 {
2752 if (who->type == PLAYER) 2968 if (who->type == PLAYER)
2753 esrv_del_item(who->contr, (tag_t)op->count); 2969 {
2754 remove_ob(op);
2755 free_object(op);
2756 insert_ob_in_ob(tmp2, who);
2757 fix_player(who);
2758 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2759 if (who->type == PLAYER) {
2760 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 2970 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2761 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 2971 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2762 } 2972 }
2763 } 2973 }
2764 if(who->type==PLAYER) 2974 if (who->type == PLAYER)
2765 esrv_send_item(who, tmp2); 2975 esrv_send_item (who, tmp2);
2766 return 1; /* otherwise, an attempt to drop causes problems */ 2976 return 1; /* otherwise, an attempt to drop causes problems */
2767 break; 2977 break;
2768 case BOW: 2978 case BOW:
2769 case WAND: 2979 case WAND:
2770 case ROD: 2980 case ROD:
2771 case HORN: 2981 case HORN:
2772 clear_skill(who); 2982 clear_skill (who);
2773 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2983 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2774 if(who->type==PLAYER) { 2984 if (who->type == PLAYER)
2985 {
2775 who->contr->shoottype = range_none; 2986 who->contr->shoottype = range_none;
2987 }
2776 } else { 2988 else
2989 {
2777 if (op->type == BOW) 2990 if (op->type == BOW)
2778 CLEAR_FLAG (who, FLAG_READY_BOW); 2991 CLEAR_FLAG (who, FLAG_READY_BOW);
2779 else 2992 else
2780 CLEAR_FLAG(who, FLAG_READY_RANGE); 2993 CLEAR_FLAG (who, FLAG_READY_RANGE);
2781 } 2994 }
2782 break; 2995 break;
2783 2996
2784 case BUILDER: 2997 case BUILDER:
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2998 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2786 who->contr->shoottype = range_none; 2999 who->contr->shoottype = range_none;
2787 who->contr->ranges[ range_builder ] = NULL; 3000 who->contr->ranges[range_builder] = NULL;
2788 break; 3001 break;
2789 3002
2790 default: 3003 default:
2791 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 3004 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2792 break; 3005 break;
2793 } 3006 }
2794 3007
2795 fix_player(who); 3008 fix_player (who);
2796 3009
2797 if ( ! (aflags & AP_NO_MERGE)) { 3010 if (!(aflags & AP_NO_MERGE))
3011 {
2798 object *tmp; 3012 object *tmp;
2799 3013
2800 tag_t del_tag = op->count; 3014 tag_t del_tag = op->count;
3015
2801 tmp = merge_ob (op, NULL); 3016 tmp = merge_ob (op, NULL);
2802 if (who->type == PLAYER) { 3017 if (who->type == PLAYER)
2803 if (tmp) { /* it was merged */ 3018 {
3019 if (tmp)
3020 { /* it was merged */
2804 esrv_del_item (who->contr, del_tag); 3021 esrv_del_item (who->contr, del_tag);
2805 op = tmp; 3022 op = tmp;
2806 } 3023 }
2807 esrv_send_item (who, op); 3024 esrv_send_item (who, op);
2808 } 3025 }
2809 } 3026 }
2810 return 0; 3027 return 0;
2811} 3028}
2812 3029
2813/** 3030/**
2814 * Returns the object that is using location 'loc'. 3031 * Returns the object that is using location 'loc'.
2815 * Note that 'start' is the first object to start examing - we 3032 * Note that 'start' is the first object to start examing - we
2822 * loc is the index into the array we are looking for a match. 3039 * loc is the index into the array we are looking for a match.
2823 * don't return invisible objects unless they are skill objects 3040 * don't return invisible objects unless they are skill objects
2824 * invisible other objects that use 3041 * invisible other objects that use
2825 * up body locations can be used as restrictions. 3042 * up body locations can be used as restrictions.
2826 */ 3043 */
3044object *
2827object *get_item_from_body_location(object *start, int loc) 3045get_item_from_body_location (object *start, int loc)
2828{ 3046{
2829 object *tmp; 3047 object *tmp;
2830 3048
2831 if (!start) return NULL; 3049 if (!start)
2832
2833 for (tmp=start; tmp; tmp=tmp->below)
2834 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2835 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2836
2837 return NULL; 3050 return NULL;
3051
3052 for (tmp = start; tmp; tmp = tmp->below)
3053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3054 return tmp;
3055
3056 return NULL;
2838} 3057}
2839 3058
2840 3059
2841 3060
2842/** 3061/**
2848 * Returns 0 on success, returns 1 if there is some problem. 3067 * Returns 0 on success, returns 1 if there is some problem.
2849 * if aflags is AP_PRINT, we instead print out waht to unapply 3068 * if aflags is AP_PRINT, we instead print out waht to unapply
2850 * instead of doing it. This is a lot less code than having 3069 * instead of doing it. This is a lot less code than having
2851 * another function that does just that. 3070 * another function that does just that.
2852 */ 3071 */
3072int
2853int unapply_for_ob(object *who, object *op, int aflags) 3073unapply_for_ob (object *who, object *op, int aflags)
2854{ 3074{
2855 int i; 3075 int i;
2856 object *tmp=NULL, *last; 3076 object *tmp = NULL, *last;
2857 3077
2858 /* If we are applying a shield or weapon, unapply any equipped shield 3078 /* If we are applying a shield or weapon, unapply any equipped shield
2859 * or weapons first - only allowed to use one weapon/shield at a time. 3079 * or weapons first - only allowed to use one weapon/shield at a time.
2860 */ 3080 */
2861 if (op->type == WEAPON || op->type == SHIELD) { 3081 if (op->type == WEAPON || op->type == SHIELD)
3082 {
2862 for (tmp=who->inv; tmp; tmp=tmp->below) { 3083 for (tmp = who->inv; tmp; tmp = tmp->below)
3084 {
2863 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3085 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
2864 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3086 {
2865 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3087 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3088 {
2866 if (aflags & AP_PRINT) 3089 if (aflags & AP_PRINT)
2867 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3090 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2868 else 3091 else
2869 unapply_special(who, tmp, aflags); 3092 unapply_special (who, tmp, aflags);
2870 } 3093 }
2871 else { 3094 else
3095 {
2872 /* In this case, we want to try and remove a cursed item. 3096 /* In this case, we want to try and remove a cursed item.
2873 * While we know it won't work, we want unapply_special to 3097 * While we know it won't work, we want unapply_special to
2874 * at least generate the message. 3098 * at least generate the message.
2875 */ 3099 */
2876 new_draw_info_format(NDI_UNIQUE, 0, who, 3100 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
2877 "No matter how hard you try, you just can't\nremove %s.",
2878 query_name(tmp));
2879 return 1; 3101 return 1;
2880 } 3102 }
2881 3103
2882 } 3104 }
2883 } 3105 }
2884 } 3106 }
2885 3107
2886 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3108 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3109 {
2887 /* this used up a slot that we need to free */ 3110 /* this used up a slot that we need to free */
2888 if (op->body_info[i]) { 3111 if (op->body_info[i])
3112 {
2889 last = who->inv; 3113 last = who->inv;
2890 3114
2891 /* We do a while loop - may need to remove several items in order 3115 /* We do a while loop - may need to remove several items in order
2892 * to free up enough slots. 3116 * to free up enough slots.
2893 */ 3117 */
2894 while ((who->body_used[i] + op->body_info[i]) < 0) { 3118 while ((who->body_used[i] + op->body_info[i]) < 0)
3119 {
2895 tmp = get_item_from_body_location(last, i); 3120 tmp = get_item_from_body_location (last, i);
2896 if (!tmp) { 3121 if (!tmp)
3122 {
2897#if 0 3123#if 0
2898 /* Not a bug - we'll get this if the player has cursed items 3124 /* Not a bug - we'll get this if the player has cursed items
2899 * equipped. 3125 * equipped.
