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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.31 by root, Sun Dec 3 20:26:35 2006 UTC

1/*
2 * static char *rcsid_apply_c =
3 * "$Id: apply.C,v 1.1 2006/08/13 17:16:03 elmex Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27 23
28#include <global.h> 24#include <global.h>
29#include <living.h> 25#include <living.h>
30#include <spells.h> 26#include <spells.h>
31#include <skills.h> 27#include <skills.h>
32#include <tod.h> 28#include <tod.h>
33 29
34#ifndef __CEXTRACT__ 30#ifndef __CEXTRACT__
35#include <sproto.h> 31# include <sproto.h>
36#endif 32#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h> 38#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* If player is currently on a transport but not this transport, they need
70 * to exit first. Perhaps transport to transport transfers should be
71 * allowed.
72 */
73 if (pl->contr->transport && pl->contr->transport != transport) {
74 new_draw_info_format(NDI_UNIQUE, 0, pl,
75 "You must exit %s before you can board %s.",
76 query_name(pl->contr->transport),
77 query_name(transport));
78 return 1;
79 }
80
81 /* player is currently on a transport. This must mean he
82 * wants to exit.
83 */
84 if (pl->contr->transport) {
85 object *old_transport = pl->contr->transport, *inv;
86
87 /* Should we print a message if the player only wants to
88 * apply?
89 */
90 if (aflag & AP_APPLY) return 1;
91 new_draw_info_format(NDI_UNIQUE, 0, pl,
92 "You disembark from %s.",
93 query_name(old_transport));
94 remove_ob(pl);
95 pl->map = old_transport->map;
96 pl->x = old_transport->x;
97 pl->y = old_transport->y;
98 if (pl->contr == old_transport->contr)
99 old_transport->contr = NULL;
100
101 pl->contr->transport = NULL;
102 insert_ob_in_map(pl, pl->map, pl, 0);
103 sum_weight(old_transport);
104
105 /* Possible for more than one player to be using a transport.
106 * if that is the case, we don't want to reset the face, as the
107 * transport is still occupied.
108 */
109 for (inv=old_transport->inv; inv; inv=inv->below)
110 if (inv->type == PLAYER) break;
111 if (!inv) {
112 old_transport->face = old_transport->arch->clone.face;
113 old_transport->animation_id = old_transport->arch->clone.animation_id;
114 }
115 return 1;
116 }
117 else {
118 /* player is trying to board a transport */
119 int pc=0, p_limit;
120 object *inv;
121 const char *kv;
122
123 if (aflag & AP_UNAPPLY) return 1;
124
125 /* Can this transport hold the weight of this player? */
126 if (!transport_can_hold(transport, pl, 1)) {
127 new_draw_info_format(NDI_UNIQUE, 0, pl,
128 "The %s is unable to hold your weight!",
129 query_name(transport));
130 return 1;
131 }
132
133 /* Does this transport have space for more players? */
134 for (inv=transport->inv; inv; inv=inv->below) {
135 if (inv->type == PLAYER) pc++;
136 }
137 kv = get_ob_key_value(transport, "passenger_limit");
138 if (!kv) p_limit=1;
139 else p_limit = atoi(kv);
140 if (pc >= p_limit) {
141 new_draw_info_format(NDI_UNIQUE, 0, pl,
142 "The %s does not have space for any more people",
143 query_name(transport));
144 return 1;
145 }
146
147 /* Everything checks out OK - player can get on the transport */
148 pl->contr->transport = transport;
149 if (!transport->contr) transport->contr = pl->contr;
150 remove_ob(pl);
151 insert_ob_in_ob(pl, transport);
152 sum_weight(transport);
153 pl->map = transport->map;
154 pl->x = transport->x;
155 pl->y = transport->y;
156
157 /* Might need to update face, animation info */
158 if (!pc) {
159 const char *str;
160
161 str = get_ob_key_value(transport, "face_full");
162 if (str)
163 transport->face = &new_faces[FindFace(str,
164 transport->face->number)];
165 str = get_ob_key_value(transport, "anim_full");
166 if (str)
167 transport->animation_id = find_animation(str);
168 }
169
170 /* Does speed of this object change based on weight? */
171 kv = get_ob_key_value(transport, "weight_speed_ratio");
172 if (kv) {
173 int wsr = atoi(kv);
174 float base_speed;
175
176 kv = get_ob_key_value(transport, "base_speed");
177 if (kv) base_speed = atof(kv);
178 else base_speed = transport->arch->clone.speed;
179
180 transport->speed = base_speed - (base_speed * transport->carrying *
181 wsr) / (transport->weight_limit * 100);
182
183 /* Put some limits on min/max speeds */
184 if (transport->speed < 0.10) transport->speed = 0.10;
185 if (transport->speed > 1.0) transport->speed = 1.0;
186 }
187 } /* else if player is boarding the transport */
188
189 return 1;
190}
191
192
193 39
194/** 40/**
195 * Check if op should abort moving victim because of it's race or slaying. 41 * Check if op should abort moving victim because of it's race or slaying.
196 * Returns 1 if it should abort, returns 0 if it should continue. 42 * Returns 1 if it should abort, returns 0 if it should continue.
197 */ 43 */
44int
198int should_director_abort(object *op, object *victim) 45should_director_abort (object *op, object *victim)
199{ 46{
200 int arch_flag, name_flag, race_flag; 47 int arch_flag, name_flag, race_flag;
48
201 /* Get flags to determine what of arch, name, and race should be checked. 49 /* Get flags to determine what of arch, name, and race should be checked.
202 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 50 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
203 * the next is the name flag, and the last is the race flag. Also note, 51 * the next is the name flag, and the last is the race flag. Also note,
204 * if subtype is set to zero, that also goes to defaults of all affecting 52 * if subtype is set to zero, that also goes to defaults of all affecting
205 * it. Examples: 53 * it. Examples:
206 * subtype 1: only arch 54 * subtype 1: only arch
207 * subtype 3: arch or name 55 * subtype 3: arch or name
208 * subtype 5: arch or race 56 * subtype 5: arch or race
209 * subtype 7: all three 57 * subtype 7: all three
210 */ 58 */
211 if (op->subtype) 59 if (op->subtype)
212 { 60 {
213 arch_flag = (op->subtype & 1); 61 arch_flag = (op->subtype & 1);
214 name_flag = (op->subtype & 2); 62 name_flag = (op->subtype & 2);
215 race_flag = (op->subtype & 4); 63 race_flag = (op->subtype & 4);
216 } else { 64 }
65 else
66 {
217 arch_flag = 1; 67 arch_flag = 1;
218 name_flag = 1; 68 name_flag = 1;
219 race_flag = 1; 69 race_flag = 1;
220 } 70 }
221 /* If the director has race set, only affect objects with a arch, 71 /* If the director has race set, only affect objects with a arch,
222 * name or race that matches. 72 * name or race that matches.
223 */ 73 */
224 if ( (op->race) && 74 if ((op->race) &&
225 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) &&
226 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) &&
227 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race))))
78 {
228 return 1; 79 return 1;
229 } 80 }
230 /* If the director has slaying set, only affect objects where none 81 /* If the director has slaying set, only affect objects where none
231 * of arch, name, or race match. 82 * of arch, name, or race match.
232 */ 83 */
233 if ( (op->slaying) && (
234 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
235 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
236 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
87 {
237 return 1; 88 return 1;
238 } 89 }
239 return 0; 90 return 0;
240} 91}
241 92
242/** 93/**
243 * This handles a player dropping money on an altar to identify stuff. 94 * This handles a player dropping money on an altar to identify stuff.
244 * It'll identify marked item, if none all items up to dropped money. 95 * It'll identify marked item, if none all items up to dropped money.
245 * Return value: 1 if money was destroyed, 0 if not. 96 * Return value: 1 if money was destroyed, 0 if not.
246 */ 97 */
98static int
247static int apply_id_altar (object *money, object *altar, object *pl) 99apply_id_altar (object *money, object *altar, object *pl)
248{ 100{
249 object *id, *marked; 101 object *id, *marked;
250 int success=0; 102 int success = 0;
251 103
252 if (pl == NULL || pl->type != PLAYER) 104 if (pl == NULL || pl->type != PLAYER)
253 return 0; 105 return 0;
254 106
255 /* Check for MONEY type is a special hack - it prevents 'nothing needs 107 /* Check for MONEY type is a special hack - it prevents 'nothing needs
256 * identifying' from being printed out more than it needs to be. 108 * identifying' from being printed out more than it needs to be.
257 */ 109 */
258 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
259 return 0; 111 return 0;
260 112
261 marked = find_marked_object (pl); 113 marked = find_marked_object (pl);
262 /* if the player has a marked item, identify that if it needs to be 114 /* if the player has a marked item, identify that if it needs to be
263 * identified. IF it doesn't, then go through the player inventory. 115 * identified. IF it doesn't, then go through the player inventory.
264 */ 116 */
265 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
266 && need_identify (marked))
267 { 118 {
268 if (operate_altar (altar, &money)) { 119 if (operate_altar (altar, &money))
120 {
269 identify (marked); 121 identify (marked);
270 new_draw_info_format(NDI_UNIQUE, 0, pl, 122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
271 "You have %s.", long_desc(marked, pl));
272 if (marked->msg) { 123 if (marked->msg)
124 {
273 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
274 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127 }
128 return money == NULL;
129 }
275 } 130 }
276 return money == NULL;
277 }
278 }
279 131
280 for (id=pl->inv; id; id=id->below) { 132 for (id = pl->inv; id; id = id->below)
133 {
281 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
282 need_identify(id)) { 135 {
283 if (operate_altar(altar,&money)) { 136 if (operate_altar (altar, &money))
284 identify(id); 137 {
285 new_draw_info_format(NDI_UNIQUE, 0, pl, 138 identify (id);
286 "You have %s.", long_desc(id, pl)); 139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
287 if (id->msg) { 140 if (id->msg)
141 {
288 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
289 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
290 } 144 }
291 success=1; 145 success = 1;
292 /* If no more money, might as well quit now */ 146 /* If no more money, might as well quit now */
293 if (money == NULL || ! check_altar_sacrifice (altar,money)) 147 if (money == NULL || !check_altar_sacrifice (altar, money))
294 break; 148 break;
295 } 149 }
296 else { 150 else
151 {
297 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
298 break; 153 break;
299 } 154 }
300 } 155 }
301 } 156 }
157 if (!success)
302 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
303 return money == NULL; 159 return money == NULL;
304} 160}
305 161
306/** 162/**
307 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
308 * matching item. 164 * matching item.
309 **/ 165 **/
166static void
310static void handle_apply_yield(object* tmp) 167handle_apply_yield (object *tmp)
311{ 168{
312 const char* yield; 169 const char *yield;
313 170
314 yield = get_ob_key_value(tmp,"on_use_yield"); 171 yield = get_ob_key_value (tmp, "on_use_yield");
315 if (yield != NULL) 172 if (yield != NULL)
316 { 173 {
317 object* drop = get_archetype(yield); 174 object *drop = get_archetype (yield);
175
318 if (tmp->env) 176 if (tmp->env)
319 { 177 {
320 drop = insert_ob_in_ob(drop,tmp->env); 178 drop = insert_ob_in_ob (drop, tmp->env);
321 if (tmp->env->type == PLAYER) 179 if (tmp->env->type == PLAYER)
322 esrv_send_item(tmp->env,drop); 180 esrv_send_item (tmp->env, drop);
323 } 181 }
324 else 182 else
325 { 183 {
326 drop->x = tmp->x; 184 drop->x = tmp->x;
327 drop->y = tmp->y; 185 drop->y = tmp->y;
328 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
329 } 187 }
330 } 188 }
331} 189}
332 190
333/** 191/**
334 * Handles applying a potion. 192 * Handles applying a potion.