2900 */ 3126 */
2901 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3127 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2902 i, body_locations[i].save_name, who->name);
2903#endif 3128#endif
2904 return 1; 3129 return 1;
2905 } 3130 }
2906 /* If we are just printing, we don't care about cursed status */ 3131 /* If we are just printing, we don't care about cursed status */
2907 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3132 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2908 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3133 {
2909 if (aflags & AP_PRINT) 3134 if (aflags & AP_PRINT)
2910 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3135 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2911 else 3136 else
2912 unapply_special(who, tmp, aflags); 3137 unapply_special (who, tmp, aflags);
2913 } 3138 }
2914 else { 3139 else
3140 {
2915 /* Cursed item that we can't unequip - tell the player. 3141 /* Cursed item that we can't unequip - tell the player.
2916 * Note this could be annoying if this is just one of a few, 3142 * Note this could be annoying if this is just one of a few,
2917 * so it may not be critical (eg, putting on a ring and you have 3143 * so it may not be critical (eg, putting on a ring and you have
2918 * one cursed ring.) 3144 * one cursed ring.)
2919 */ 3145 */
2920 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3146 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2921 } 3147 }
2922 last = tmp->below; 3148 last = tmp->below;
2923 } 3149 }
2924 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3150 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2925 * return in the !tmp would have kicked in. 3151 * return in the !tmp would have kicked in.
2926 */ 3152 */
2927 } /* if op is using this body location */ 3153 } /* if op is using this body location */
2928 } /* for body lcoations */ 3154 } /* for body lcoations */
2929 return 0; 3155 return 0;
2930} 3156}
2931 3157
2932/** 3158/**
2933 * Checks to see if 'who' can apply object 'op'. 3159 * Checks to see if 'who' can apply object 'op'.
2934 * Returns 0 if apply can be done without anything special. 3160 * Returns 0 if apply can be done without anything special.
2938 * is set, do we really are what the other flags may be?) 3164 * is set, do we really are what the other flags may be?)
2939 * 3165 *
2940 * See include/define.h for detailed description of the meaning of 3166 * See include/define.h for detailed description of the meaning of
2941 * these return values. 3167 * these return values.
2942 */ 3168 */
3169int
2943int can_apply_object(object *who, object *op) 3170can_apply_object (object *who, object *op)
2944{ 3171{
2945 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 3172 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2946 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947 return RESULT_INT (0); 3173 return RESULT_INT (0);
2948 3174
2949 int i, retval=0; 3175 int i, retval = 0;
2950 object *tmp=NULL, *ws=NULL; 3176 object *tmp = NULL, *ws = NULL;
2951 3177
2952 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3178 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2953 * 2 weapons, but we don't want to let them do that. So if they are 3179 * 2 weapons, but we don't want to let them do that. So if they are
2954 * trying to equip a weapon or shield, see if they already have one 3180 * trying to equip a weapon or shield, see if they already have one
2955 * in place and store that way. 3181 * in place and store that way.
2956 */ 3182 */
2957 if (op->type == WEAPON || op->type == SHIELD) { 3183 if (op->type == WEAPON || op->type == SHIELD)
3184 {
2958 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3185 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3186 {
2959 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3188 {
2960 retval = CAN_APPLY_UNAPPLY; 3189 retval = CAN_APPLY_UNAPPLY;
2961 ws = tmp; 3190 ws = tmp;
2962 }
2963 } 3191 }
2964 }
2965 3192 }
3193 }
2966 3194
3195
2967 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3196 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3197 {
2968 if (op->body_info[i]) { 3198 if (op->body_info[i])
3199 {
2969 /* Item uses more slots than we have */ 3200 /* Item uses more slots than we have */
2970 if (FABS(op->body_info[i]) > who->body_info[i]) { 3201 if (FABS (op->body_info[i]) > who->body_info[i])
3202 {
2971 /* Could return now for efficiently - rest of info below isn' 3203 /* Could return now for efficiently - rest of info below isn'
2972 * really needed. 3204 * really needed.
2973 */ 3205 */
2974 retval |= CAN_APPLY_NEVER; 3206 retval |= CAN_APPLY_NEVER;
3207 }
2975 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3208 else if ((who->body_used[i] + op->body_info[i]) < 0)
3209 {
2976 /* in this case, equipping this would use more free spots than 3210 /* in this case, equipping this would use more free spots than
2977 * we have. 3211 * we have.
2978 */ 3212 */
2979 object *tmp1; 3213 object *tmp1;
2980 3214
2981 3215
2982 /* if we have an applied weapon/shield, and unapply it would free 3216 /* if we have an applied weapon/shield, and unapply it would free
2983 * enough slots to equip the new item, then just set this can 3217 * enough slots to equip the new item, then just set this can
2984 * continue. We don't care about the logic below - if you have 3218 * continue. We don't care about the logic below - if you have
2985 * shield equipped and try to equip another shield, there is only 3219 * shield equipped and try to equip another shield, there is only
2986 * one choice. However, the check for the number of body locations 3220 * one choice. However, the check for the number of body locations
2987 * does take into the account cases where what is being applied 3221 * does take into the account cases where what is being applied
2988 * may be two handed for example. 3222 * may be two handed for example.
2989 */ 3223 */
2990 if (ws) { 3224 if (ws)
3225 {
2991 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3226 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3227 {
2992 retval |= CAN_APPLY_UNAPPLY; 3228 retval |= CAN_APPLY_UNAPPLY;
2993 continue; 3229 continue;
2994 } 3230 }
2995 } 3231 }
2996 3232
2997 tmp1 = get_item_from_body_location(who->inv, i); 3233 tmp1 = get_item_from_body_location (who->inv, i);
2998 if (!tmp1) { 3234 if (!tmp1)
3235 {
2999#if 0 3236#if 0
3000 /* This is sort of an error, but happens a lot when old players 3237 /* This is sort of an error, but happens a lot when old players
3001 * join in with more stuff equipped than they are now allowed. 3238 * join in with more stuff equipped than they are now allowed.
3002 */ 3239 */
3003 LOG(llevError,"Can't find object using location %d on %s\n", 3240 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3004 i, who->name);
3005#endif 3241#endif
3006 retval |= CAN_APPLY_NEVER; 3242 retval |= CAN_APPLY_NEVER;
3243 }
3007 } else { 3244 else
3245 {
3008 /* need to unapply something. However, if this something 3246 /* need to unapply something. However, if this something
3009 * is different than we had found before, it means they need 3247 * is different than we had found before, it means they need
3010 * to apply multiple objects 3248 * to apply multiple objects
3011 */ 3249 */
3012 retval |= CAN_APPLY_UNAPPLY; 3250 retval |= CAN_APPLY_UNAPPLY;
3251 if (!tmp)
3013 if (!tmp) tmp = tmp1; 3252 tmp = tmp1;
3014 else if (tmp != tmp1) { 3253 else if (tmp != tmp1)
3254 {
3015 retval |= CAN_APPLY_UNAPPLY_MULT; 3255 retval |= CAN_APPLY_UNAPPLY_MULT;
3016 } 3256 }
3017 /* This object isn't using up all the slots, so there must 3257 /* This object isn't using up all the slots, so there must
3018 * be another. If so, and it the new item doesn't need all 3258 * be another. If so, and it the new item doesn't need all
3019 * the slots, the player then has a choice. 3259 * the slots, the player then has a choice.
3020 */ 3260 */
3021 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3261 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3022 (FABS(op->body_info[i]) < who->body_info[i]))
3023 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3262 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3024 3263
3025 /* Does unequippint 'tmp1' free up enough slots for this to be 3264 /* Does unequippint 'tmp1' free up enough slots for this to be
3026 * equipped? If not, there must be something else to unapply. 3265 * equipped? If not, there must be something else to unapply.
3027 */ 3266 */
3028 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3267 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3029 retval |= CAN_APPLY_UNAPPLY_MULT; 3268 retval |= CAN_APPLY_UNAPPLY_MULT;
3030 3269
3031 } 3270 }
3032 } /* if not enough free slots */ 3271 } /* if not enough free slots */
3033 } /* if this object uses location i */ 3272 } /* if this object uses location i */
3034 } /* for i -> num_body_locations loop */ 3273 } /* for i -> num_body_locations loop */
3035 3274
3036 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3275 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3037 * really be controlled by use of body locations. We do have 3276 * really be controlled by use of body locations. We do have
3038 * the weapon/shield checks, and the range checks for monsters, 3277 * the weapon/shield checks, and the range checks for monsters,
3039 * because you can't control those just by body location - bows, shields, 3278 * because you can't control those just by body location - bows, shields,
3040 * and weapons all use the same slot. Similar for horn/rod/wand - they 3279 * and weapons all use the same slot. Similar for horn/rod/wand - they
3041 * all use the same location. 3280 * all use the same location.
3042 */ 3281 */
3043 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3282 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3283 retval |= CAN_APPLY_RESTRICTION;
3284 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3285 retval |= CAN_APPLY_RESTRICTION;
3286
3287
3288 if (who->type != PLAYER)
3289 {
3290 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3044 retval |= CAN_APPLY_RESTRICTION; 3291 retval |= CAN_APPLY_RESTRICTION;
3045 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3046 retval |= CAN_APPLY_RESTRICTION; 3293 retval |= CAN_APPLY_RESTRICTION;
3047
3048
3049 if (who->type != PLAYER) {
3050 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3051 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3052 retval |= CAN_APPLY_RESTRICTION;
3053 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3054 retval |= CAN_APPLY_RESTRICTION;
3055 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3294 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3056 retval |= CAN_APPLY_RESTRICTION; 3295 retval |= CAN_APPLY_RESTRICTION;
3057 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3296 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION; 3297 retval |= CAN_APPLY_RESTRICTION;
3059 } 3298 }
3060 return retval; 3299 return retval;
3061} 3300}
3062 3301
3063 3302
3064 3303
3065/** 3304/**
3066 * who is the object using the object. It can be a monster. 3305 * who is the object using the object. It can be a monster.
3067 * op is the object they are using. op is an equipment type item, 3306 * op is the object they are using. op is an equipment type item,
3068 * eg, one which you put on and keep on for a while, and not something 3307 * eg, one which you put on and keep on for a while, and not something
3082 * 3321 *
3083 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3322 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3084 * 3323 *
3085 * apply_special() doesn't check for unpaid items. 3324 * apply_special() doesn't check for unpaid items.
3086 */ 3325 */
3326int
3087int apply_special (object *who, object *op, int aflags) 3327apply_special (object *who, object *op, int aflags)
3088{ 3328{
3089 int basic_flag = aflags & AP_BASIC_FLAGS; 3329 int basic_flag = aflags & AP_BASIC_FLAGS;
3090 object *tmp, *tmp2, *skop=NULL; 3330 object *tmp, *tmp2, *skop = NULL;
3091 int i; 3331 int i;
3092 3332
3093 if(who==NULL) { 3333 if (who == NULL)
3334 {
3094 LOG(llevError,"apply_special() from object without environment.\n"); 3335 LOG (llevError, "apply_special() from object without environment.\n");
3095 return 1; 3336 return 1;
3096 } 3337 }
3097 3338
3098 if(op->env!=who) 3339 if (op->env != who)
3099 return 1; /* op is not in inventory */ 3340 return 1; /* op is not in inventory */
3100 3341
3101 /* trying to unequip op */ 3342 /* trying to unequip op */
3102 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3343 if (QUERY_FLAG (op, FLAG_APPLIED))
3344 {
3103 /* always apply, so no reason to unapply */ 3345 /* always apply, so no reason to unapply */
3104 if (basic_flag == AP_APPLY) return 0; 3346 if (basic_flag == AP_APPLY)
3347 return 0;
3105 3348
3106 if ( ! (aflags & AP_IGNORE_CURSE)
3107 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3349 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3108 new_draw_info_format(NDI_UNIQUE, 0, who, 3350 {
3109 "No matter how hard you try, you just can't\nremove %s.", 3351 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3110 query_name(op)); 3352 return 1;
3353 }
3354 return unapply_special (who, op, aflags);
3355 }
3356
3357 if (basic_flag == AP_UNAPPLY)
3358 return 0;
3359
3360 i = can_apply_object (who, op);
3361
3362 /* Can't just apply this object. Lets see what not and what to do */
3363 if (i)
3364 {
3365 if (i & CAN_APPLY_NEVER)
3366 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3368 return 1;
3369 }
3370 else if (i & CAN_APPLY_RESTRICTION)
3371 {
3372 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3373 return 1;
3374 }
3375 if (who->type != PLAYER)
3376 {
3377 /* Some error, so don't try to equip something more */
3378 if (unapply_for_ob (who, op, aflags))
3111 return 1; 3379 return 1;
3112 } 3380 }
3113 return unapply_special(who, op, aflags); 3381 else
3114 }
3115
3116 if (basic_flag == AP_UNAPPLY) return 0;
3117
3118 i = can_apply_object(who, op);
3119
3120 /* Can't just apply this object. Lets see what not and what to do */
3121 if (i) {
3122 if (i & CAN_APPLY_NEVER) {
3123 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op));
3124 return 1;
3125 } else if (i & CAN_APPLY_RESTRICTION) {
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op));
3127 return 1;
3128 } 3382 {
3129 if (who->type != PLAYER) {
3130 /* Some error, so don't try to equip something more */
3131 if (unapply_for_ob(who, op, aflags)) return 1;
3132 } else {
3133 if (who->contr->unapply == unapply_never ||
3134 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3383 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3384 {
3135 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3385 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3136 unapply_for_ob(who, op, AP_PRINT); 3386 unapply_for_ob (who, op, AP_PRINT);
3387 return 1;
3388 }
3389 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3390 {
3391 i = unapply_for_ob (who, op, aflags);
3392 if (i)
3137 return 1; 3393 return 1;
3138 } 3394 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3140 i = unapply_for_ob(who, op, aflags);
3141 if (i) return 1;
3142 } 3395 }
3143 }
3144 } 3396 }
3145 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3397 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3398 {
3146 skop=find_skill_by_name(who, op->skill); 3399 skop = find_skill_by_name (who, op->skill);
3147 if (!skop) { 3400 if (!skop)
3401 {
3148 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3402 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3149 return 1; 3403 return 1;
3404 }
3150 } else { 3405 else
3406 {
3151 /* While experience will be credited properly, we want to change the 3407 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated 3408 * skill so that the dam and wc get updated
3153 */ 3409 */
3154 change_skill(who, skop, 0); 3410 change_skill (who, skop, 0);
3155 }
3156 }
3157 3411 }
3158 if (who->type == PLAYER && op->item_power && 3412 }
3413
3159 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3414 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3415 {
3160 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3416 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3161 return 1; 3417 return 1;
3162 } 3418 }
3163
3164 3419
3420
3165 /* Ok. We are now at the state where we can apply the new object. 3421 /* Ok. We are now at the state where we can apply the new object.
3166 * Note that we don't have the checks for can_use_... 3422 * Note that we don't have the checks for can_use_...
3167 * below - that is already taken care of by can_apply_object. 3423 * below - that is already taken care of by can_apply_object.