335 */ 193 */
194int
336int apply_potion(object *op, object *tmp) 195apply_potion (object *op, object *tmp)
337{ 196{
338 int got_one=0,i; 197 int got_one = 0, i;
339 object *force; 198 object *force = 0, *floor = 0;
340 199
200 floor = get_map_ob (op->map, op->x, op->y);
201
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 {
341 if(op->type==PLAYER) { 204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
206 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0;
208 }
209
210 if (op->type == PLAYER)
211 {
342 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
343 identify(tmp); 213 identify (tmp);
344 } 214 }
345 215
346 handle_apply_yield(tmp); 216 handle_apply_yield (tmp);
347 217
348 /* Potion of restoration - only for players */ 218 /* Potion of restoration - only for players */
349 if (op->type==PLAYER&&(tmp->attacktype & AT_DEPLETE)) { 219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
220 {
350 object *depl; 221 object *depl;
351 archetype *at; 222 archetype *at;
352 223
353 if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 {
354 drain_stat(op); 226 drain_stat (op);
355 fix_player(op); 227 fix_player (op);
356 decrease_ob(tmp); 228 decrease_ob (tmp);
357 return 1; 229 return 1;
358 } 230 }
359 if ((at = find_archetype(ARCH_DEPLETION))==NULL) { 231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL)
232 {
360 LOG(llevError,"Could not find archetype depletion\n"); 233 LOG (llevError, "Could not find archetype depletion\n");
361 return 0; 234 return 0;
362 } 235 }
363 depl = present_arch_in_ob(at, op); 236 depl = present_arch_in_ob (at, op);
364 if (depl!=NULL) { 237 if (depl != NULL)
238 {
365 for (i = 0; i < NUM_STATS; i++) 239 for (i = 0; i < NUM_STATS; i++)
366 if (get_attr_value(&depl->stats, i)) { 240 if (get_attr_value (&depl->stats, i))
241 {
367 new_draw_info(NDI_UNIQUE,0,op, restore_msg[i]); 242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
368 } 243 }
369 remove_ob(depl); 244 remove_ob (depl);
370 free_object(depl); 245 free_object (depl);
371 fix_player(op); 246 fix_player (op);
372 } 247 }
373 else 248 else
374 new_draw_info(NDI_UNIQUE,0,op, "You potion had no effect."); 249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
375 250
376 decrease_ob(tmp); 251 decrease_ob (tmp);
377 return 1; 252 return 1;
378 } 253 }
379 254
380 /* improvement potion - only for players */ 255 /* improvement potion - only for players */
381 if(op->type==PLAYER&&tmp->attacktype&AT_GODPOWER) { 256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
257 {
382 258
383 for(i=1;i<MIN(11,op->level);i++) { 259 for (i = 1; i < MIN (11, op->level); i++)
260 {
384 if (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) { 261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
385 if (op->contr->levhp[i]!=1) { 262 {
386 op->contr->levhp[i]=1; 263 if (op->contr->levhp[i] != 1)
387 break; 264 {
388 } 265 op->contr->levhp[i] = 1;
389 if (op->contr->levsp[i]!=1) { 266 break;
390 op->contr->levsp[i]=1; 267 }
391 break; 268 if (op->contr->levsp[i] != 1)
392 } 269 {
270 op->contr->levsp[i] = 1;
271 break;
272 }
393 if (op->contr->levgrace[i]!=1) { 273 if (op->contr->levgrace[i] != 1)
274 {
394 op->contr->levgrace[i]=1; 275 op->contr->levgrace[i] = 1;
395 break; 276 break;
396 } 277 }
397 } 278 }
398 else { 279 else
399 if(op->contr->levhp[i]<9) { 280 {
400 op->contr->levhp[i]=9; 281 if (op->contr->levhp[i] < 9)
401 break; 282 {
402 } 283 op->contr->levhp[i] = 9;
403 if(op->contr->levsp[i]<6) { 284 break;
404 op->contr->levsp[i]=6; 285 }
405 break; 286 if (op->contr->levsp[i] < 6)
406 } 287 {
407 if(op->contr->levgrace[i]<3) { 288 op->contr->levsp[i] = 6;
289 break;
290 }
291 if (op->contr->levgrace[i] < 3)
292 {
408 op->contr->levgrace[i]=3; 293 op->contr->levgrace[i] = 3;
409 break; 294 break;
410 } 295 }
411 } 296 }
412 } 297 }
413 /* Just makes checking easier */ 298 /* Just makes checking easier */
414 if (i<MIN(11, op->level)) got_one=1; 299 if (i < MIN (11, op->level))
300 got_one = 1;
415 if (!QUERY_FLAG(tmp,FLAG_CURSED) && !QUERY_FLAG(tmp,FLAG_DAMNED)) { 301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 {
416 if (got_one) { 303 if (got_one)
417 fix_player(op); 304 {
305 fix_player (op);
418 new_draw_info(NDI_UNIQUE,0,op,"The Gods smile upon you and remake you"); 306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
419 new_draw_info(NDI_UNIQUE,0,op,"a little more in their image."); 307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
420 new_draw_info(NDI_UNIQUE,0,op,"You feel a little more perfect."); 308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
309 }
310 else
311 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
312 }
313 else
314 { /* cursed potion */
315 if (got_one)
316 {
317 fix_player (op);
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
319 }
320 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
322 }
323 decrease_ob (tmp);
324 return 1;
421 } 325 }
422 else
423 new_draw_info(NDI_UNIQUE,0,op,"The potion had no effect - you are already perfect");
424 }
425 else { /* cursed potion */
426 if (got_one) {
427 fix_player(op);
428 new_draw_info(NDI_UNIQUE,0,op,"The Gods are angry and punish you.");
429 }
430 else
431 new_draw_info(NDI_UNIQUE,0,op,"You are fortunate that you are so pathetic.");
432 }
433 decrease_ob(tmp);
434 return 1;
435 }
436 326
437 327
438 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
439 * and heroism all fit into this category. Given the spell object code, 329 * and heroism all fit into this category. Given the spell object code,
440 * there is no limit to the number of spells that potions can be cast, 330 * there is no limit to the number of spells that potions can be cast,
441 * but direction is problematic to try and imbue fireball potions for example. 331 * but direction is problematic to try and imbue fireball potions for example.
442 */ 332 */
443 if (tmp->inv) { 333 if (tmp->inv)
334 {
444 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
445 object *fball; 337 object *fball;
446 338
447 new_draw_info(NDI_UNIQUE,0,op, "Yech! Your lungs are on fire!"); 339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
448 /* Explodes a fireball centered at player */ 340 /* Explodes a fireball centered at player */
449 fball = get_archetype(EXPLODING_FIREBALL); 341 fball = get_archetype (EXPLODING_FIREBALL);
450 fball->dam_modifier=random_roll(1, op->level, op, PREFER_LOW)/5+1; 342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
451 fball->stats.maxhp=random_roll(1, op->level, op, PREFER_LOW)/10+2; 343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
452 fball->x = op->x; 344 fball->x = op->x;
453 fball->y = op->y; 345 fball->y = op->y;
454 insert_ob_in_map(fball, op->map, NULL, 0); 346 insert_ob_in_map (fball, op->map, NULL, 0);
455 } else 347 }
348 else
456 cast_spell(op,tmp, op->facing, tmp->inv, NULL); 349 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
457 350
458 decrease_ob(tmp); 351 decrease_ob (tmp);
459 /* if youre dead, no point in doing this... */ 352 /* if youre dead, no point in doing this... */
460 if(!QUERY_FLAG(op,FLAG_REMOVED)) fix_player(op); 353 if (!QUERY_FLAG (op, FLAG_REMOVED))
461 return 1; 354 fix_player (op);
355 return 1;
462 } 356 }
463 357
464 /* Deal with protection potions */ 358 /* Deal with protection potions */
465 force=NULL; 359 force = NULL;
466 for (i=0; i<NROFATTACKS; i++) { 360 for (i = 0; i < NROFATTACKS; i++)
361 {
467 if (tmp->resist[i]) { 362 if (tmp->resist[i])
468 if (!force) force=get_archetype(FORCE_NAME); 363 {
364 if (!force)
365 force = get_archetype (FORCE_NAME);
469 memcpy(force->resist, tmp->resist, sizeof(tmp->resist)); 366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
470 force->type=POTION_EFFECT; 367 force->type = POTION_EFFECT;
471 break; /* Only need to find one protection since we copy entire batch */ 368 break; /* Only need to find one protection since we copy entire batch */
472 } 369 }
473 } 370 }
474 /* This is a protection potion */ 371 /* This is a protection potion */
475 if (force) { 372 if (force)
373 {
476 /* cursed items last longer */ 374 /* cursed items last longer */
477 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 {
478 force->stats.food*=10; 377 force->stats.food *= 10;
479 for (i=0; i<NROFATTACKS; i++) 378 for (i = 0; i < NROFATTACKS; i++)
480 if (force->resist[i] > 0) 379 if (force->resist[i] > 0)
481 force->resist[i] = -force->resist[i]; /* prot => vuln */ 380 force->resist[i] = -force->resist[i]; /* prot => vuln */
482 } 381 }
483 force->speed_left= -1; 382 force->speed_left = -1;
484 force = insert_ob_in_ob(force,op); 383 force = insert_ob_in_ob (force, op);
485 CLEAR_FLAG(tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
486 SET_FLAG(force,FLAG_APPLIED); 385 SET_FLAG (force, FLAG_APPLIED);
487 change_abil(op,force); 386 change_abil (op, force);
488 decrease_ob(tmp); 387 decrease_ob (tmp);
489 return 1; 388 return 1;
490 } 389 }
491 390
492 /* Only thing left are the stat potions */ 391 /* Only thing left are the stat potions */
493 if(op->type==PLAYER) { /* only for players */ 392 if (op->type == PLAYER)
393 { /* only for players */
494 if((QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) && tmp->value!=0) 394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
495 CLEAR_FLAG(tmp, FLAG_APPLIED); 395 CLEAR_FLAG (tmp, FLAG_APPLIED);
496 else 396 else
497 SET_FLAG(tmp, FLAG_APPLIED); 397 SET_FLAG (tmp, FLAG_APPLIED);
498 if(!change_abil(op,tmp)) 398 if (!change_abil (op, tmp))
499 new_draw_info(NDI_UNIQUE,0,op,"Nothing happened."); 399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
500 } 400 }
501 401
502 /* CLEAR_FLAG is so that if the character has other potions 402 /* CLEAR_FLAG is so that if the character has other potions
503 * that were grouped with the one consumed, his 403 * that were grouped with the one consumed, his
504 * stat will not be raised by them. fix_player just clears 404 * stat will not be raised by them. fix_player just clears
505 * up all the stats. 405 * up all the stats.
506 */ 406 */
507 CLEAR_FLAG(tmp, FLAG_APPLIED); 407 CLEAR_FLAG (tmp, FLAG_APPLIED);
508 fix_player(op); 408 fix_player (op);
509 decrease_ob(tmp); 409 decrease_ob (tmp);
510 return 1; 410 return 1;
511} 411}
512 412
513/**************************************************************************** 413/****************************************************************************
514 * Weapon improvement code follows 414 * Weapon improvement code follows
515 ****************************************************************************/ 415 ****************************************************************************/
516 416
517/** 417/**
518 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
519 */ 419 */
420static int
520static int check_item(object *op, const char *item) 421check_item (object *op, const char *item)
521{ 422{
522 int count=0; 423 int count = 0;
523 424
524 425
525 if (item==NULL) return 0; 426 if (item == NULL)
427 return 0;
526 op=op->below; 428 op = op->below;
527 while(op!=NULL) { 429 while (op != NULL)
430 {
528 if (strcmp(op->arch->name,item)==0){ 431 if (strcmp (op->arch->name, item) == 0)
432 {
529 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
530 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
531 { 435 {
532 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
533 count++; 437 count++;
534 else 438 else
535 count += op->nrof; 439 count += op->nrof;
440 }
441 }
442 op = op->below;
536 } 443 }
537 }
538 op=op->below;
539 }
540 return count; 444 return count;
541} 445}
542 446
543/** 447/**
544 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
545 * op is typically the player, which is only 449 * op is typically the player, which is only
546 * really used to determine what space to look at. 450 * really used to determine what space to look at.
547 * Modified to only eat 'nrof' of objects. 451 * Modified to only eat 'nrof' of objects.
548 */ 452 */
453static void
549static void eat_item(object *op,const char *item, uint32 nrof) 454eat_item (object *op, const char *item, uint32 nrof)
550{ 455{
551 object *prev; 456 object *prev;
552 457
458 prev = op;
459 op = op->below;
460
461 while (op != NULL)
462 {
463 if (strcmp (op->arch->name, item) == 0)
464 {
465 if (op->nrof >= nrof)
466 {
467 decrease_ob_nr (op, nrof);
468 return;
469 }
470 else
471 {
472 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof;
474 }
475 op = prev;
476 }
553 prev = op; 477 prev = op;
554 op=op->below; 478 op = op->below;
555
556 while(op!=NULL) {
557 if (strcmp(op->arch->name,item)==0) {
558 if (op->nrof >= nrof) {
559 decrease_ob_nr(op,nrof);
560 return;
561 } else {
562 decrease_ob_nr(op,op->nrof);
563 nrof -= op->nrof;
564 }
565 op=prev;
566 }
567 prev = op;
568 op=op->below;
569 } 479 }
570} 480}
571 481
572/** 482/**
573 * This checks to see of the player (who) is sufficient level to use a weapon 483 * This checks to see of the player (who) is sufficient level to use a weapon
574 * with improvs improvements (typically last_eat). We take an int here 484 * with improvs improvements (typically last_eat). We take an int here
575 * instead of the object so that the improvement code can pass along the 485 * instead of the object so that the improvement code can pass along the
576 * increased value to see if the object is usuable. 486 * increased value to see if the object is usuable.
577 * we return 1 (true) if the player can use the weapon. 487 * we return 1 (true) if the player can use the weapon.
578 */ 488 */
489static int
579static int check_weapon_power(const object *who, int improvs) 490check_weapon_power (const object *who, int improvs)
580{ 491{
492
581/* Old code is below (commented out). Basically, since weapons are the only 493/* Old code is below (commented out). Basically, since weapons are the only
582 * object players really have any control to improve, it's a bit harsh to 494 * object players really have any control to improve, it's a bit harsh to
583 * require high level in some combat skill, so we just use overall level. 495 * require high level in some combat skill, so we just use overall level.
584 */ 496 */
585#if 1 497#if 1
586 if (((who->level/5)+5) >= improvs) return 1; 498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
587 else return 0; 501 return 0;
588 502
589#else 503#else
590 int level=0; 504 int level = 0;
591 505
592 /* The skill system hands out wc and dam bonuses to fighters 506 /* The skill system hands out wc and dam bonuses to fighters
593 * more generously than the old system (see fix_player). Thus 507 * more generously than the old system (see fix_player). Thus
594 * we need to curtail the power of player enchanted weapons. 508 * we need to curtail the power of player enchanted weapons.
595 * I changed this to 1 improvement per "fighter" level/5 -b.t. 509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
596 * Note: Nothing should break by allowing this ratio to be different or 510 * Note: Nothing should break by allowing this ratio to be different or
597 * using normal level - it is just a matter of play balance. 511 * using normal level - it is just a matter of play balance.
598 */ 512 */
599 if(who->type==PLAYER) { 513 if (who->type == PLAYER)
514 {
600 object *wc_obj=NULL; 515 object *wc_obj = NULL;
601 516
602 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
603 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
604 level = wc_obj->level; 519 level = wc_obj->level;
605 520
606 if (!level ) { 521 if (!level)
522 {
607 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
608 level = who->level; 528 level = who->level;
609 }
610 }
611 else
612 level=who->level;
613 529
614 return (improvs <= ((level/5)+5)); 530 return (improvs <= ((level / 5) + 5));
615#endif 531#endif
616} 532}
617 533
618/** 534/**
619 * Returns how many items of type improver->slaying there are under op. 535 * Returns how many items of type improver->slaying there are under op.
620 * Will display a message if none found, and 1 if improver->slaying is NULL. 536 * Will display a message if none found, and 1 if improver->slaying is NULL.
621 */ 537 */
538static int
622static int check_sacrifice(object *op, const object *improver) 539check_sacrifice (object *op, const object *improver)
623{ 540{
624 int count=0; 541 int count = 0;
625 542
626 if (improver->slaying!=NULL) { 543 if (improver->slaying != NULL)
544 {
627 count = check_item(op,improver->slaying); 545 count = check_item (op, improver->slaying);
628 if (count<1) { 546 if (count < 1)
547 {
629 char buf[200]; 548 char buf[200];
549
630 sprintf(buf,"The gods want more %ss",improver->slaying); 550 sprintf (buf, "The gods want more %ss", &improver->slaying);
631 new_draw_info(NDI_UNIQUE,0,op,buf); 551 new_draw_info (NDI_UNIQUE, 0, op, buf);
632 return 0; 552 return 0;
633 } 553 }
634 } 554 }
635 else 555 else
636 count=1; 556 count = 1;
637 557
638 return count; 558 return count;
639} 559}
640 560
641/** 561/**
642 * Actually improves the weapon, and tells user. 562 * Actually improves the weapon, and tells user.
643 */ 563 */
644int improve_weapon_stat(object *op,object *improver,object *weapon, 564int
645 signed char *stat,int sacrifice_count,const char *statname) 565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname)
646{ 566{
647 567
648 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
649 *stat += sacrifice_count; 569 *stat += sacrifice_count;
650 weapon->last_eat++; 570 weapon->last_eat++;
651 new_draw_info_format(NDI_UNIQUE,0,op, 571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
652 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
653 decrease_ob(improver); 572 decrease_ob (improver);
654 573
655 /* So it updates the players stats and the window */ 574 /* So it updates the players stats and the window */
656 fix_player(op); 575 fix_player (op);
657 return 1; 576 return 1;
658} 577}
659 578
660/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
661#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
674/** 593/**
675 * This does the prepare weapon scroll. 594 * This does the prepare weapon scroll.
676 * Checks for sacrifice, and so on. 595 * Checks for sacrifice, and so on.
677 */ 596 */
678 597
598int
679int prepare_weapon(object *op, object *improver, object *weapon) 599prepare_weapon (object *op, object *improver, object *weapon)
680{ 600{
681 int sacrifice_count,i; 601 int sacrifice_count, i;
682 char buf[MAX_BUF]; 602 char buf[MAX_BUF];
683 603
684 if (weapon->level!=0) { 604 if (weapon->level != 0)
605 {
685 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
686 return 0; 607 return 0;
687 } 608 }
688 for (i=0; i<NROFATTACKS; i++) 609 for (i = 0; i < NROFATTACKS; i++)
689 if (weapon->resist[i]) break; 610 if (weapon->resist[i])
611 break;
690 612
691 /* If we break out, i will be less than nrofattacks, preventing 613 /* If we break out, i will be less than nrofattacks, preventing
692 * improvement of items that already have protections. 614 * improvement of items that already have protections.
693 */ 615 */
694 if (i<NROFATTACKS || 616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
695 weapon->stats.hp || /* regeneration */
696 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
697 weapon->stats.exp || /* speed */ 618 weapon->stats.exp || /* speed */
698 weapon->stats.ac) /* AC - only taifu's I think */ 619 weapon->stats.ac) /* AC - only taifu's I think */
699 { 620 {
700 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
701 return 0; 622 return 0;
702 } 623 }
703 sacrifice_count=check_sacrifice(op,improver); 624 sacrifice_count = check_sacrifice (op, improver);
704 if (sacrifice_count<=0) 625 if (sacrifice_count <= 0)
705 return 0; 626 return 0;
706 weapon->level=isqrt(sacrifice_count); 627 weapon->level = isqrt (sacrifice_count);
707 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); 628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
708 eat_item(op, improver->slaying, sacrifice_count); 629 eat_item (op, improver->slaying, sacrifice_count);
709 630
710 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
711 weapon->name,weapon->level);
712 632
713 sprintf(buf,"%s's %s",op->name,weapon->name); 633 sprintf (buf, "%s's %s", &op->name, &weapon->name);
714 FREE_AND_COPY(weapon->name, buf); 634 weapon->name = weapon->name_pl = buf;
715 FREE_AND_COPY(weapon->name_pl, buf);
716 weapon->nrof=0; /* prevents preparing n weapons in the same 635 weapon->nrof = 0; /* prevents preparing n weapons in the same
717 slot at once! */ 636 slot at once! */
718 decrease_ob(improver); 637 decrease_ob (improver);
719 weapon->last_eat=0; 638 weapon->last_eat = 0;
720 return 1; 639 return 1;
721} 640}
722 641
723 642
724/** 643/**
725 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 644 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
730 * 649 *
731 * We are hiding extra information about the weapon in the level and 650 * We are hiding extra information about the weapon in the level and
732 * last_eat numbers for an object. Hopefully this won't break anything ?? 651 * last_eat numbers for an object. Hopefully this won't break anything ??
733 * level == max improve last_eat == current improve 652 * level == max improve last_eat == current improve
734 */ 653 */
654int
735int improve_weapon(object *op,object *improver,object *weapon) 655improve_weapon (object *op, object *improver, object *weapon)
736{ 656{
737 int sacrifice_count, sacrifice_needed=0; 657 int sacrifice_count, sacrifice_needed = 0;
738 658
739 if(improver->stats.sp==IMPROVE_PREPARE) { 659 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
740 return prepare_weapon(op, improver, weapon); 661 return prepare_weapon (op, improver, weapon);
741 } 662 }
742 if (weapon->level==0) { 663 if (weapon->level == 0)
664 {
743 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared.");
744 return 0; 666 return 0;
745 } 667 }
746 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 {
747 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more.");
748 return 0; 671 return 0;
749 } 672 }
750 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
751 !check_weapon_power(op, weapon->last_eat+1)) { 674 {
752 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too");
753 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you");
754 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it.");
755 return 0; 678 return 0;
756 } 679 }
757 /* This just increases damage by 5 points, no matter what. No sacrifice 680 /* This just increases damage by 5 points, no matter what. No sacrifice
758 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
759 * don't put any maximum value on damage - the limit is how much the 682 * don't put any maximum value on damage - the limit is how much the
760 * weapon can be improved. 683 * weapon can be improved.
761 */ 684 */
762 if (improver->stats.sp==IMPROVE_DAMAGE) { 685 if (improver->stats.sp == IMPROVE_DAMAGE)
686 {
763 weapon->stats.dam += 5; 687 weapon->stats.dam += 5;
764 weapon->weight += 5000; /* 5 KG's */ 688 weapon->weight += 5000; /* 5 KG's */
765 new_draw_info_format(NDI_UNIQUE, 0, op, 689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam);
766 "Damage has been increased by 5 to %d", weapon->stats.dam);
767 weapon->last_eat++; 690 weapon->last_eat++;
768 691
769 weapon->item_power++; 692 weapon->item_power++;
770 decrease_ob(improver); 693 decrease_ob (improver);
771 return 1; 694 return 1;
772 } 695 }
773 if (improver->stats.sp == IMPROVE_WEIGHT) { 696 if (improver->stats.sp == IMPROVE_WEIGHT)
697 {
774 /* Reduce weight by 20% */ 698 /* Reduce weight by 20% */
775 weapon->weight = (weapon->weight * 8)/10; 699 weapon->weight = (weapon->weight * 8) / 10;
776 if (weapon->weight < 1) weapon->weight = 1; 700 if (weapon->weight < 1)
777 new_draw_info_format(NDI_UNIQUE, 0, op, 701 weapon->weight = 1;
778 "Weapon weight reduced to %6.1f kg", 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0);
779 (float)weapon->weight/1000.0);
780 weapon->last_eat++; 703 weapon->last_eat++;
781 weapon->item_power++; 704 weapon->item_power++;
782 decrease_ob(improver); 705 decrease_ob (improver);
783 return 1; 706 return 1;
784 } 707 }
785 if (improver->stats.sp == IMPROVE_ENCHANT) { 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
786 weapon->magic++; 710 weapon->magic++;
787 weapon->last_eat++; 711 weapon->last_eat++;
788 new_draw_info_format(NDI_UNIQUE, 0, op 712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic);
789 ,"Weapon magic increased to %d",weapon->magic);
790 decrease_ob(improver); 713 decrease_ob (improver);
791 weapon->item_power++; 714 weapon->item_power++;
792 return 1; 715 return 1;
793 } 716 }
794 717
795 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
796 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
797 weapon->stats.Wis;
798 720
799 if (sacrifice_needed<1) 721 if (sacrifice_needed < 1)
800 sacrifice_needed =1; 722 sacrifice_needed = 1;
801 sacrifice_needed *=2; 723 sacrifice_needed *= 2;
802 724
803 sacrifice_count = check_sacrifice(op,improver); 725 sacrifice_count = check_sacrifice (op, improver);
804 if (sacrifice_count < sacrifice_needed) { 726 if (sacrifice_count < sacrifice_needed)
805 new_draw_info_format(NDI_UNIQUE, 0, op, 727 {
806 "You need at least %d %s", sacrifice_needed, improver->slaying); 728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying);
807 return 0; 729 return 0;
808 } 730 }
809 eat_item(op,improver->slaying, sacrifice_needed); 731 eat_item (op, improver->slaying, sacrifice_needed);
810 weapon->item_power++; 732 weapon->item_power++;
811 733
812 switch (improver->stats.sp) { 734 switch (improver->stats.sp)
735 {
813 case IMPROVE_STR: 736 case IMPROVE_STR:
814 return improve_weapon_stat(op,improver,weapon, 737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength");
815 (signed char *) &(weapon->stats.Str),
816 1, "strength");
817 case IMPROVE_DEX: 738 case IMPROVE_DEX:
818 return improve_weapon_stat(op,improver,weapon, 739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity");
819 (signed char *) &(weapon->stats.Dex),
820 1, "dexterity");
821 case IMPROVE_CON: 740 case IMPROVE_CON:
822 return improve_weapon_stat(op,improver,weapon, 741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution");
823 (signed char *) &(weapon->stats.Con),
824 1, "constitution");
825 case IMPROVE_WIS: 742 case IMPROVE_WIS:
826 return improve_weapon_stat(op,improver,weapon, 743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom");
827 (signed char *) &(weapon->stats.Wis),
828 1, "wisdom");
829 case IMPROVE_CHA: 744 case IMPROVE_CHA:
830 return improve_weapon_stat(op,improver,weapon, 745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma");
831 (signed char *) &(weapon->stats.Cha),
832 1, "charisma");
833 case IMPROVE_INT: 746 case IMPROVE_INT:
834 return improve_weapon_stat(op,improver,weapon, 747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence");
835 (signed char *) &(weapon->stats.Int),
836 1, "intelligence");
837 case IMPROVE_POW: 748 case IMPROVE_POW:
838 return improve_weapon_stat(op,improver,weapon, 749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power");
839 (signed char *) &(weapon->stats.Pow),
840 1, "power");
841 default: 750 default:
842 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type.");
843 } 752 }
844 LOG(llevError,"improve_weapon: Got to end of function\n"); 753 LOG (llevError, "improve_weapon: Got to end of function\n");
845 return 0; 754 return 0;
846} 755}
847 756
848/** 757/**
849 * Handles the applying of improve/prepare/enchant weapon scroll. 758 * Handles the applying of improve/prepare/enchant weapon scroll.
850 * Checks a few things (not on a non-magic square, marked weapon, ...), 759 * Checks a few things (not on a non-magic square, marked weapon, ...),
851 * then calls improve_weapon to do the dirty work. 760 * then calls improve_weapon to do the dirty work.
852 */ 761 */
762int
853int check_improve_weapon (object *op, object *tmp) 763check_improve_weapon (object *op, object *tmp)
854{ 764{
855 object *otmp; 765 object *otmp;
856 766
857 if(op->type!=PLAYER) 767 if (op->type != PLAYER)
768 return 0;
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
858 return 0; 772 return 0;
859 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
860 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
861 return 0;
862 } 773 }
863 otmp=find_marked_object(op); 774 otmp = find_marked_object (op);
864 if(!otmp) { 775 if (!otmp)
776 {
865 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
866 return 0; 778 return 0;
867 } 779 }
868 if (otmp->type != WEAPON && otmp->type != BOW) { 780 if (otmp->type != WEAPON && otmp->type != BOW)
781 {
869 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
870 return 0; 783 return 0;
871 } 784 }
872 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
873 improve_weapon(op,tmp,otmp); 786 improve_weapon (op, tmp, otmp);
874 esrv_send_item(op, otmp); 787 esrv_send_item (op, otmp);
875 return 1; 788 return 1;
876} 789}
877 790
878/** 791/**
879 * This code deals with the armour improvment scrolls. 792 * This code deals with the armour improvment scrolls.
880 * Change limits on improvement - let players go up to 793 * Change limits on improvement - let players go up to
895 * the armour value of the piece of equipment exceed either 808 * the armour value of the piece of equipment exceed either
896 * the users level or 90) 809 * the users level or 90)
897 * Modified by MSW for partial resistance. Only support 810 * Modified by MSW for partial resistance. Only support
898 * changing of physical area right now. 811 * changing of physical area right now.
899 */ 812 */
813int
900int improve_armour(object *op, object *improver, object *armour) 814improve_armour (object *op, object *improver, object *armour)
901{ 815{
902 object *tmp; 816 object *tmp;
903 817
904 if (armour->magic >= settings.armor_max_enchant) { 818 if (armour->magic >= settings.armor_max_enchant)
819 {
905 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further.");
906 return 0; 821 return 0;
907 } 822 }
908 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
909 * etc), so take the easy way out and don't worry about it. 824 * etc), so take the easy way out and don't worry about it.