3168 */ 3424 */
3169
3170 3425
3426
3171 if(op->nrof > 1) 3427 if (op->nrof > 1)
3172 tmp = get_split_ob(op,op->nrof - 1); 3428 tmp = get_split_ob (op, op->nrof - 1);
3173 else 3429 else
3174 tmp = NULL; 3430 tmp = NULL;
3175 3431
3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) 3432 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3177 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3178 return RESULT_INT (0); 3433 return RESULT_INT (0);
3179 3434
3180 switch(op->type) { 3435 switch (op->type)
3436 {
3181 case WEAPON: 3437 case WEAPON:
3182 if (!check_weapon_power(who, op->last_eat)) { 3438 if (!check_weapon_power (who, op->last_eat))
3183 new_draw_info(NDI_UNIQUE, 0,who, 3439 {
3184 "That weapon is too powerful for you to use."); 3440 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3185 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3441 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3186 if(tmp!=NULL) 3442 if (tmp != NULL)
3187 (void) insert_ob_in_ob(tmp,who); 3443 (void) insert_ob_in_ob (tmp, who);
3188 return 1; 3444 return 1;
3189 } 3445 }
3190 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 {
3191 /* if the weapon does not have the name as the character, can't use it. */ 3448 /* if the weapon does not have the name as the character, can't use it. */
3192 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3449 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3193 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3450 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3194 if(tmp!=NULL) 3451 if (tmp != NULL)
3195 (void) insert_ob_in_ob(tmp,who); 3452 (void) insert_ob_in_ob (tmp, who);
3196 return 1; 3453 return 1;
3197 } 3454 }
3198 SET_FLAG(op, FLAG_APPLIED); 3455 SET_FLAG (op, FLAG_APPLIED);
3199 3456
3457 if (skop)
3200 if (skop) change_skill(who, skop, 1); 3458 change_skill (who, skop, 1);
3201 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3459 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3202 SET_FLAG(who, FLAG_READY_WEAPON); 3460 SET_FLAG (who, FLAG_READY_WEAPON);
3203 3461
3204 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3462 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3205 3463
3206 (void) change_abil (who,op); 3464 (void) change_abil (who, op);
3207 break; 3465 break;
3208 3466
3209 case ARMOUR: 3467 case ARMOUR:
3210 case HELMET: 3468 case HELMET:
3211 case SHIELD: 3469 case SHIELD:
3212 case BOOTS: 3470 case BOOTS:
3214 case GIRDLE: 3472 case GIRDLE:
3215 case BRACERS: 3473 case BRACERS:
3216 case CLOAK: 3474 case CLOAK:
3217 case RING: 3475 case RING:
3218 case AMULET: 3476 case AMULET:
3219 SET_FLAG(op, FLAG_APPLIED); 3477 SET_FLAG (op, FLAG_APPLIED);
3220 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3221 (void) change_abil (who,op); 3479 (void) change_abil (who, op);
3222 break; 3480 break;
3223 case LAMP: 3481 case LAMP:
3224 if (op->stats.food < 1) { 3482 if (op->stats.food < 1)
3483 {
3225 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3484 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3226 " fuel!", &op->name);
3227 return 1; 3485 return 1;
3228 } 3486 }
3229 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3487 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3230 &op->name);
3231 tmp2 = arch_to_object(op->other_arch); 3488 tmp2 = arch_to_object (op->other_arch);
3232 tmp2->stats.food = op->stats.food; 3489 tmp2->stats.food = op->stats.food;
3233 SET_FLAG(tmp2, FLAG_APPLIED); 3490 SET_FLAG (tmp2, FLAG_APPLIED);
3234 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3491 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3235 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3492 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3236 insert_ob_in_ob(tmp2, who); 3493 insert_ob_in_ob (tmp2, who);
3237 3494
3238 /* Remove the old lantern */ 3495 /* Remove the old lantern */
3239 if (who->type == PLAYER) 3496 if (who->type == PLAYER)
3240 esrv_del_item(who->contr, (tag_t)op->count); 3497 esrv_del_item (who->contr, (tag_t) op->count);
3241 remove_ob(op); 3498 remove_ob (op);
3242 free_object(op); 3499 free_object (op);
3243 3500
3244 /* insert the portion that was split off */ 3501 /* insert the portion that was split off */
3245 if(tmp!=NULL) { 3502 if (tmp != NULL)
3503 {
3246 (void) insert_ob_in_ob(tmp,who); 3504 (void) insert_ob_in_ob (tmp, who);
3247 if(who->type==PLAYER) 3505 if (who->type == PLAYER)
3248 esrv_send_item(who, tmp); 3506 esrv_send_item (who, tmp);
3249 } 3507 }
3250 fix_player(who); 3508 fix_player (who);
3251 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3510 {
3252 if (who->type == PLAYER) { 3511 if (who->type == PLAYER)
3512 {
3253 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3513 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3254 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3514 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3255 } 3515 }
3256 } 3516 }
3257 if(who->type==PLAYER) 3517 if (who->type == PLAYER)
3258 esrv_send_item(who, tmp2); 3518 esrv_send_item (who, tmp2);
3259 return 0; 3519 return 0;
3260 break; 3520 break;
3261 3521
3262 /* this part is needed for skill-tools */ 3522 /* this part is needed for skill-tools */
3263 case SKILL: 3523 case SKILL:
3264 case SKILL_TOOL: 3524 case SKILL_TOOL:
3265 if (who->chosen_skill) { 3525 if (who->chosen_skill)
3526 {
3266 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3527 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3267 return 1; 3528 return 1;
3268 } 3529 }
3269 if (who->type == PLAYER) { 3530 if (who->type == PLAYER)
3531 {
3270 who->contr->shoottype = range_skill; 3532 who->contr->shoottype = range_skill;
3271 who->contr->ranges[range_skill] = op; 3533 who->contr->ranges[range_skill] = op;
3272 if ( ! op->invisible) { 3534 if (!op->invisible)
3535 {
3273 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", 3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3274 query_name (op));
3275 new_draw_info_format (NDI_UNIQUE, 0, who,
3276 "You can now use the skill: %s.",
3277 &op->skill);
3278 } else {
3279 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", 3537 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3280 op->skill ? &op->skill : &op->name);
3281 } 3538 }
3539 else
3540 {
3541 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3282 } 3542 }
3543 }
3283 SET_FLAG (op, FLAG_APPLIED); 3544 SET_FLAG (op, FLAG_APPLIED);
3284 (void) change_abil (who, op); 3545 (void) change_abil (who, op);
3285 who->chosen_skill = op; 3546 who->chosen_skill = op;
3286 SET_FLAG (who, FLAG_READY_SKILL); 3547 SET_FLAG (who, FLAG_READY_SKILL);
3287 break; 3548 break;
3288 3549
3289 case BOW: 3550 case BOW:
3290 if (!check_weapon_power(who, op->last_eat)) { 3551 if (!check_weapon_power (who, op->last_eat))
3291 new_draw_info(NDI_UNIQUE, 0, who, 3552 {
3292 "That item is too powerful for you to use."); 3553 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3293 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3554 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3294 if(tmp != NULL) 3555 if (tmp != NULL)
3295 (void)insert_ob_in_ob(tmp,who); 3556 (void) insert_ob_in_ob (tmp, who);
3296 return 1; 3557 return 1;
3297 } 3558 }
3298 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3559 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3299 new_draw_info(NDI_UNIQUE, 0, who, 3560 {
3300 "The weapon does not recognize you as its owner."); 3561 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3301 if(tmp != NULL) 3562 if (tmp != NULL)
3302 (void)insert_ob_in_ob(tmp,who); 3563 (void) insert_ob_in_ob (tmp, who);
3303 return 1; 3564 return 1;
3304 } 3565 }
3305 /*FALLTHROUGH*/ 3566 /*FALLTHROUGH*/ case WAND:
3306 case WAND:
3307 case ROD: 3567 case ROD:
3308 case HORN: 3568 case HORN:
3309 /* check for skill, alter player status */ 3569 /* check for skill, alter player status */
3310 SET_FLAG(op, FLAG_APPLIED); 3570 SET_FLAG (op, FLAG_APPLIED);
3571 if (skop)
3311 if (skop) change_skill(who, skop, 0); 3572 change_skill (who, skop, 0);
3312 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3573 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3313 3574
3314 if(who->type==PLAYER) { 3575 if (who->type == PLAYER)
3576 {
3315 if (op->type == BOW) { 3577 if (op->type == BOW)
3578 {
3316 (void)change_abil(who, op); 3579 (void) change_abil (who, op);
3317 new_draw_info_format (NDI_UNIQUE, 0, who, 3580 new_draw_info_format (NDI_UNIQUE, 0, who,
3318 "You will now fire %s with %s.",
3319 op->race ? &op->race : "nothing", query_name(op)); 3581 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3320 who->contr->shoottype = range_bow; 3582 who->contr->shoottype = range_bow;
3321 } else {
3322 who->contr->shoottype = range_misc;
3323 } 3583 }
3324 } else { 3584 else
3585 {
3586 who->contr->shoottype = range_misc;
3587 }
3588 }
3589 else
3590 {
3325 if (op->type == BOW) 3591 if (op->type == BOW)
3326 SET_FLAG (who, FLAG_READY_BOW); 3592 SET_FLAG (who, FLAG_READY_BOW);
3327 else 3593 else
3328 SET_FLAG (who, FLAG_READY_RANGE); 3594 SET_FLAG (who, FLAG_READY_RANGE);
3329 } 3595 }
3330 break; 3596 break;
3331 3597
3332 case BUILDER: 3598 case BUILDER:
3333 if ( who->contr->ranges[ range_builder ] ) 3599 if (who->contr->ranges[range_builder])
3334 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3600 unapply_special (who, who->contr->ranges[range_builder], 0);
3335 who->contr->shoottype = range_builder; 3601 who->contr->shoottype = range_builder;
3336 who->contr->ranges[ range_builder ] = op; 3602 who->contr->ranges[range_builder] = op;
3337 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3338 break; 3604 break;
3339 3605
3340 default: 3606 default:
3341 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3607 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3342 } /* end of switch op->type */ 3608 } /* end of switch op->type */
3343 3609
3344 SET_FLAG(op, FLAG_APPLIED); 3610 SET_FLAG (op, FLAG_APPLIED);
3345 3611
3346 if(tmp!=NULL) 3612 if (tmp != NULL)
3347 tmp = insert_ob_in_ob(tmp,who); 3613 tmp = insert_ob_in_ob (tmp, who);
3348 3614
3349 fix_player(who); 3615 fix_player (who);
3350 3616
3351 /* We exclude spell casting objects. The fire code will set the 3617 /* We exclude spell casting objects. The fire code will set the
3352 * been applied flag when they are used - until that point, 3618 * been applied flag when they are used - until that point,
3353 * you don't know anything about them. 3619 * you don't know anything about them.