910 * Note - maybe add scrolls which make the random artifact versions (eg, armour 825 * Note - maybe add scrolls which make the random artifact versions (eg, armour
911 * of gnarg and what not?) 826 * of gnarg and what not?)
912 */ 827 */
913 if (armour->title) { 828 if (armour->title)
829 {
914 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
915 return 0; 831 return 0;
916 } 832 }
917 833
918 /* Split objects if needed. Can't insert tmp until the 834 /* Split objects if needed. Can't insert tmp until the
919 * end of this function - otherwise it will just re-merge. 835 * end of this function - otherwise it will just re-merge.
920 */ 836 */
921 if(armour->nrof > 1) 837 if (armour->nrof > 1)
922 tmp = get_split_ob(armour,armour->nrof - 1); 838 tmp = get_split_ob (armour, armour->nrof - 1);
923 else 839 else
924 tmp = NULL; 840 tmp = NULL;
925 841
926 armour->magic++; 842 armour->magic++;
927 843
928 if ( !settings.armor_speed_linear ) 844 if (!settings.armor_speed_linear)
929 { 845 {
930 int base = 100; 846 int base = 100;
931 int pow = 0; 847 int pow = 0;
848
932 while ( pow < armour->magic ) 849 while (pow < armour->magic)
933 { 850 {
934 base = base - ( base * settings.armor_speed_improvement ) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
935 pow++; 852 pow++;
936 } 853 }
937 854
938 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100;
939 } 856 }
940 else 857 else
941 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
942 859
943 if ( !settings.armor_weight_linear ) 860 if (!settings.armor_weight_linear)
944 { 861 {
945 int base = 100; 862 int base = 100;
946 int pow = 0; 863 int pow = 0;
864
947 while ( pow < armour->magic ) 865 while (pow < armour->magic)
948 { 866 {
949 base = base - ( base * settings.armor_weight_reduction ) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
950 pow++; 868 pow++;
951 } 869 }
952 870
953 armour->weight = ( armour->arch->clone.weight * base ) / 100; 871 armour->weight = (armour->arch->clone.weight * base) / 100;
954 } 872 }
955 else 873 else
956 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
957 875
958 if ( armour->weight <= 0 ) 876 if (armour->weight <= 0)
959 { 877 {
960 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
961 armour->weight = 1; 879 armour->weight = 1;
962 } 880 }
963 881
964 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic);
965 883
966 if (op->type == PLAYER) { 884 if (op->type == PLAYER)
885 {
967 esrv_send_item(op, armour); 886 esrv_send_item (op, armour);
968 if(QUERY_FLAG(armour, FLAG_APPLIED)) 887 if (QUERY_FLAG (armour, FLAG_APPLIED))
969 fix_player(op); 888 fix_player (op);
970 } 889 }
971 decrease_ob(improver); 890 decrease_ob (improver);
972 if (tmp) { 891 if (tmp)
892 {
973 insert_ob_in_ob(tmp, op); 893 insert_ob_in_ob (tmp, op);
974 esrv_send_item(op, tmp); 894 esrv_send_item (op, tmp);
975 } 895 }
976 return 1; 896 return 1;
977} 897}
978 898
979 899
980/* 900/*
981 * convert_item() returns 1 if anything was converted, 0 if the item was not 901 * convert_item() returns 1 if anything was converted, 0 if the item was not
989/* Takes one items and makes another. 909/* Takes one items and makes another.
990 * converter is the object that is doing the conversion. 910 * converter is the object that is doing the conversion.
991 * item is the object that triggered the converter - if it is not 911 * item is the object that triggered the converter - if it is not
992 * what the converter wants, this will not do anything. 912 * what the converter wants, this will not do anything.
993 */ 913 */
914int
994int convert_item(object *item, object *converter) { 915convert_item (object *item, object *converter)
916{
995 int nr=0; 917 int nr = 0;
996 object *tmp;
997 int is_in_shop;
998 uint32 price_in; 918 uint32 price_in;
999 919
1000 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1001 tmp != NULL;
1002 tmp = tmp->above) {
1003 if(tmp->type == SHOP_FLOOR)
1004 break;
1005 }
1006 is_in_shop = (tmp != NULL);
1007
1008 /* We make some assumptions - we assume if it takes money as it type, 920 /* We make some assumptions - we assume if it takes money as it type,
1009 * it wants some amount. We don't make change (ie, if something costs 921 * it wants some amount. We don't make change (ie, if something costs
1010 * 3 gp and player drops a platinum, tough luck) 922 * 3 gp and player drops a platinum, tough luck)
1011 */ 923 */
1012 if (!strcmp(CONV_FROM(converter),"money")) { 924 if (!strcmp (CONV_FROM (converter), "money"))
1013 int cost; 925 {
926 int cost;
1014 927
1015 if(item->type!=MONEY) 928 if (item->type != MONEY)
1016 return 0; 929 return 0;
1017 930
1018 nr=(item->nrof*item->value)/CONV_NEED(converter); 931 nr = (item->nrof * item->value) / CONV_NEED (converter);
1019 if (!nr) return 0; 932 if (!nr)
933 return 0;
1020 cost=nr*CONV_NEED(converter)/item->value; 934 cost = nr * CONV_NEED (converter) / item->value;
1021 /* take into account rounding errors */ 935 /* take into account rounding errors */
1022 if (nr*CONV_NEED(converter)%item->value) cost++; 936 if (nr * CONV_NEED (converter) % item->value)
937 cost++;
1023 decrease_ob_nr(item, cost); 938 decrease_ob_nr (item, cost);
1024 939
1025 price_in = cost*item->value; 940 price_in = cost * item->value;
941 }
942 else
1026 } 943 {
1027 else {
1028 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name ||
1029 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1030 return 0; 946 return 0;
1031 947
1032 if(CONV_NEED(converter)) { 948 if (CONV_NEED (converter))
949 {
1033 nr=item->nrof/CONV_NEED(converter); 950 nr = item->nrof / CONV_NEED (converter);
1034 decrease_ob_nr(item,nr*CONV_NEED(converter)); 951 decrease_ob_nr (item, nr * CONV_NEED (converter));
1035 price_in = nr*CONV_NEED(converter)*item->value; 952 price_in = nr * CONV_NEED (converter) * item->value;
1036 } else { 953 }
954 else
955 {
1037 price_in = item->value; 956 price_in = item->value;
1038 remove_ob(item); 957 remove_ob (item);
1039 free_object(item); 958 free_object (item);
1040 } 959 }
1041 } 960 }
1042 961
1043 if (converter->inv != NULL) { 962 if (converter->inv != NULL)
963 {
1044 object *ob; 964 object *ob;
1045 int i; 965 int i;
1046 object *ob_to_copy; 966 object *ob_to_copy;
1047 967
1048 /* select random object from inventory to copy */ 968 /* select random object from inventory to copy */
1049 ob_to_copy = converter->inv; 969 ob_to_copy = converter->inv;
1050 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++)
971 {
1051 if (rndm(0, i) == 0) { 972 if (rndm (0, i) == 0)
1052 ob_to_copy = ob; 973 {
974 ob_to_copy = ob;
975 }
976 }
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1053 } 980 }
1054 } 981 else
1055 item = object_create_clone(ob_to_copy); 982 {
1056 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1057 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1058 } else {
1059 if (converter->other_arch == NULL) { 983 if (converter->other_arch == NULL)
1060 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); 984 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, converter->map->path, converter->x, converter->y);
1061 return -1; 987 return -1;
1062 } 988 }
1063 989
1064 item = object_create_arch(converter->other_arch); 990 item = object_create_arch (converter->other_arch);
1065 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1066 } 992 }
1067 993
1068 if(CONV_NR(converter)) 994 if (CONV_NR (converter))
1069 item->nrof=CONV_NR(converter); 995 item->nrof = CONV_NR (converter);
1070 if(nr) 996 if (nr)
1071 item->nrof*=nr; 997 item->nrof *= nr;
1072 if(is_in_shop) 998 if (is_in_shop (converter))
1073 SET_FLAG(item,FLAG_UNPAID); 999 SET_FLAG (item, FLAG_UNPAID);
1074 else if(price_in < item->nrof*item->value) { 1000 else if (price_in < item->nrof * item->value)
1001 {
1075 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1076 converter->name, converter->map->path, converter->x, converter->y, price_in, 1003 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1077 item->nrof*item->value, item->name); 1004
1078 /** 1005 /**
1079 * elmex: we are going to let the game continue, as the mapcreator 1006 * elmex: we are going to let the game continue, as the mapcreator
1080 * propably had something in mind when doing this 1007 * propably had something in mind when doing this
1081 */ 1008 */
1082 } 1009 }
1083 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1084 return 1; 1011 return 1;
1085} 1012}
1086 1013
1087/** 1014/**
1088 * Handle apply on containers. 1015 * Handle apply on containers.
1089 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
1090 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1091 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
1092 */ 1019 */
1093 1020
1021int
1094int apply_container (object *op, object *sack) 1022apply_container (object *op, object *sack)
1095{ 1023{
1096 char buf[MAX_BUF]; 1024 char buf[MAX_BUF];
1097 object *tmp; 1025 object *tmp;
1098 1026
1099 if(op->type!=PLAYER) 1027 if (op->type != PLAYER)
1100 return 0; /* This might change */ 1028 return 0; /* This might change */
1101 1029
1102 if (sack==NULL || sack->type != CONTAINER) { 1030 if (sack == NULL || sack->type != CONTAINER)
1031 {
1103 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name);
1104 return 0; 1033 return 0;
1105 } 1034 }
1106 op->contr->last_used = NULL; 1035 op->contr->last_used = NULL;
1107 op->contr->last_used_id = 0; 1036 op->contr->last_used_id = 0;
1108 1037
1109 if (sack->env!=op) { 1038 if (sack->env != op)
1039 {
1110 if (sack->other_arch == NULL || sack->env != NULL) { 1040 if (sack->other_arch == NULL || sack->env != NULL)
1041 {
1111 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); 1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first.");
1112 return 1; 1043 return 1;
1113 } 1044 }
1114 /* It's on the ground, the problems begin */ 1045 /* It's on the ground, the problems begin */
1115 if (op->container != sack) { 1046 if (op->container != sack)
1047 {
1116 /* it's closed OR some player has opened it */ 1048 /* it's closed OR some player has opened it */
1117 if (QUERY_FLAG(sack, FLAG_APPLIED)) { 1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1118 for(tmp=get_map_ob(sack->map, sack->x, sack->y); 1050 {
1119 tmp && tmp->container != sack; tmp=tmp->above); 1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1120 if (tmp) { 1052 if (tmp)
1053 {
1121 /* some other player have opened it */ 1054 /* some other player have opened it */
1122 new_draw_info_format(NDI_UNIQUE, 0, op, 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1123 "%s is already occupied.", query_name(sack)); 1056 return 1;
1124 return 1; 1057 }
1125 } 1058 }
1126 } 1059 }
1127 }
1128 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1129 if (op->container == NULL) {
1130 tmp = arch_to_object (sack->other_arch);
1131 /* not good, but insert_ob_in_ob() is too smart */
1132 CLEAR_FLAG (tmp, FLAG_REMOVED);
1133 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1134 tmp->map = NULL;
1135 tmp->env = sack;
1136 if (sack->inv)
1137 sack->inv->above = tmp;
1138 tmp->below = sack->inv;
1139 tmp->above = NULL;
1140 sack->inv = tmp;
1141 sack->move_off = MOVE_ALL; /* trying force closing it */
1142 } else {
1143 sack->move_off = 0;
1144 tmp = sack->inv;
1145 if (tmp && tmp->type == CLOSE_CON) {
1146 remove_ob(tmp);
1147 free_object (tmp);
1148 }
1149 }
1150 }
1151 }
1152
1153 if (QUERY_FLAG (sack, FLAG_APPLIED)) { 1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1154 if (op->container) { 1061 {
1155 if (op->container != sack) { 1062 if (op->container == NULL)
1156 tmp = op->container; 1063 {
1157 apply_container (op, tmp); 1064 tmp = arch_to_object (sack->other_arch);
1158 sprintf (buf, "You close %s and open ", query_name(tmp)); 1065 /* not good, but insert_ob_in_ob() is too smart */
1159 op->container = sack; 1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1160 strcat (buf, query_name(sack)); 1067 tmp->x = tmp->y = 0;
1161 strcat (buf, "."); 1068 tmp->map = NULL;
1162 } else { 1069 tmp->env = sack;
1163 CLEAR_FLAG (sack, FLAG_APPLIED); 1070 if (sack->inv)
1164 op->container = NULL; 1071 sack->inv->above = tmp;
1165 sprintf (buf, "You close %s.", query_name(sack)); 1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 }
1166 } 1088 }
1167 } else { 1089
1090 if (QUERY_FLAG (sack, FLAG_APPLIED))
1091 {
1092 if (op->container)
1093 {
1094 if (op->container != sack)
1095 {
1096 tmp = op->container;
1097 apply_container (op, tmp);
1098 sprintf (buf, "You close %s and open ", query_name (tmp));
1099 op->container = sack;
1100 strcat (buf, query_name (sack));
1101 strcat (buf, ".");
1102 }
1103 else
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else
1111 {
1168 CLEAR_FLAG (sack, FLAG_APPLIED); 1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1169 sprintf (buf, "You open %s.", query_name(sack)); 1113 sprintf (buf, "You open %s.", query_name (sack));
1170 SET_FLAG (sack, FLAG_APPLIED); 1114 SET_FLAG (sack, FLAG_APPLIED);
1171 op->container = sack; 1115 op->container = sack;
1172 } 1116 }
1173 } else { /* not applied */ 1117 }
1174 if (sack->slaying) { /* it's locked */ 1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1175 tmp = find_key(op, op, sack); 1122 tmp = find_key (op, op, sack);
1176 if (tmp) { 1123 if (tmp)
1124 {
1177 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1178 SET_FLAG (sack, FLAG_APPLIED); 1126 SET_FLAG (sack, FLAG_APPLIED);
1179 if (sack->env == NULL) { /* if it's on ground,open it also */ 1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1180 new_draw_info (NDI_UNIQUE,0,op, buf); 1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1181 apply_container (op, sack); 1130 apply_container (op, sack);
1182 return 1; 1131 return 1;
1183 } 1132 }
1184 } else { 1133 }
1134 else
1135 {
1185 sprintf (buf, "You don't have the key to unlock %s.", 1136 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1186 query_name(sack)); 1137 }
1187 } 1138 }
1188 } else { 1139 else
1140 {
1189 sprintf (buf, "You readied %s.", query_name(sack)); 1141 sprintf (buf, "You readied %s.", query_name (sack));
1190 SET_FLAG (sack, FLAG_APPLIED); 1142 SET_FLAG (sack, FLAG_APPLIED);
1191 if (sack->env == NULL) { /* if it's on ground,open it also */ 1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1192 new_draw_info (NDI_UNIQUE, 0, op, buf); 1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1193 apply_container (op, sack); 1146 apply_container (op, sack);
1194 return 1; 1147 return 1;
1148 }
1149 }
1195 } 1150 }
1196 }
1197 }
1198 new_draw_info (NDI_UNIQUE, 0, op, buf); 1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 if (op->contr)
1199 if (op->contr) op->contr->socket.update_look=1; 1153 op->contr->socket.update_look = 1;
1200 return 1; 1154 return 1;
1201} 1155}
1202 1156
1203/** 1157/**
1204 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1205 * the player has in their inventory, eg, sacks, luggages, etc. 1159 * the player has in their inventory, eg, sacks, luggages, etc.
1212 * Reminder - there are three states for any container - closed (non applied), 1166 * Reminder - there are three states for any container - closed (non applied),
1213 * applied (not open, but objects that match get tossed into it), and open 1167 * applied (not open, but objects that match get tossed into it), and open
1214 * (applied flag set, and op->container points to the open container) 1168 * (applied flag set, and op->container points to the open container)
1215 */ 1169 */
1216 1170
1171int
1217int esrv_apply_container (object *op, object *sack) 1172esrv_apply_container (object *op, object *sack)
1218{ 1173{
1219 object *tmp=op->container; 1174 object *tmp = op->container;
1175
1220 if(op->type!=PLAYER) 1176 if (op->type != PLAYER)
1221 return 0; /* This might change */ 1177 return 0; /* This might change */
1222 1178
1223 if (sack==NULL || sack->type != CONTAINER) { 1179 if (sack == NULL || sack->type != CONTAINER)
1224 LOG (llevError,
1225 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1226 return 0;
1227 } 1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1182 return 0;
1183 }
1228 1184
1229 /* If we have a currently open container, then it needs to be closed in all cases 1185 /* If we have a currently open container, then it needs to be closed in all cases
1230 * if we are opening this one up. We then fall through if appropriate for 1186 * if we are opening this one up. We then fall through if appropriate for
1231 * openening the new container. 1187 * openening the new container.
1232 */ 1188 */
1233 1189
1234 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { 1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1235 if (op->container->env != op) { /* if container is on the ground */ 1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1236 op->container->move_off = 0; 1194 op->container->move_off = 0;
1237 } 1195 }
1238 /* Lauwenmark: Handle for plugin close event */ 1196
1239 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1240 return 1; 1198 return 1;
1241 1199
1242 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", 1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1243 query_name(op->container));
1244 CLEAR_FLAG(op->container, FLAG_APPLIED); 1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1245 op->container=NULL; 1202 op->container = NULL;
1246 esrv_update_item (UPD_FLAGS, op, tmp); 1203 esrv_update_item (UPD_FLAGS, op, tmp);
1247 if (tmp == sack) return 1; 1204 if (tmp == sack)
1205 return 1;
1248 } 1206 }
1249 1207
1250 1208
1251 /* If the player is trying to open it (which he must be doing if we got here), 1209 /* If the player is trying to open it (which he must be doing if we got here),
1252 * and it is locked, check to see if player has the equipment to open it. 1210 * and it is locked, check to see if player has the equipment to open it.
1253 */ 1211 */
1254 1212
1255 if (sack->slaying) { /* it's locked */ 1213 if (sack->slaying)
1214 { /* it's locked */
1256 tmp=find_key(op, op, sack); 1215 tmp = find_key (op, op, sack);
1257 if (tmp) { 1216 if (tmp)
1217 {
1258 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); 1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1259 } else {
1260 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1261 query_name(sack));
1262 return 0;
1263 } 1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1264 } 1225 }
1265 1226
1266 /* By the time we get here, we have made sure any other container has been closed and 1227 /* By the time we get here, we have made sure any other container has been closed and
1267 * if this is a locked container, the player they key to open it. 1228 * if this is a locked container, the player they key to open it.
1268 */ 1229 */
1269 1230
1270 /* There are really two cases - the sack is either on the ground, or the sack is 1231 /* There are really two cases - the sack is either on the ground, or the sack is
1271 * part of the players inventory. If on the ground, we assume that the player is 1232 * part of the players inventory. If on the ground, we assume that the player is
1272 * opening it, since if it was being closed, that would have been taken care of above. 1233 * opening it, since if it was being closed, that would have been taken care of above.
1273 */ 1234 */
1274 1235
1275 1236
1276 if (sack->env != op) { 1237 if (sack->env != op)
1238 {
1277 /* Hypothetical case - the player is trying to open a sack that belong to someone 1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1278 * else. This normally should not happen, but a misbehaving client/player could 1240 * else. This normally should not happen, but a misbehaving client/player could
1279 * try to do it, so lets handle it gracefully. 1241 * try to do it, so lets handle it gracefully.
1280 */ 1242 */
1281 if (sack->env) { 1243 if (sack->env)
1244 {
1282 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1283 query_name(sack));
1284 return 0; 1246 return 0;
1285 } 1247 }
1286 /* set these so when the player walks off, we can unapply the sack */ 1248 /* set these so when the player walks off, we can unapply the sack */
1287 sack->move_off = MOVE_ALL; /* trying force closing it */ 1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1288 1250
1289 CLEAR_FLAG (sack, FLAG_APPLIED);
1290 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1291 SET_FLAG (sack, FLAG_APPLIED);
1292 op->container = sack;
1293 esrv_update_item (UPD_FLAGS, op, sack);
1294 esrv_send_inventory (op, sack);
1295
1296 } else { /* sack is in players inventory */
1297 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1298 CLEAR_FLAG (sack, FLAG_APPLIED); 1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1299 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1300 SET_FLAG (sack, FLAG_APPLIED); 1253 SET_FLAG (sack, FLAG_APPLIED);
1301 op->container = sack; 1254 op->container = sack;
1302 esrv_update_item (UPD_FLAGS, op, sack); 1255 esrv_update_item (UPD_FLAGS, op, sack);
1303 esrv_send_inventory (op, sack); 1256 esrv_send_inventory (op, sack);
1304 } 1257
1305 else { 1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1306 CLEAR_FLAG (sack, FLAG_APPLIED); 1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1307 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); 1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1308 SET_FLAG (sack, FLAG_APPLIED); 1274 SET_FLAG (sack, FLAG_APPLIED);
1309 esrv_update_item (UPD_FLAGS, op, sack); 1275 esrv_update_item (UPD_FLAGS, op, sack);
1310 } 1276 }
1311 } 1277 }
1312 return 1; 1278 return 1;
1313} 1279}
1314 1280
1315 1281
1316/** 1282/**
1317 * Handles dropping things on altar. 1283 * Handles dropping things on altar.
1318 * Returns true if sacrifice was accepted. 1284 * Returns true if sacrifice was accepted.
1319 */ 1285 */
1286static int
1320static int apply_altar (object *altar, object *sacrifice, object *originator) 1287apply_altar (object *altar, object *sacrifice, object *originator)
1321{ 1288{
1322 /* Only players can make sacrifices on spell casting altars. */ 1289 /* Only players can make sacrifices on spell casting altars. */
1323 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1290 if (altar->inv && (!originator || originator->type != PLAYER))
1324 return 0; 1291 return 0;
1325 1292
1326 if (operate_altar (altar, &sacrifice)) { 1293 if (operate_altar (altar, &sacrifice))
1294 {
1327 /* Simple check. Unfortunately, it means you can't cast magic bullet 1295 /* Simple check. Unfortunately, it means you can't cast magic bullet
1328 * with an altar. We call it a Potion - altars are stationary - it 1296 * with an altar. We call it a Potion - altars are stationary - it
1329 * is up to map designers to use them properly. 1297 * is up to map designers to use them properly.
1330 */ 1298 */
1331 if (altar->inv && altar->inv->type==SPELL) { 1299 if (altar->inv && altar->inv->type == SPELL)
1300 {
1332 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name);
1333 altar->inv->name);
1334 cast_spell (originator, altar, 0, altar->inv, NULL); 1302 cast_spell (originator, altar, 0, altar->inv, NULL);
1335 /* If it is connected, push the button. Fixes some problems with 1303 /* If it is connected, push the button. Fixes some problems with
1336 * old maps. 1304 * old maps.
1337 */ 1305 */
1306
1338/* push_button (altar);*/ 1307/* push_button (altar);*/
1339 } else { 1308 }
1309 else
1310 {
1340 altar->value = 1; /* works only once */ 1311 altar->value = 1; /* works only once */
1341 push_button (altar); 1312 push_button (altar);
1342 } 1313 }
1343 return sacrifice == NULL; 1314
1344 } else { 1315 return !sacrifice;
1316 }
1317 else
1345 return 0; 1318 return 0;
1346 }
1347} 1319}
1348
1349 1320
1350/** 1321/**
1351 * Handles 'movement' of shop mats. 1322 * Handles 'movement' of shop mats.
1352 * Returns 1 if 'op' was destroyed, 0 if not. 1323 * Returns 1 if 'op' was destroyed, 0 if not.
1353 * Largely re-written to not use nearly as many gotos, plus 1324 * Largely re-written to not use nearly as many gotos, plus
1354 * some of this code just looked plain out of date. 1325 * some of this code just looked plain out of date.
1355 * MSW 2001-08-29 1326 * MSW 2001-08-29
1356 */ 1327 */
1328int
1357static int apply_shop_mat (object *shop_mat, object *op) 1329apply_shop_mat (object *shop_mat, object *op)
1358{ 1330{
1359 int rv = 0; 1331 int rv = 0;
1360 double opinion; 1332 double opinion;
1361 object *tmp, *next; 1333 object *tmp, *next;
1362 1334
1363 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1364 1336
1365 if (op->type != PLAYER) { 1337 if (op->type != PLAYER)
1338 {
1366 /* Remove all the unpaid objects that may be carried here. 1339 /* Remove all the unpaid objects that may be carried here.
1367 * This could be pets or monsters that are somehow in 1340 * This could be pets or monsters that are somehow in
1368 * the shop. 1341 * the shop.
1369 */ 1342 */
1370 for (tmp=op->inv; tmp; tmp=next) { 1343 for (tmp = op->inv; tmp; tmp = next)
1344 {
1371 next = tmp->below; 1345 next = tmp->below;
1346
1372 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1347 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 {
1373 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1374 1350
1375 remove_ob(tmp); 1351 remove_ob (tmp);
1376 if (i==-1) i=0; 1352
1377 tmp->map = op->map; 1353 if (i == -1)
1354 i = 0;
1355
1356 tmp->map = op->map;
1378 tmp->x = op->x + freearr_x[i]; 1357 tmp->x = op->x + freearr_x[i];
1379 tmp->y = op->y + freearr_y[i]; 1358 tmp->y = op->y + freearr_y[i];
1380 insert_ob_in_map(tmp, op->map, op, 0); 1359 insert_ob_in_map (tmp, op->map, op, 0);
1381 } 1360 }
1382 } 1361 }
1383 1362
1384 /* Don't teleport things like spell effects */ 1363 /* Don't teleport things like spell effects */
1385 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1364 if (QUERY_FLAG (op, FLAG_NO_PICK))
1365 return 0;
1386 1366
1387 /* unpaid objects, or non living objects, can't transfer by 1367 /* unpaid objects, or non living objects, can't transfer by
1388 * shop mats. Instead, put it on a nearby space. 1368 * shop mats. Instead, put it on a nearby space.
1389 */ 1369 */
1390 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 {
1391 1372
1392 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375
1376 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378
1379 return 0;
1380 }
1381 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine.
1383 */
1384 rv = teleport (shop_mat, SHOP_MAT, op);
1385 }
1386 else if (can_pay (op) && get_payment (op))
1387 {
1388 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op);
1390
1391 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor.
1396 */
1397 else if (!rv && !is_in_shop (op))
1398 {
1399 opinion = shopkeeper_approval (op->map, op);
1400
1401 if (opinion > 0.9)
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1403 else if (opinion > 0.75)
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1405 else if (opinion > 0.5)
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 }
1410 }
1411 else
1412 {
1413 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore
1416 */
1393 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418
1394 if (i != -1) { 1419 if (i == -1)
1395 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1420 {
1396 shop_mat);
1397 }
1398 return 0;
1399 }
1400 /* Removed code that checked for multipart objects - it appears that
1401 * the teleport function should be able to handle this just fine.
1402 */
1403 rv = teleport (shop_mat, SHOP_MAT, op);
1404 }
1405 /* immediate block below is only used for players */
1406 else if (can_pay(op)) {
1407 get_payment (op, op->inv);
1408 rv = teleport (shop_mat, SHOP_MAT, op);
1409 if (shop_mat->msg) {
1410 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1411 }
1412 /* This check below is a bit simplistic - generally it should be correct,
1413 * but there is never a guarantee that the bottom space on the map is
1414 * actually the shop floor.