3354 */ 3620 */
3355 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3621 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3356 op->type!=ROD)
3357 SET_FLAG(op,FLAG_BEEN_APPLIED); 3622 SET_FLAG (op, FLAG_BEEN_APPLIED);
3358 3623
3359 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3624 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3625 {
3360 if (who->type == PLAYER) { 3626 if (who->type == PLAYER)
3627 {
3361 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3628 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3362 SET_FLAG(op,FLAG_KNOWN_CURSED); 3629 SET_FLAG (op, FLAG_KNOWN_CURSED);
3363 } 3630 }
3364 } 3631 }
3365 if(who->type==PLAYER) { 3632 if (who->type == PLAYER)
3633 {
3366 /* if multiple objects were applied, update both slots */ 3634 /* if multiple objects were applied, update both slots */
3367 if (tmp) 3635 if (tmp)
3368 esrv_send_item(who, tmp); 3636 esrv_send_item (who, tmp);
3369 esrv_send_item(who, op); 3637 esrv_send_item (who, op);
3370 } 3638 }
3371 return 0; 3639 return 0;
3372} 3640}
3373 3641
3374 3642
3643int
3375int monster_apply_special (object *who, object *op, int aflags) 3644monster_apply_special (object *who, object *op, int aflags)
3376{ 3645{
3377 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3646 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3378 return 1; 3647 return 1;
3379 return apply_special (who, op, aflags); 3648 return apply_special (who, op, aflags);
3380} 3649}
3381 3650
3382/** 3651/**
3383 * Map was just loaded, handle op's initialisation. 3652 * Map was just loaded, handle op's initialisation.
3384 * 3653 *
3385 * Generates shop floor's item, and treasures. 3654 * Generates shop floor's item, and treasures.
3386 */ 3655 */
3656int
3387int auto_apply (object *op) { 3657auto_apply (object *op)
3658{
3388 object *tmp = NULL, *tmp2; 3659 object *tmp = NULL, *tmp2;
3389 int i; 3660 int i;
3390 3661
3391 switch(op->type) { 3662 switch (op->type)
3663 {
3392 case SHOP_FLOOR: 3664 case SHOP_FLOOR:
3393 if (!HAS_RANDOM_ITEMS(op)) return 0; 3665 if (!HAS_RANDOM_ITEMS (op))
3666 return 0;
3667 do
3394 do { 3668 {
3395 i=10; /* let's give it 10 tries */ 3669 i = 10; /* let's give it 10 tries */
3396 while((tmp=generate_treasure(op->randomitems, 3670 while ((tmp = generate_treasure (op->randomitems,
3397 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3671 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3398 if(tmp==NULL) 3672 if (tmp == NULL)
3399 return 0; 3673 return 0;
3400 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3674 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3675 {
3401 free_object(tmp); 3676 free_object (tmp);
3402 tmp = NULL; 3677 tmp = NULL;
3403 } 3678 }
3679 }
3404 } while(!tmp); 3680 while (!tmp);
3405 tmp->x=op->x; 3681 tmp->x = op->x;
3406 tmp->y=op->y; 3682 tmp->y = op->y;
3407 SET_FLAG(tmp,FLAG_UNPAID); 3683 SET_FLAG (tmp, FLAG_UNPAID);
3408 insert_ob_in_map(tmp,op->map,NULL,0); 3684 insert_ob_in_map (tmp, op->map, NULL, 0);
3409 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3410 identify(tmp); 3686 identify (tmp);
3411 break; 3687 break;
3412 3688
3413 case TREASURE: 3689 case TREASURE:
3414 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3690 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3415 return 0; 3691 return 0;
3416 while ((op->stats.hp--)>0) 3692 while ((op->stats.hp--) > 0)
3417 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3693 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3418 op->stats.exp ? (int)op->stats.exp :
3419 op->map == NULL ? 14: op->map->difficulty,0); 3694 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3420 3695
3421 /* If we generated an object and put it in this object inventory, 3696 /* If we generated an object and put it in this object inventory,
3422 * move it to the parent object as the current object is about 3697 * move it to the parent object as the current object is about
3423 * to disappear. An example of this item is the random_* stuff 3698 * to disappear. An example of this item is the random_* stuff
3424 * that is put inside other objects. 3699 * that is put inside other objects.
3425 */ 3700 */
3426 for (tmp=op->inv; tmp; tmp=tmp2) { 3701 for (tmp = op->inv; tmp; tmp = tmp2)
3702 {
3427 tmp2 = tmp->below; 3703 tmp2 = tmp->below;
3428 remove_ob(tmp); 3704 remove_ob (tmp);
3705 if (op->env)
3429 if (op->env) insert_ob_in_ob(tmp, op->env); 3706 insert_ob_in_ob (tmp, op->env);
3707 else
3430 else free_object(tmp); 3708 free_object (tmp);
3431 } 3709 }
3432 remove_ob(op); 3710 remove_ob (op);
3433 free_object(op); 3711 free_object (op);
3434 break; 3712 break;
3435 } 3713 }
3436 return tmp ? 1 : 0; 3714 return tmp ? 1 : 0;
3437} 3715}
3438 3716
3439/** 3717/**
3440 * fix_auto_apply goes through the entire map (only the first time 3718 * fix_auto_apply goes through the entire map (only the first time
3441 * when an original map is loaded) and performs special actions for 3719 * when an original map is loaded) and performs special actions for
3442 * certain objects (most initialization of chests and creation of 3720 * certain objects (most initialization of chests and creation of
3443 * treasures and stuff). Calls auto_apply if appropriate. 3721 * treasures and stuff). Calls auto_apply if appropriate.
3444 */ 3722 */
3445void 3723void
3446fix_auto_apply (mapstruct * m) 3724fix_auto_apply (mapstruct *m)
3447{ 3725{
3448 object *tmp, *above = NULL; 3726 object *tmp, *above = NULL;
3449 int x, y; 3727 int x, y;
3450 3728
3451 if (m == NULL) 3729 if (m == NULL)
3473 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3751 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3474 3752
3475 invtmp->randomitems = NULL; 3753 invtmp->randomitems = NULL;
3476 } 3754 }
3477 else if (invtmp && invtmp->arch 3755 else if (invtmp && invtmp->arch
3478 && invtmp->type != TREASURE 3756 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3479 && invtmp->type != SPELL
3480 && invtmp->type != CLASS
3481 && HAS_RANDOM_ITEMS (invtmp))
3482 { 3757 {
3483 create_treasure (invtmp->randomitems, invtmp, 0, 3758 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3484 m->difficulty, 0);
3485 /* Need to clear this so that we never try to create 3759 /* Need to clear this so that we never try to create
3486 * treasure again for this object 3760 * treasure again for this object
3487 */ 3761 */
3488 invtmp->randomitems = NULL; 3762 invtmp->randomitems = NULL;
3489 } 3763 }
3497 * And if it's a spellbook, it's better to set randomitems to NULL too, 3771 * And if it's a spellbook, it's better to set randomitems to NULL too,
3498 * else you get two spells in the book ^_- 3772 * else you get two spells in the book ^_-
3499 * Ryo 2004-08-16 3773 * Ryo 2004-08-16
3500 */ 3774 */
3501 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3775 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3502 || tmp->type == HORN || tmp->type == FIREWALL 3776 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3503 || tmp->type == POTION || tmp->type == ALTAR
3504 || tmp->type == SPELLBOOK)
3505 tmp->randomitems = NULL; 3777 tmp->randomitems = NULL;
3506 3778
3507 } 3779 }
3508 3780
3509 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3781 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3510 auto_apply (tmp); 3782 auto_apply (tmp);
3511 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) 3783 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3512 && HAS_RANDOM_ITEMS (tmp))
3513 { 3784 {
3514 while ((tmp->stats.hp--) > 0) 3785 while ((tmp->stats.hp--) > 0)
3515 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); 3786 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3516 tmp->randomitems = NULL; 3787 tmp->randomitems = NULL;
3517 } 3788 }
3518 else if (tmp->type == TIMED_GATE) 3789 else if (tmp->type == TIMED_GATE)
3519 { 3790 {
3520 object *head = tmp->head != NULL ? tmp->head : tmp; 3791 object *head = tmp->head != NULL ? tmp->head : tmp;
3792
3521 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3793 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3522 { 3794 {
3523 tmp->speed = 0; 3795 tmp->speed = 0;
3524 update_ob_speed (tmp); 3796 update_ob_speed (tmp);
3525 } 3797 }
3531 * This is a problem for the above objects, because they have counters 3803 * This is a problem for the above objects, because they have counters
3532 * which say how many times to make the treasure. 3804 * which say how many times to make the treasure.
3533 */ 3805 */
3534 else if (tmp && tmp->arch && tmp->type != PLAYER 3806 else if (tmp && tmp->arch && tmp->type != PLAYER
3535 && tmp->type != TREASURE && tmp->type != SPELL 3807 && tmp->type != TREASURE && tmp->type != SPELL
3536 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS 3808 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3537 && HAS_RANDOM_ITEMS (tmp))
3538 { 3809 {
3539 create_treasure (tmp->randomitems, tmp, GT_APPLY, 3810 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3540 m->difficulty, 0);
3541 tmp->randomitems = NULL; 3811 tmp->randomitems = NULL;
3542 } 3812 }
3543 } 3813 }
3544 3814
3545 for (x = 0; x < MAP_WIDTH (m); x++) 3815 for (x = 0; x < MAP_WIDTH (m); x++)
3546 for (y = 0; y < MAP_HEIGHT (m); y++) 3816 for (y = 0; y < MAP_HEIGHT (m); y++)
3547 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 3817 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3548 if (tmp->above &&
3549 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3818 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3550 check_trigger (tmp, tmp->above); 3819 check_trigger (tmp, tmp->above);
3551} 3820}
3552 3821
3553/** 3822/**
3554 * Handles player eating food that temporarily changes status (resistances, stats). 3823 * Handles player eating food that temporarily changes status (resistances, stats).
3555 * This used to call cast_change_attr(), but 3824 * This used to call cast_change_attr(), but
3556 * that doesn't work with the new spell code. Since we know what 3825 * that doesn't work with the new spell code. Since we know what
3557 * the food changes, just grab a force and use that instead. 3826 * the food changes, just grab a force and use that instead.
3558 */ 3827 */
3559 3828
3829void
3560void eat_special_food(object *who, object *food) { 3830eat_special_food (object *who, object *food)
3831{
3561 object *force; 3832 object *force;
3562 int i, did_one=0; 3833 int i, did_one = 0;
3563 sint8 k; 3834 sint8 k;
3564 3835
3565 force = get_archetype(FORCE_NAME); 3836 force = get_archetype (FORCE_NAME);
3566 3837
3567 for (i=0; i < NUM_STATS; i++) { 3838 for (i = 0; i < NUM_STATS; i++)
3839 {
3568 k = get_attr_value(&food->stats, i); 3840 k = get_attr_value (&food->stats, i);
3569 if (k) { 3841 if (k)
3842 {
3570 set_attr_value(&force->stats, i, k); 3843 set_attr_value (&force->stats, i, k);
3571 did_one = 1; 3844 did_one = 1;
3572 } 3845 }
3573 } 3846 }
3574 3847
3575 /* check if we can protect the eater */ 3848 /* check if we can protect the eater */
3576 for (i=0; i<NROFATTACKS; i++) { 3849 for (i = 0; i < NROFATTACKS; i++)
3850 {
3577 if (food->resist[i]>0) { 3851 if (food->resist[i] > 0)
3852 {
3578 force->resist[i] = food->resist[i] / 2; 3853 force->resist[i] = food->resist[i] / 2;
3579 did_one = 1; 3854 did_one = 1;
3580 } 3855 }
3581 } 3856 }
3582 if (did_one) { 3857 if (did_one)
3858 {
3583 force->speed = 0.1; 3859 force->speed = 0.1;
3584 update_ob_speed(force); 3860 update_ob_speed (force);
3585 /* bigger morsel of food = longer effect time */ 3861 /* bigger morsel of food = longer effect time */
3586 force->stats.food = food->stats.food / 5; 3862 force->stats.food = food->stats.food / 5;
3587 SET_FLAG(force, FLAG_IS_USED_UP); 3863 SET_FLAG (force, FLAG_IS_USED_UP);
3588 SET_FLAG(force, FLAG_APPLIED); 3864 SET_FLAG (force, FLAG_APPLIED);
3589 change_abil(who, force); 3865 change_abil (who, force);
3590 insert_ob_in_ob(force, who); 3866 insert_ob_in_ob (force, who);
3591 } else { 3867 }
3868 else
3869 {
3592 free_object(force); 3870 free_object (force);
3593 } 3871 }
3594 3872
3595 /* check for hp, sp change */ 3873 /* check for hp, sp change */
3596 if(food->stats.hp!=0) { 3874 if (food->stats.hp != 0)
3875 {
3597 if(QUERY_FLAG(food, FLAG_CURSED)) { 3876 if (QUERY_FLAG (food, FLAG_CURSED))
3877 {
3598 strcpy(who->contr->killer,food->name); 3878 strcpy (who->contr->killer, food->name);
3599 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3879 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3881 }
3882 else
3883 {
3884 if (food->stats.hp > 0)
3885 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3886 else
3600 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3887 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3601 } else {
3602 if(food->stats.hp>0)
3603 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3604 else
3605 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3606 who->stats.hp += food->stats.hp; 3888 who->stats.hp += food->stats.hp;
3607 } 3889 }
3608 } 3890 }
3609 if(food->stats.sp!=0) { 3891 if (food->stats.sp != 0)
3892 {
3610 if(QUERY_FLAG(food, FLAG_CURSED)) { 3893 if (QUERY_FLAG (food, FLAG_CURSED))
3894 {
3611 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3895 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3612 who->stats.sp -= food->stats.sp; 3896 who->stats.sp -= food->stats.sp;
3613 if(who->stats.sp<0) who->stats.sp=0; 3897 if (who->stats.sp < 0)
3614 } else { 3898 who->stats.sp = 0;
3899 }
3900 else
3901 {
3615 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3902 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3616 who->stats.sp += food->stats.sp; 3903 who->stats.sp += food->stats.sp;
3617 /* place limit on max sp from food? */ 3904 /* place limit on max sp from food? */
3618 } 3905 }
3619 } 3906 }
3620 fix_player(who); 3907 fix_player (who);
3621} 3908}
3622 3909
3623 3910
3624/** 3911/**
3625 * Designed primarily to light torches/lanterns/etc. 3912 * Designed primarily to light torches/lanterns/etc.
3626 * Also burns up burnable material too. First object in the inventory is 3913 * Also burns up burnable material too. First object in the inventory is
3627 * the selected object to "burn". -b.t. 3914 * the selected object to "burn". -b.t.