1415 */
1416 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1417 && tmp->type != SHOP_FLOOR) {
1418 opinion = shopkeeper_approval(op->map, op);
1419 if ( opinion > 0.9)
1420 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1421 else if ( opinion > 0.75)
1422 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1423 else if ( opinion > 0.5)
1424 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1425 else
1426 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1427 }
1428 }
1429 else {
1430 /* if we get here, a player tried to leave a shop but was not able
1431 * to afford the items he has. We try to move the player so that
1432 * they are not on the mat anymore
1433 */
1434
1435 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1436 if(i == -1) {
1437 LOG (llevError, "Internal shop-mat problem.\n"); 1421 LOG (llevError, "Internal shop-mat problem.\n");
1438 } else { 1422 }
1423 else
1424 {
1439 remove_ob (op); 1425 remove_ob (op);
1440 op->x += freearr_x[i]; 1426 op->x += freearr_x[i];
1441 op->y += freearr_y[i]; 1427 op->y += freearr_y[i];
1442 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1443 esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]); 1429 }
1444 op->contr->socket.update_look=1;
1445 op->contr->socket.look_position=0;
1446 }
1447 } 1430 }
1431
1448 CLEAR_FLAG (op, FLAG_NO_APPLY); 1432 CLEAR_FLAG (op, FLAG_NO_APPLY);
1449 return rv; 1433 return rv;
1450} 1434}
1451 1435
1452/** 1436/**
1453 * Handles applying a sign. 1437 * Handles applying a sign.
1454 */ 1438 */
1439static void
1455static void apply_sign (object *op, object *sign, int autoapply) 1440apply_sign (object *op, object *sign, int autoapply)
1456{ 1441{
1457 readable_message_type* msgType; 1442 readable_message_type *msgType;
1458 char newbuf[HUGE_BUF]; 1443 char newbuf[HUGE_BUF];
1444
1459 if (sign->msg == NULL) { 1445 if (sign->msg == NULL)
1446 {
1460 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1448 return;
1449 }
1450
1451 if (sign->stats.food)
1452 {
1453 if (sign->last_eat >= sign->stats.food)
1454 {
1455 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1461 return; 1457 return;
1462 } 1458 }
1463 1459
1464 if (sign->stats.food) {
1465 if (sign->last_eat >= sign->stats.food) {
1466 if (!sign->move_on)
1467 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1468 return;
1469 }
1470
1471 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1460 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1472 sign->last_eat++; 1461 sign->last_eat++;
1473 } 1462 }
1474 1463
1475 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1464 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1476 * No way to know for sure. The presumption is basically that if 1465 * No way to know for sure. The presumption is basically that if
1477 * move_on is zero, it needs to be manually applied (doesn't talk 1466 * move_on is zero, it needs to be manually applied (doesn't talk
1478 * to us). 1467 * to us).
1479 */ 1468 */
1480 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1481 new_draw_info (NDI_UNIQUE, 0, op, 1470 {
1482 "You are unable to read while blind."); 1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1483 return; 1472 return;
1484 } 1473 }
1485 msgType=get_readable_message_type(sign); 1474 msgType = get_readable_message_type (sign);
1486 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1487 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1488} 1477}
1489
1490 1478
1491/** 1479/**
1492 * 'victim' moves onto 'trap' 1480 * 'victim' moves onto 'trap'
1493 * 'victim' leaves 'trap' 1481 * 'victim' leaves 'trap'
1494 * effect is determined by move_on/move_off of trap and move_type of victime. 1482 * effect is determined by move_on/move_off of trap and move_type of victime.
1495 * 1483 *
1496 * originator: Player, monster or other object that caused 'victim' to move 1484 * originator: Player, monster or other object that caused 'victim' to move
1497 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1485 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1498 * However, some types of traps require an originator to function. 1486 * However, some types of traps require an originator to function.
1499 */ 1487 */
1488void
1500void move_apply (object *trap, object *victim, object *originator) 1489move_apply (object *trap, object *victim, object *originator)
1501{ 1490{
1502 static int recursion_depth = 0; 1491 static int recursion_depth = 0;
1503 1492
1504 /* Only exits affect DMs. */ 1493 /* Only exits affect DMs. */
1505 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1494 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1506 return; 1495 return;
1507 1496
1508 /* move_apply() is the most likely candidate for causing unwanted and 1497 /* move_apply() is the most likely candidate for causing unwanted and
1509 * possibly unlimited recursion. 1498 * possibly unlimited recursion.
1510 */ 1499 */
1512 * maps to fail. 1) it's not an error to recurse: 1501 * maps to fail. 1) it's not an error to recurse:
1513 * rune detonates, summoning monster. monster lands on nearby rune. 1502 * rune detonates, summoning monster. monster lands on nearby rune.
1514 * nearby rune detonates. This sort of recursion is expected and 1503 * nearby rune detonates. This sort of recursion is expected and
1515 * proper. This code was causing needless crashes. 1504 * proper. This code was causing needless crashes.
1516 */ 1505 */
1517 if (recursion_depth >= 500) { 1506 if (recursion_depth >= 500)
1507 {
1518 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1519 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1520 trap->arch->name, trap->name, victim->arch->name, victim->name); 1510 return;
1521 return;
1522 } 1511 }
1523 recursion_depth++; 1512 recursion_depth++;
1524 if (trap->head) trap=trap->head; 1513 if (trap->head)
1514 trap = trap->head;
1525 1515
1526 /* Lauwenmark: Handle for plugin trigger event */ 1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1527 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 1517 goto leave;
1518
1519 switch (trap->type)
1520 {
1521 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523 {
1524 if (!trap->stats.maxsp)
1525 trap->stats.maxsp = 2;
1526
1527 /* Is this correct? From the docs, it doesn't look like it
1528 * should be divided by trap->speed
1529 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531
1532 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed.
1535 */
1536 if (victim->speed_left < -50.0)
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 }
1528 goto leave; 1540 goto leave;
1529 1541
1530 switch (trap->type) {
1531 case PLAYERMOVER:
1532 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1533 !should_director_abort(trap, victim)) {
1534 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1535
1536 /* Is this correct? From the docs, it doesn't look like it
1537 * should be divided by trap->speed
1538 */
1539 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1540
1541 /* Just put in some sanity check. I think there is a bug in the
1542 * above with some objects have zero speed, and thus the player
1543 * getting permanently paralyzed.
1544 */
1545 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1547 }
1548 goto leave;
1549
1550 case SPINNER: 1542 case SPINNER:
1551 if(victim->direction) { 1543 if (victim->direction)
1544 {
1552 victim->direction=absdir(victim->direction-trap->stats.sp); 1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1553 update_turn_face(victim); 1546 update_turn_face (victim);
1554 } 1547 }
1555 goto leave; 1548 goto leave;
1556 1549
1557 case DIRECTOR: 1550 case DIRECTOR:
1558 if(victim->direction && !should_director_abort(trap, victim)) { 1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1559 victim->direction=trap->stats.sp; 1553 victim->direction = trap->stats.sp;
1560 update_turn_face(victim); 1554 update_turn_face (victim);
1561 } 1555 }
1562 goto leave; 1556 goto leave;
1563 1557
1564 case BUTTON: 1558 case BUTTON:
1565 case PEDESTAL: 1559 case PEDESTAL:
1566 update_button(trap); 1560 update_button (trap);
1567 goto leave; 1561 goto leave;
1568 1562
1569 case ALTAR: 1563 case ALTAR:
1570 /* sacrifice victim on trap */ 1564 /* sacrifice victim on trap */
1571 apply_altar (trap, victim, originator); 1565 apply_altar (trap, victim, originator);
1572 goto leave; 1566 goto leave;
1573 1567
1574 case THROWN_OBJ: 1568 case THROWN_OBJ:
1575 if (trap->inv == NULL) 1569 if (trap->inv == NULL)
1576 goto leave; 1570 goto leave;
1577 /* fallthrough */ 1571 /* fallthrough */
1578 1572
1579 case ARROW: 1573 case ARROW:
1580
1581 /* bad bug: monster throw a object, make a step forwards, step on object , 1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1582 * trigger this here and get hit by own missile - and will be own enemy. 1575 * trigger this here and get hit by own missile - and will be own enemy.
1583 * Victim then is his own enemy and will start to kill herself (this is 1576 * Victim then is his own enemy and will start to kill herself (this is
1584 * removed) but we have not synced victim and his missile. To avoid senseless 1577 * removed) but we have not synced victim and his missile. To avoid senseless
1585 * action, we avoid hits here 1578 * action, we avoid hits here
1586 */ 1579 */
1587 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1588 hit_with_arrow (trap, victim); 1581 hit_with_arrow (trap, victim);
1589 goto leave; 1582 goto leave;
1590 1583
1591 case SPELL_EFFECT: 1584 case SPELL_EFFECT:
1592 apply_spell_effect(trap, victim); 1585 apply_spell_effect (trap, victim);
1593 goto leave; 1586 goto leave;
1594 1587
1595 case TRAPDOOR: 1588 case TRAPDOOR:
1596 { 1589 {
1597 int max, sound_was_played; 1590 int max, sound_was_played;
1598 object *ab, *ab_next; 1591 object *ab, *ab_next;
1592
1599 if(!trap->value) { 1593 if (!trap->value)
1600 int tot; 1594 {
1595 int tot;
1596
1601 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1602 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1603 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1604 1600
1605 if(!(trap->value=(tot>trap->weight)?1:0)) 1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1606 goto leave; 1602 goto leave;
1607 1603
1608 SET_ANIMATION(trap, trap->value); 1604 SET_ANIMATION (trap, trap->value);
1609 update_object(trap,UP_OBJ_FACE); 1605 update_object (trap, UP_OBJ_FACE);
1610 } 1606 }
1611 1607
1612 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1609 {
1613 /* need to set this up, since if we do transfer the object, 1610 /* need to set this up, since if we do transfer the object,
1614 * ab->above would be bogus 1611 * ab->above would be bogus
1615 */ 1612 */
1616 ab_next = ab->above; 1613 ab_next = ab->above;
1617 1614
1618 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1619 if ( ! sound_was_played) { 1616 {
1617 if (!sound_was_played)
1618 {
1620 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1621 sound_was_played = 1; 1620 sound_was_played = 1;
1622 } 1621 }
1623 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1624 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1625 } 1624 }
1626 } 1625 }
1627 goto leave; 1626 goto leave;
1628 } 1627 }
1629 1628
1630 1629
1631 case CONVERTER: 1630 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) { 1631 if (convert_item (victim, trap) < 0)
1633 object *op; 1632 {
1633 object *op;
1634 1634
1635 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 1636
1637 op = get_archetype("burnout"); 1637 op = get_archetype ("burnout");
1638 if (op != NULL) { 1638 if (op != NULL)
1639 op->x = trap->x; 1639 {
1640 op->y = trap->y; 1640 op->x = trap->x;
1641 op->y = trap->y;
1641 insert_ob_in_map(op, trap->map, trap, 0); 1642 insert_ob_in_map (op, trap->map, trap, 0);
1642 } 1643 }
1643 } 1644 }
1644 goto leave; 1645 goto leave;
1645 1646
1646 case TRIGGER_BUTTON: 1647 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1648 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1649 case TRIGGER_ALTAR:
1649 check_trigger (trap, victim); 1650 check_trigger (trap, victim);
1650 goto leave; 1651 goto leave;
1651 1652
1652 case DEEP_SWAMP: 1653 case DEEP_SWAMP:
1653 walk_on_deep_swamp (trap, victim); 1654 walk_on_deep_swamp (trap, victim);
1654 goto leave; 1655 goto leave;
1655 1656
1656 case CHECK_INV: 1657 case CHECK_INV:
1657 check_inv (victim, trap); 1658 check_inv (victim, trap);
1658 goto leave; 1659 goto leave;
1659 1660
1660 case HOLE: 1661 case HOLE:
1661 /* Hole not open? */ 1662 /* Hole not open? */
1662 if(trap->stats.wc > 0) 1663 if (trap->stats.wc > 0)
1663 goto leave; 1664 goto leave;
1664 1665
1665 /* Is this a multipart monster and not the head? If so, return. 1666 /* Is this a multipart monster and not the head? If so, return.
1666 * Processing will happen if the head runs into the pit 1667 * Processing will happen if the head runs into the pit
1667 */ 1668 */
1668 if (victim->head) 1669 if (victim->head)
1669 goto leave; 1670 goto leave;
1670 1671
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave; 1675 goto leave;
1675 1676
1676 case EXIT: 1677 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1678 /* Basically, don't show exits leading to random maps the 1680 /* Basically, don't show exits leading to random maps the
1679 * players output. 1681 * players output.
1680 */ 1682 */
1681 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1682 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1683 enter_exit (victim, trap); 1685 enter_exit (victim, trap);
1684 } 1686 }
1685 goto leave; 1687 goto leave;
1686 1688
1687 case ENCOUNTER: 1689 case ENCOUNTER:
1688 /* may be some leftovers on this */ 1690 /* may be some leftovers on this */
1689 goto leave; 1691 goto leave;
1690 1692
1691 case SHOP_MAT: 1693 case SHOP_MAT:
1692 apply_shop_mat (trap, victim); 1694 apply_shop_mat (trap, victim);
1693 goto leave; 1695 goto leave;
1694 1696
1695 /* Drop a certain amount of gold, and have one item identified */ 1697 /* Drop a certain amount of gold, and have one item identified */
1696 case IDENTIFY_ALTAR: 1698 case IDENTIFY_ALTAR:
1697 apply_id_altar (victim, trap, originator); 1699 apply_id_altar (victim, trap, originator);
1698 goto leave; 1700 goto leave;
1699 1701
1700 case SIGN: 1702 case SIGN:
1701 if (victim->type != PLAYER && trap->stats.food > 0) 1703 if (victim->type != PLAYER && trap->stats.food > 0)
1702 goto leave; /* monsters musn't apply magic_mouths with counters */ 1704 goto leave; /* monsters musn't apply magic_mouths with counters */
1703 1705
1704 apply_sign (victim, trap, 1); 1706 apply_sign (victim, trap, 1);
1705 goto leave; 1707 goto leave;
1706 1708
1707 case CONTAINER: 1709 case CONTAINER:
1708 if (victim->type==PLAYER) 1710 if (victim->type == PLAYER)
1709 (void) esrv_apply_container (victim, trap); 1711 (void) esrv_apply_container (victim, trap);
1710 else 1712 else
1711 (void) apply_container (victim, trap); 1713 (void) apply_container (victim, trap);
1712 goto leave; 1714 goto leave;
1713 1715
1714 case RUNE: 1716 case RUNE:
1715 case TRAP: 1717 case TRAP:
1716 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1717 spring_trap(trap, victim); 1720 spring_trap (trap, victim);
1718 } 1721 }
1719 goto leave; 1722 goto leave;
1720 1723
1721 default: 1724 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1725 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", trap->name, trap->arch->name, 1726 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1724 trap->type);
1725 goto leave; 1727 goto leave;
1726 } 1728 }
1727 1729
1728 leave: 1730leave:
1729 recursion_depth--; 1731 recursion_depth--;
1730} 1732}
1731 1733
1732/** 1734/**
1733 * Handles reading a regular (ie not containing a spell) book. 1735 * Handles reading a regular (ie not containing a spell) book.
1734 */ 1736 */
1737static void
1735static void apply_book (object *op, object *tmp) 1738apply_book (object *op, object *tmp)
1736{ 1739{
1737 int lev_diff; 1740 int lev_diff;
1738 object *skill_ob; 1741 object *skill_ob;
1739 1742
1740 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 {
1741 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1742 return; 1746 return;
1743 } 1747 }
1744 if(tmp->msg==NULL) { 1748 if (tmp->msg == NULL)
1745 new_draw_info_format(NDI_UNIQUE, 0, op, 1749 {
1746 "You open the %s and find it empty.", tmp->name); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1747 return; 1751 return;
1748 } 1752 }
1749 1753
1750 /* need a literacy skill to read stuff! */ 1754 /* need a literacy skill to read stuff! */
1751 skill_ob = find_skill_by_name(op, tmp->skill); 1755 skill_ob = find_skill_by_name (op, tmp->skill);
1752 if ( ! skill_ob) { 1756 if (!skill_ob)
1753 new_draw_info(NDI_UNIQUE, 0,op,
1754 "You are unable to decipher the strange symbols.");
1755 return;
1756 } 1757 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1759 return;
1760 }
1757 lev_diff = tmp->level - (skill_ob->level + 5); 1761 lev_diff = tmp->level - (skill_ob->level + 5);
1758 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 {
1759 if (lev_diff < 2) 1764 if (lev_diff < 2)
1760 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1765 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1761 else if (lev_diff < 3) 1766 else if (lev_diff < 3)
1762 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1763 else if (lev_diff < 5) 1768 else if (lev_diff < 5)
1764 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1765 else if (lev_diff < 8) 1770 else if (lev_diff < 8)
1766 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1767 else if (lev_diff < 15) 1772 else if (lev_diff < 15)
1768 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); 1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1769 else 1774 else
1770 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1771 return; 1776 return;
1772 }
1773
1774
1775 /* Lauwenmark: Handle for plugin book event */
1776 /*printf("Book apply: %s\n", tmp->name);
1777 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL);
1778 printf("Book applied: %s\n", tmp->name);*/
1779 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL)
1780 { 1777 }
1781 CFParm CFP; 1778
1782 int k, l, m;
1783 uint32 n;
1784 new_draw_info_format (NDI_UNIQUE, 0, op,
1785 "You open the %s and start reading.", tmp->name);
1786 k = EVENT_APPLY;
1787 l = SCRIPT_FIX_ALL;
1788 m = 0;
1789 n = 0;
1790 CFP.Value[0] = &k;
1791 CFP.Value[1] = op;
1792 CFP.Value[2] = tmp;
1793 CFP.Value[3] = NULL;
1794 CFP.Value[4] = NULL;
1795 CFP.Value[5] = &n;
1796 CFP.Value[6] = &m;
1797 CFP.Value[7] = &m;
1798 CFP.Value[8] = &l;
1799 CFP.Value[9] = (void*)evt->hook;
1800 CFP.Value[10]= (void*)evt->options;
1801 if (findPlugin(evt->plugin)>=0)
1802 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1803 }
1804 else*/{
1805 readable_message_type* msgType = get_readable_message_type(tmp); 1779 readable_message_type *msgType = get_readable_message_type (tmp);
1780
1806 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1807 msgType->message_type, msgType->message_subtype, 1782 msgType->message_type, msgType->message_subtype,
1808 "You open the %s and start reading.\n%s", 1783 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1809 "%s\n%s",
1810 long_desc(tmp,op), tmp->msg);
1811 }
1812 1784
1813 /* gain xp from reading */ 1785 /* gain xp from reading */
1814 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */
1815 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789
1816 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 {
1817 /*exp_gain *= 2; because they just identified it too */ 1792 /*exp_gain *= 2; because they just identified it too */
1818 SET_FLAG(tmp,FLAG_IDENTIFIED); 1793 SET_FLAG (tmp, FLAG_IDENTIFIED);
1819 /* If in a container, update how it looks */ 1794 /* If in a container, update how it looks */
1795 if (tmp->env)
1820 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1797 else
1821 else op->contr->socket.update_look=1; 1798 op->contr->socket.update_look = 1;
1822 } 1799 }
1823 change_exp(op,exp_gain, skill_ob->skill, 0); 1800 change_exp (op, exp_gain, skill_ob->skill, 0);
1824 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1801 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1825 } 1802 }
1826} 1803}
1827 1804
1828/** 1805/**
1829 * Handles the applying of a skill scroll, calling learn_skill straight. 1806 * Handles the applying of a skill scroll, calling learn_skill straight.
1830 * op is the person learning the skill, tmp is the skill scroll object 1807 * op is the person learning the skill, tmp is the skill scroll object
1831 */ 1808 */
1809static void
1832static void apply_skillscroll (object *op, object *tmp) 1810apply_skillscroll (object *op, object *tmp)
1833{ 1811{
1834 switch ((int) learn_skill (op, tmp)) { 1812 switch ((int) learn_skill (op, tmp))
1835 case 0: 1813 {
1814 case 0:
1836 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1815 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1837 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1816 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1838 return; 1817 return;
1839 1818
1840 case 1: 1819 case 1:
1841 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1842 tmp->skill);
1843 new_draw_info_format(NDI_UNIQUE, 0, op,
1844 "Type 'bind ready_skill %s",tmp->skill);
1845 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1846 decrease_ob(tmp); 1821 decrease_ob (tmp);
1847 return; 1822 return;
1848 1823
1849 default: 1824 default:
1850 new_draw_info_format(NDI_UNIQUE,0,op, 1825 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1851 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1852 decrease_ob(tmp); 1826 decrease_ob (tmp);
1853 return; 1827 return;
1854 } 1828 }
1855} 1829}
1856 1830
1857/** 1831/**
1858 * Actually makes op learn spell. 1832 * Actually makes op learn spell.
1859 * Informs player of what happens. 1833 * Informs player of what happens.
1860 */ 1834 */
1835void
1861void do_learn_spell (object *op, object *spell, int special_prayer) 1836do_learn_spell (object *op, object *spell, int special_prayer)
1862{ 1837{
1863 object *tmp; 1838 object *tmp;
1864 1839
1865 if (op->type != PLAYER) { 1840 if (op->type != PLAYER)
1841 {
1866 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1842 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1867 return; 1843 return;
1868 } 1844 }
1869 1845
1870 /* Upgrade special prayers to normal prayers */ 1846 /* Upgrade special prayers to normal prayers */
1871 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1847 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1848 {
1872 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1849 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1850 {
1873 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1851 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1874 return; 1852 return;
1875 } 1853 }
1876 return; 1854 return;
1877 } 1855 }
1878 1856
1879 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1880 tmp = get_object(); 1858 tmp = get_object ();
1881 copy_object(spell, tmp); 1859 copy_object (spell, tmp);
1882 insert_ob_in_ob(tmp, op); 1860 insert_ob_in_ob (tmp, op);
1883 1861
1884 if (special_prayer) { 1862 if (special_prayer)
1863 {
1885 SET_FLAG(tmp, FLAG_STARTEQUIP); 1864 SET_FLAG (tmp, FLAG_STARTEQUIP);
1886 } 1865 }
1887 1866
1888 new_draw_info_format (NDI_UNIQUE, 0, op,
1889 "Type 'bind cast %s", spell->name);
1890 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1891 esrv_add_spells(op->contr, tmp); 1867 esrv_add_spells (op->contr, tmp);
1892} 1868}
1893 1869
1894/** 1870/**
1895 * Erases spell from player's inventory. 1871 * Erases spell from player's inventory.
1896 */ 1872 */
1873void
1897void do_forget_spell (object *op, const char *spell) 1874do_forget_spell (object *op, const char *spell)
1898{ 1875{
1899 object *spob; 1876 object *spob;
1900 1877
1901 if (op->type != PLAYER) { 1878 if (op->type != PLAYER)
1879 {
1902 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1880 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1903 return; 1881 return;
1904 } 1882 }
1905 if ( (spob=check_spell_known (op, spell)) == NULL) { 1883 if ((spob = check_spell_known (op, spell)) == NULL)
1884 {
1906 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1907 return; 1886 return;
1908 }
1909 1887 }
1910 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1888
1911 "You lose knowledge of %s.", spell); 1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1912 player_unready_range_ob(op->contr, spob); 1890 player_unready_range_ob (op->contr, spob);
1913 esrv_remove_spell(op->contr, spob); 1891 esrv_remove_spell (op->contr, spob);
1914 remove_ob(spob); 1892 remove_ob (spob);
1915 free_object(spob); 1893 free_object (spob);
1916} 1894}
1917 1895
1918/** 1896/**
1919 * Handles player applying a spellbook. 1897 * Handles player applying a spellbook.
1920 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1898 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1921 * stuff like that. Random learning failure too. 1899 * stuff like that. Random learning failure too.
1922 */ 1900 */
1901static void
1923static void apply_spellbook (object *op, object *tmp) 1902apply_spellbook (object *op, object *tmp)
1924{ 1903{
1925 object *skop, *spell, *spell_skill; 1904 object *skop, *spell, *spell_skill;
1926 1905
1927 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 {
1928 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1908 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1929 return; 1909 return;
1930 } 1910 }
1931 1911
1932 /* artifact_spellbooks have 'slaying' field point to a spell name, 1912 /* artifact_spellbooks have 'slaying' field point to a spell name,
1933 * instead of having their spell stored in stats.sp. These are 1913 * instead of having their spell stored in stats.sp. These are
1934 * legacy spellbooks 1914 * legacy spellbooks
1935 */ 1915 */
1936 1916
1937 if(tmp->slaying != NULL) { 1917 if (tmp->slaying != NULL)
1918 {
1938 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1939 if (!spell) { 1920 if (!spell)
1940 new_draw_info_format(NDI_UNIQUE, 0, op, 1921 {
1941 "The book's formula for %s is incomplete", tmp->slaying); 1922 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1942 return; 1923 return;
1943 } 1924 }
1944 else 1925 else
1945 insert_ob_in_ob(spell, tmp); 1926 insert_ob_in_ob (spell, tmp);
1946 free_string(tmp->slaying);
1947 tmp->slaying=NULL; 1927 tmp->slaying = NULL;
1948 } 1928 }
1949 1929
1950 skop = find_skill_by_name(op, tmp->skill); 1930 skop = find_skill_by_name (op, tmp->skill);
1951 1931
1952 /* need a literacy skill to learn spells. Also, having a literacy level 1932 /* need a literacy skill to learn spells. Also, having a literacy level
1953 * lower than the spell will make learning the spell more difficult */ 1933 * lower than the spell will make learning the spell more difficult */
1954 if ( !skop) { 1934 if (!skop)
1935 {
1955 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1956 return; 1937 return;
1957 } 1938 }
1958 1939
1959 spell = tmp->inv; 1940 spell = tmp->inv;
1960 if (!spell) { 1941 if (!spell)
1942 {
1961 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1962 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1963 return; 1945 return;
1964 } 1946 }
1947
1965 if (spell->level > (skop->level+10)) { 1948 if (spell->level > (skop->level + 10))
1949 {
1966 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); 1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1967 return; 1951 return;
1968 } 1952 }
1969 1953
1970 new_draw_info_format(NDI_UNIQUE, 0, op, 1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1971 "The spellbook contains the %s level spell %s.",
1972 get_levelnumber(spell->level), spell->name);
1973 1955
1974 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1975 identify(tmp); 1958 identify (tmp);
1976 if (tmp->env) 1959 if (tmp->env)
1977 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1978 else 1961 else
1979 op->contr->socket.update_look=1; 1962 op->contr->socket.update_look = 1;
1980 } 1963 }
1981 1964
1982 /* I removed the check for special_prayer_mark here - it didn't make 1965 /* I removed the check for special_prayer_mark here - it didn't make
1983 * a lot of sense - special prayers are not found in spellbooks, and 1966 * a lot of sense - special prayers are not found in spellbooks, and
1984 * if the player doesn't know the spell, doesn't make a lot of sense that 1967 * if the player doesn't know the spell, doesn't make a lot of sense that
1985 * they would have a special prayer mark. 1968 * they would have a special prayer mark.