3628 */ 3915 */
3629 3916
3917void
3630void apply_lighter(object *who, object *lighter) { 3918apply_lighter (object *who, object *lighter)
3919{
3631 object *item; 3920 object *item;
3632 int is_player_env=0; 3921 int is_player_env = 0;
3633 uint32 nrof; 3922 uint32 nrof;
3634 tag_t count; 3923 tag_t count;
3635 char item_name[MAX_BUF]; 3924 char item_name[MAX_BUF];
3636 3925
3637 item=find_marked_object(who); 3926 item = find_marked_object (who);
3638 if(item) { 3927 if (item)
3928 {
3639 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3929 if (lighter->last_eat && lighter->stats.food)
3930 { /* lighter gets used up */
3640 /* Split multiple lighters if they're being used up. Otherwise * 3931 /* Split multiple lighters if they're being used up. Otherwise *
3641 * one charge from each would be used up. --DAMN */ 3932 * one charge from each would be used up. --DAMN */
3642 if(lighter->nrof > 1) { 3933 if (lighter->nrof > 1)
3934 {
3643 object *oneLighter = get_object(); 3935 object *oneLighter = get_object ();
3936
3644 copy_object(lighter, oneLighter); 3937 copy_object (lighter, oneLighter);
3645 lighter->nrof -= 1; 3938 lighter->nrof -= 1;
3646 oneLighter->nrof = 1; 3939 oneLighter->nrof = 1;
3647 oneLighter->stats.food--; 3940 oneLighter->stats.food--;
3648 esrv_send_item(who, lighter); 3941 esrv_send_item (who, lighter);
3649 oneLighter=insert_ob_in_ob(oneLighter, who); 3942 oneLighter = insert_ob_in_ob (oneLighter, who);
3650 esrv_send_item(who, oneLighter); 3943 esrv_send_item (who, oneLighter);
3944 }
3651 } else { 3945 else
3946 {
3652 lighter->stats.food--; 3947 lighter->stats.food--;
3653 } 3948 }
3654 3949
3655 } else if(lighter->last_eat) { /* no charges left in lighter */ 3950 }
3656 new_draw_info_format(NDI_UNIQUE, 0,who, 3951 else if (lighter->last_eat)
3657 "You attempt to light the %s with a used up %s.", 3952 { /* no charges left in lighter */
3658 &item->name, &lighter->name); 3953 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3659 return; 3954 return;
3660 } 3955 }
3661 /* Perhaps we should split what we are trying to light on fire? 3956 /* Perhaps we should split what we are trying to light on fire?
3662 * I can't see many times when you would want to light multiple 3957 * I can't see many times when you would want to light multiple
3663 * objects at once. 3958 * objects at once.
3664 */ 3959 */
3665 nrof=item->nrof; 3960 nrof = item->nrof;
3666 count=item->count; 3961 count = item->count;
3667 /* If the item is destroyed, we don't have a valid pointer to the 3962 /* If the item is destroyed, we don't have a valid pointer to the
3668 * name object, so make a copy so the message we print out makes 3963 * name object, so make a copy so the message we print out makes
3669 * some sense. 3964 * some sense.
3670 */ 3965 */
3671 strcpy(item_name, item->name); 3966 strcpy (item_name, item->name);
3672 if (who == is_player_inv(item)) is_player_env=1; 3967 if (who == is_player_inv (item))
3968 is_player_env = 1;
3673 3969
3674 save_throw_object(item,AT_FIRE,who); 3970 save_throw_object (item, AT_FIRE, who);
3675 /* Change to check count and not freed, since the object pointer 3971 /* Change to check count and not freed, since the object pointer
3676 * may have gotten recycled 3972 * may have gotten recycled
3677 */ 3973 */
3678 if ((nrof != item->nrof ) || (count != item->count)) { 3974 if ((nrof != item->nrof) || (count != item->count))
3679 new_draw_info_format(NDI_UNIQUE, 0,who, 3975 {
3680 "You light the %s with the %s.", &item_name, &lighter->name); 3976 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3681 /* Need to update the player so that the players glow radius 3977 /* Need to update the player so that the players glow radius
3682 * gets changed. 3978 * gets changed.
3683 */ 3979 */
3684 if (is_player_env) fix_player(who); 3980 if (is_player_env)
3981 fix_player (who);
3982 }
3685 } else { 3983 else
3686 new_draw_info_format(NDI_UNIQUE, 0,who,
3687 "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3688 } 3984 {
3985 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3986 }
3689 3987
3690 } else /* nothing to light */ 3988 }
3989 else /* nothing to light */
3691 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3990 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3692 3991
3693} 3992}
3694 3993
3695/** 3994/**
3696 * op made some mistake with a scroll, this takes care of punishment. 3995 * op made some mistake with a scroll, this takes care of punishment.
3697 * scroll_failure()- hacked directly from spell_failure 3996 * scroll_failure()- hacked directly from spell_failure
3698 */ 3997 */
3998void
3699void scroll_failure(object *op, int failure, int power) 3999scroll_failure (object *op, int failure, int power)
3700{ 4000{
3701 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 4001 if (abs (failure / 4) > power)
4002 power = abs (failure / 4); /* set minimum effect */
3702 4003
3703 if(failure<= -1&&failure > -15) {/* wonder */ 4004 if (failure <= -1 && failure > -15)
4005 { /* wonder */
3704 object *tmp; 4006 object *tmp;
3705 4007
3706 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 4008 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3707 tmp=get_archetype(SPELL_WONDER); 4009 tmp = get_archetype (SPELL_WONDER);
3708 cast_wonder(op, op, 0, tmp); 4010 cast_wonder (op, op, 0, tmp);
3709 free_object(tmp); 4011 free_object (tmp);
4012 }
3710 } else if (failure <= -15&&failure > -35) {/* drain mana */ 4013 else if (failure <= -15 && failure > -35)
4014 { /* drain mana */
3711 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 4015 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3712 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 4016 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3713 if(op->stats.sp<0) op->stats.sp = 0; 4017 if (op->stats.sp < 0)
4018 op->stats.sp = 0;
4019 }
3714 } else if (settings.spell_failure_effects == TRUE) { 4020 else if (settings.spell_failure_effects == TRUE)
4021 {
3715 if (failure <= -35&&failure > -60) { /* confusion */ 4022 if (failure <= -35 && failure > -60)
4023 { /* confusion */
3716 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4024 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3717 confuse_player(op,op,power); 4025 confuse_player (op, op, power);
4026 }
3718 } else if (failure <= -60&&failure> -70) {/* paralysis */ 4027 else if (failure <= -60 && failure > -70)
4028 { /* paralysis */
3719 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 4029 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3720 "you!");
3721 paralyze_player(op,op,power); 4030 paralyze_player (op, op, power);
4031 }
3722 } else if (failure <= -70&&failure> -80) {/* blind */ 4032 else if (failure <= -70 && failure > -80)
4033 { /* blind */
3723 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4034 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3724 blind_player(op,op,power); 4035 blind_player (op, op, power);
3725 } else if (failure <= -80) {/* blast the immediate area */ 4036 }
4037 else if (failure <= -80)
4038 { /* blast the immediate area */
3726 object *tmp; 4039 object *tmp;
4040
3727 tmp=get_archetype(LOOSE_MANA); 4041 tmp = get_archetype (LOOSE_MANA);
3728 cast_magic_storm(op,tmp, power); 4042 cast_magic_storm (op, tmp, power);
3729 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 4043 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3730 free_object(tmp); 4044 free_object (tmp);
3731 } 4045 }
3732 } 4046 }
3733} 4047}
3734 4048
4049void
3735void apply_changes_to_player(object *pl, object *change) { 4050apply_changes_to_player (object *pl, object *change)
4051{
3736 int excess_stat=0; /* if the stat goes over the maximum 4052 int excess_stat = 0; /* if the stat goes over the maximum
3737 for the race, put the excess stat some 4053 for the race, put the excess stat some
3738 where else. */ 4054 where else. */
3739 4055
3740 switch (change->type) { 4056 switch (change->type)
4057 {
3741 case CLASS: { 4058 case CLASS:
4059 {
3742 living *stats = &(pl->contr->orig_stats); 4060 living *stats = &(pl->contr->orig_stats);
3743 living *ns = &(change->stats); 4061 living *ns = &(change->stats);
3744 object *walk; 4062 object *walk;
3745 int flag_change_face=1; 4063 int flag_change_face = 1;
3746 4064
3747 /* the following code assigns stats up to the stat max 4065 /* the following code assigns stats up to the stat max
3748 * for the race, and if the stat max is exceeded, 4066 * for the race, and if the stat max is exceeded,
3749 * tries to randomly reassign the excess stat 4067 * tries to randomly reassign the excess stat
3750 */ 4068 */
3751 int i,j; 4069 int i, j;
4070
3752 for(i=0;i<NUM_STATS;i++) { 4071 for (i = 0; i < NUM_STATS; i++)
4072 {
3753 sint8 stat=get_attr_value(stats,i); 4073 sint8 stat = get_attr_value (stats, i);
3754 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075
3755 stat += get_attr_value(ns,i); 4076 stat += get_attr_value (ns, i);
3756 if(stat > 20 + race_bonus) { 4077 if (stat > 20 + race_bonus)
4078 {
3757 excess_stat++; 4079 excess_stat++;
3758 stat = 20+race_bonus; 4080 stat = 20 + race_bonus;
3759 } 4081 }
3760 set_attr_value(stats,i,stat); 4082 set_attr_value (stats, i, stat);
3761 } 4083 }
3762 4084
3763 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4085 for (j = 0; excess_stat > 0 && j < 100; j++)
4086 { /* try 100 times to assign excess stats */
3764 int i = rndm(0, 6); 4087 int i = rndm (0, 6);
3765 int stat=get_attr_value(stats,i); 4088 int stat = get_attr_value (stats, i);
3766 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4089 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4090
4091 if (i == CHA)
3767 if(i==CHA) continue; /* exclude cha from this */ 4092 continue; /* exclude cha from this */
3768 if( stat < 20 + race_bonus) { 4093 if (stat < 20 + race_bonus)
4094 {
3769 change_attr_value(stats,i,1); 4095 change_attr_value (stats, i, 1);
3770 excess_stat--; 4096 excess_stat--;
3771 } 4097 }
3772 } 4098 }
3773 4099
3774 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3775 * the player ref: player.c 4101 * the player ref: player.c
3776 */ 4102 */
3777 if(change->randomitems!=NULL) 4103 if (change->randomitems != NULL)
3778 give_initial_items(pl,change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3779 4105
3780 4106
3781 /* set up the face, for some races. */ 4107 /* set up the face, for some races. */
3782 4108
3783 /* first, look for the force object banning 4109 /* first, look for the force object banning
3784 * changing the face. Certain races never change face with class. 4110 * changing the face. Certain races never change face with class.
3785 */ 4111 */
3786 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4112 for (walk = pl->inv; walk != NULL; walk = walk->below)
3787 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4113 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4114 flag_change_face = 0;
3788 4115
3789 if(flag_change_face) { 4116 if (flag_change_face)
4117 {
3790 pl->animation_id = GET_ANIM_ID(change); 4118 pl->animation_id = GET_ANIM_ID (change);
3791 pl->face = change->face; 4119 pl->face = change->face;
3792 4120
3793 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4121 if (QUERY_FLAG (change, FLAG_ANIMATE))
3794 SET_FLAG(pl,FLAG_ANIMATE); 4122 SET_FLAG (pl, FLAG_ANIMATE);
3795 else 4123 else
3796 CLEAR_FLAG(pl,FLAG_ANIMATE); 4124 CLEAR_FLAG (pl, FLAG_ANIMATE);
3797 } 4125 }
3798 4126
3799 /* check the special case of can't use weapons */ 4127 /* check the special case of can't use weapons */
3800 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4128 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3801 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4129 if (!strcmp (change->name, "monk"))
4130 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3802 4131
3803 break; 4132 break;
3804 } 4133 }
3805 } 4134 }
3806} 4135}
3807 4136
3808/** 4137/**
3809 * This handles items of type 'transformer'. 4138 * This handles items of type 'transformer'.
3813 * Change information is contained in the 'slaying' field of the marked item. 4142 * Change information is contained in the 'slaying' field of the marked item.
3814 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4143 * The format is as follow: transformer:[number ]yield[;transformer:...].
3815 * This way an item can be transformed in many things, and/or many objects. 4144 * This way an item can be transformed in many things, and/or many objects.
3816 * The 'slaying' field for transformer is used as verb for the action. 4145 * The 'slaying' field for transformer is used as verb for the action.
3817 */ 4146 */
4147void
3818void apply_item_transformer( object* pl, object* transformer ) 4148apply_item_transformer (object *pl, object *transformer)
3819 { 4149{
3820 object* marked; 4150 object *marked;
3821 object* new_item; 4151 object *new_item;
3822 char* find; 4152 char *find;
3823 char* separator; 4153 char *separator;
3824 int yield; 4154 int yield;
3825 char got[ MAX_BUF ]; 4155 char got[MAX_BUF];
3826 int len; 4156 int len;
3827 4157
3828 if ( !pl || !transformer ) 4158 if (!pl || !transformer)
3829 return; 4159 return;
3830 marked = find_marked_object( pl ); 4160 marked = find_marked_object (pl);
3831 if ( !marked ) 4161 if (!marked)
3832 { 4162 {
3833 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4163 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3834 return; 4164 return;
3835 } 4165 }
3836 if ( !marked->slaying ) 4166 if (!marked->slaying)
3837 { 4167 {
3838 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4168 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3839 return; 4169 return;
3840 } 4170 }
3841 /* check whether they are compatible or not */ 4171 /* check whether they are compatible or not */
3842 find = strstr( marked->slaying, transformer->arch->name ); 4172 find = strstr (marked->slaying, transformer->arch->name);
3843 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4173 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3844 { 4174 {
3845 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4175 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3846 return; 4176 return;
3847 } 4177 }
3848 find += strlen( transformer->arch->name ) + 1; 4178 find += strlen (transformer->arch->name) + 1;
3849 /* Item can be used, now find how many and what it yields */ 4179 /* Item can be used, now find how many and what it yields */
3850 if ( isdigit( *( find ) ) ) 4180 if (isdigit (*(find)))
3851 { 4181 {
3852 yield = atoi( find ); 4182 yield = atoi (find);
3853 if ( yield < 1 ) 4183 if (yield < 1)
3854 { 4184 {
3855 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4185 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3856 yield = 1; 4186 yield = 1;
3857 } 4187 }
3858 } 4188 }
3859 else 4189 else
3860 yield = 1; 4190 yield = 1;
3861 4191
3862 while ( isdigit( *find ) ) 4192 while (isdigit (*find))
3863 find++; 4193 find++;
3864 while ( *find == ' ' ) 4194 while (*find == ' ')
3865 find++; 4195 find++;
3866 memset( got, 0, MAX_BUF ); 4196 memset (got, 0, MAX_BUF);
3867 if ( (separator = strchr( find, ';' ))!=NULL) 4197 if ((separator = strchr (find, ';')) != NULL)
3868 { 4198 {
3869 len = separator - find; 4199 len = separator - find;
3870 } 4200 }
3871 else 4201 else
3872 { 4202 {
3873 len = strlen(find); 4203 len = strlen (find);
3874 } 4204 }
3875 if ( len > MAX_BUF-1) 4205 if (len > MAX_BUF - 1)
3876 len = MAX_BUF-1; 4206 len = MAX_BUF - 1;
3877 strcpy( got, find ); 4207 strcpy (got, find);
3878 got[len] = '\0'; 4208 got[len] = '\0';
3879 4209
3880 /* Now create new item, remove used ones when required. */ 4210 /* Now create new item, remove used ones when required. */
3881 new_item = get_archetype( got ); 4211 new_item = get_archetype (got);
3882 if ( !new_item ) 4212 if (!new_item)
3883 { 4213 {
3884 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4214 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3885 return; 4215 return;
3886 } 4216 }
3887 new_item->nrof = yield; 4217 new_item->nrof = yield;
3888 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name( marked, 0 ) ); 4218 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3889 insert_ob_in_ob( new_item, pl ); 4219 insert_ob_in_ob (new_item, pl);
3890 esrv_send_inventory( pl, pl ); 4220 esrv_send_inventory (pl, pl);
3891 /* Eat up one item */ 4221 /* Eat up one item */
3892 decrease_ob_nr( marked, 1 ); 4222 decrease_ob_nr (marked, 1);
3893 /* Eat one transformer if needed */ 4223 /* Eat one transformer if needed */
3894 if ( transformer->stats.food ) 4224 if (transformer->stats.food)
3895 if ( --transformer->stats.food == 0 ) 4225 if (--transformer->stats.food == 0)
3896 decrease_ob_nr( transformer, 1 ); 4226 decrease_ob_nr (transformer, 1);
3897 } 4227}

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