1986 */ 1969 */
1987 if (check_spell_known (op, spell->name)) { 1970 if (check_spell_known (op, spell->name))
1971 {
1988 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1972 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1989 return; 1973 return;
1990 } 1974 }
1991 1975
1992 if (spell->skill) { 1976 if (spell->skill)
1977 {
1993 spell_skill = find_skill_by_name(op, spell->skill); 1978 spell_skill = find_skill_by_name (op, spell->skill);
1979
1994 if (!spell_skill) { 1980 if (!spell_skill)
1995 new_draw_info_format(NDI_UNIQUE, 0, op, 1981 {
1996 "You lack the skill %s to use this spell", 1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1997 spell->skill);
1998 return; 1983 return;
1999 } 1984 }
1985
2000 if (spell_skill->level < spell->level) { 1986 if (spell_skill->level < spell->level)
2001 new_draw_info_format(NDI_UNIQUE, 0, op, 1987 {
2002 "You need to be level %d in %s to learn this spell.", 1988 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2003 spell->level, spell->skill);
2004 return; 1989 return;
2005 } 1990 }
2006 } 1991 }
2007 1992
2008 /* Logic as follows 1993 /* Logic as follows
2009 * 1994 *
2010 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1995 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2011 * 1996 *
2012 * 2- The learner's skill level in literacy adjusts the chance to learn 1997 * 2- The learner's skill level in literacy adjusts the chance to learn
2013 * a spell. 1998 * a spell.
2014 * 1999 *
2015 * 3 -Automatically fail to learn if you read while confused 2000 * 3 -Automatically fail to learn if you read while confused
2016 * 2001 *
2017 * Overall, chances are the same but a player will find having a high 2002 * Overall, chances are the same but a player will find having a high
2018 * literacy rate very useful! -b.t. 2003 * literacy rate very useful! -b.t.
2019 */ 2004 */
2020 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 2005 if (QUERY_FLAG (op, FLAG_CONFUSED))
2006 {
2021 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 2007 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2022 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 2008 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2009 }
2023 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 2010 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2024 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 2011 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2025 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 2012 {
2026 2013
2027 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); 2014 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2028 do_learn_spell (op, spell, 0); 2015 do_learn_spell (op, spell, 0);
2029 2016
2030 /* xp gain to literacy for spell learning */ 2017 /* xp gain to literacy for spell learning */
2031 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2032 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 2019 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2033 } else { 2020 }
2021 else
2022 {
2034 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2035 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2036 } 2025 }
2037 decrease_ob(tmp); 2026 decrease_ob (tmp);
2038} 2027}
2039 2028
2040/** 2029/**
2041 * Handles applying a spell scroll. 2030 * Handles applying a spell scroll.
2042 */ 2031 */
2032void
2043void apply_scroll (object *op, object *tmp, int dir) 2033apply_scroll (object *op, object *tmp, int dir)
2044{ 2034{
2045 object *skop; 2035 object *skop;
2046 2036
2047 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 2037 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038 {
2048 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 2039 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2049 return; 2040 return;
2050 } 2041 }
2051 2042
2052 if (!tmp->inv || tmp->inv->type != SPELL) { 2043 if (!tmp->inv || tmp->inv->type != SPELL)
2053 new_draw_info (NDI_UNIQUE, 0, op, 2044 {
2054 "The scroll just doesn't make sense!"); 2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2055 return; 2046 return;
2056 } 2047 }
2057 2048
2058 if(op->type==PLAYER) { 2049 if (op->type == PLAYER)
2050 {
2059 /* players need a literacy skill to read stuff! */ 2051 /* players need a literacy skill to read stuff! */
2060 int exp_gain=0; 2052 int exp_gain = 0;
2061 2053
2062 /* hard code literacy - tmp->skill points to where the exp 2054 /* hard code literacy - tmp->skill points to where the exp
2063 * should go for anything killed by the spell. 2055 * should go for anything killed by the spell.
2064 */ 2056 */
2065 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2066 2058
2067 if ( ! skop) { 2059 if (!skop)
2068 new_draw_info(NDI_UNIQUE, 0,op, 2060 {
2069 "You are unable to decipher the strange symbols."); 2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2070 return; 2062 return;
2071 } 2063 }
2072 2064
2073 if((exp_gain = calc_skill_exp(op,tmp, skop))) 2065 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2074 change_exp(op,exp_gain, skop->skill, 0); 2066 change_exp (op, exp_gain, skop->skill, 0);
2075 } 2067 }
2076 2068
2077 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2078 identify(tmp); 2070 identify (tmp);
2079 2071
2080 new_draw_info_format(NDI_BLACK, 0, op, 2072 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2081 "The scroll of %s turns to dust.", tmp->inv->name);
2082 2073
2083 2074
2084 cast_spell(op,tmp,dir,tmp->inv, NULL); 2075 cast_spell (op, tmp, dir, tmp->inv, NULL);
2085 decrease_ob(tmp); 2076 decrease_ob (tmp);
2086} 2077}
2087 2078
2088/** 2079/**
2089 * Applies a treasure object - by default, chest. op 2080 * Applies a treasure object - by default, chest. op
2090 * is the person doing the applying, tmp is the treasure 2081 * is the person doing the applying, tmp is the treasure
2091 * chest. 2082 * chest.
2092 */ 2083 */
2084static void
2093static void apply_treasure (object *op, object *tmp) 2085apply_treasure (object *op, object *tmp)
2094{ 2086{
2095 object *treas; 2087 object *treas;
2096 tag_t tmp_tag = tmp->count, op_tag = op->count;
2097 2088
2098 2089
2099 /* Nice side effect of new treasure creation method is that the treasure 2090 /* Nice side effect of new treasure creation method is that the treasure
2100 * for the chest is done when the chest is created, and put into the chest 2091 * for the chest is done when the chest is created, and put into the chest
2101 * inventory. So that when the chest burns up, the items still exist. Also 2092 * inventory. So that when the chest burns up, the items still exist. Also
2102 * prevents people fromt moving chests to more difficult maps to get better 2093 * prevents people fromt moving chests to more difficult maps to get better
2103 * treasure 2094 * treasure
2104 */ 2095 */
2105 2096
2106 treas = tmp->inv; 2097 treas = tmp->inv;
2107 if(treas==NULL) { 2098 if (treas == NULL)
2099 {
2108 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2109 decrease_ob(tmp);
2110 return;
2111 }
2112 while (tmp->inv) {
2113 treas = tmp->inv;
2114
2115 remove_ob(treas);
2116 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2117 query_name(treas));
2118
2119 treas->x=op->x;
2120 treas->y=op->y;
2121 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2122
2123 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2124 && QUERY_FLAG (op, FLAG_ALIVE))
2125 spring_trap (treas, op);
2126 /* If either player or container was destroyed, no need to do
2127 * further processing. I think this should be enclused with
2128 * spring trap above, as I don't think there is otherwise
2129 * any way for the treasure chest or player to get killed
2130 */
2131 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2132 break;
2133 }
2134
2135 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2136 decrease_ob (tmp); 2101 decrease_ob (tmp);
2102 return;
2103 }
2104 while (tmp->inv)
2105 {
2106 treas = tmp->inv;
2107
2108 remove_ob (treas);
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110
2111 treas->x = op->x;
2112 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op);
2117 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed
2121 */
2122 if (op->destroyed () || tmp->destroyed ())
2123 break;
2124 }
2125
2126 if (!tmp->destroyed () && tmp->inv == NULL)
2127 decrease_ob (tmp);
2137 2128
2138} 2129}
2139 2130
2140/** 2131/**
2141 * op eats food. 2132 * op eats food.
2142 * If player, takes care of messages and dragon special food. 2133 * If player, takes care of messages and dragon special food.
2143 */ 2134 */
2135static void
2144static void apply_food (object *op, object *tmp) 2136apply_food (object *op, object *tmp)
2145{ 2137{
2146 int capacity_remaining; 2138 int capacity_remaining;
2147 2139
2148 if(op->type!=PLAYER) 2140 if (op->type != PLAYER)
2149 op->stats.hp=op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2150 else { 2142 else
2143 {
2151 /* check if this is a dragon (player), eating some flesh */ 2144 /* check if this is a dragon (player), eating some flesh */
2152 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 2145 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2153 ; 2146 ;
2154 else { 2147 else
2148 {
2155 /* usual case - no dragon meal: */ 2149 /* usual case - no dragon meal: */
2156 if(op->stats.food+tmp->stats.food>999) { 2150 if (op->stats.food + tmp->stats.food > 999)
2151 {
2157 if(tmp->type==FOOD || tmp->type==FLESH) 2152 if (tmp->type == FOOD || tmp->type == FLESH)
2158 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 2153 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2159 else 2154 else
2160 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2155 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2161 } 2156 }
2162 2157
2163 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2158 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 {
2164 char buf[MAX_BUF]; 2160 char buf[MAX_BUF];
2165 2161
2166 if (!is_dragon_pl(op)) { 2162 if (!is_dragon_pl (op))
2163 {
2167 /* eating message for normal players*/ 2164 /* eating message for normal players */
2168 if(tmp->type==DRINK) 2165 if (tmp->type == DRINK)
2169 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2170 else 2167 else
2171 sprintf(buf,"The %s tasted %s",tmp->name, 2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2172 tmp->type==FLESH?"terrible!":"good."); 2169 }
2173 } 2170 else
2174 else { 2171 {
2175 /* eating message for dragon players*/ 2172 /* eating message for dragon players */
2176 sprintf(buf,"The %s tasted terrible!",tmp->name); 2173 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2177 } 2174 }
2178 2175
2179 new_draw_info(NDI_UNIQUE, 0,op,buf); 2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2180 capacity_remaining = 999 - op->stats.food; 2177 capacity_remaining = 999 - op->stats.food;
2181 op->stats.food+=tmp->stats.food; 2178 op->stats.food += tmp->stats.food;
2182 if(capacity_remaining < tmp->stats.food) 2179 if (capacity_remaining < tmp->stats.food)
2183 op->stats.hp += capacity_remaining / 50; 2180 op->stats.hp += capacity_remaining / 50;
2184 else 2181 else
2185 op->stats.hp+=tmp->stats.food/50; 2182 op->stats.hp += tmp->stats.food / 50;
2186 if(op->stats.hp>op->stats.maxhp) 2183 if (op->stats.hp > op->stats.maxhp)
2187 op->stats.hp=op->stats.maxhp; 2184 op->stats.hp = op->stats.maxhp;
2188 if (op->stats.food > 999) 2185 if (op->stats.food > 999)
2189 op->stats.food = 999; 2186 op->stats.food = 999;
2190 } 2187 }
2191 2188
2192 /* special food hack -b.t. */ 2189 /* special food hack -b.t. */
2193 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2194 eat_special_food(op,tmp); 2191 eat_special_food (op, tmp);
2195 } 2192 }
2196 } 2193 }
2197 handle_apply_yield(tmp); 2194 handle_apply_yield (tmp);
2198 decrease_ob(tmp); 2195 decrease_ob (tmp);
2199} 2196}
2200 2197
2201/** 2198/**
2202 * A dragon is eating some flesh. If the flesh contains resistances, 2199 * A dragon is eating some flesh. If the flesh contains resistances,
2203 * there is a chance for the dragon's skin to get improved. 2200 * there is a chance for the dragon's skin to get improved.
2206 * object *op the object (dragon player) eating the flesh 2203 * object *op the object (dragon player) eating the flesh
2207 * object *meal the flesh item, getting chewed in dragon's mouth 2204 * object *meal the flesh item, getting chewed in dragon's mouth
2208 * return: 2205 * return:
2209 * int 1 if eating successful, 0 if it doesn't work 2206 * int 1 if eating successful, 0 if it doesn't work
2210 */ 2207 */
2208int
2211int dragon_eat_flesh(object *op, object *meal) { 2209dragon_eat_flesh (object *op, object *meal)
2210{
2212 object *skin = NULL; /* pointer to dragon skin force*/ 2211 object *skin = NULL; /* pointer to dragon skin force */
2213 object *abil = NULL; /* pointer to dragon ability force*/ 2212 object *abil = NULL; /* pointer to dragon ability force */
2214 object *tmp = NULL; /* tmp. object */ 2213 object *tmp = NULL; /* tmp. object */
2215 2214
2216 char buf[MAX_BUF]; /* tmp. string buffer */ 2215 char buf[MAX_BUF]; /* tmp. string buffer */
2217 double chance; /* improvement-chance of one resistance type */ 2216 double chance; /* improvement-chance of one resistance type */
2218 double totalchance=1; /* total chance of gaining one resistance */ 2217 double totalchance = 1; /* total chance of gaining one resistance */
2219 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2220 double mbonus=0; /* monster bonus */ 2219 double mbonus = 0; /* monster bonus */
2221 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2222 int winners=0; /* number of winners */ 2221 int winners = 0; /* number of winners */
2223 int i; /* index */ 2222 int i; /* index */
2224 2223
2225 /* let's make sure and doublecheck the parameters */ 2224 /* let's make sure and doublecheck the parameters */
2226 if (meal->type!=FLESH || !is_dragon_pl(op)) 2225 if (meal->type != FLESH || !is_dragon_pl (op))
2227 return 0; 2226 return 0;
2228 2227
2229 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230 from the player's inventory */ 2229 from the player's inventory */
2231 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) { 2232 if (tmp->type == FORCE)
2233 {
2233 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2234 skin = tmp; 2235 skin = tmp;
2235 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
2236 abil = tmp; 2237 abil = tmp;
2237 } 2238 }
2238 } 2239 }
2239 2240
2240 /* if either skin or ability are missing, this is an old player 2241 /* if either skin or ability are missing, this is an old player
2241 which is not to be considered a dragon -> bail out */ 2242 which is not to be considered a dragon -> bail out */
2242 if (skin == NULL || abil == NULL) return 0; 2243 if (skin == NULL || abil == NULL)
2243 2244 return 0;
2245
2244 /* now start by filling stomache and health, according to food-value */ 2246 /* now start by filling stomache and health, according to food-value */
2245 if((999 - op->stats.food) < meal->stats.food) 2247 if ((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50; 2248 op->stats.hp += (999 - op->stats.food) / 50;
2247 else 2249 else
2248 op->stats.hp += meal->stats.food/50; 2250 op->stats.hp += meal->stats.food / 50;
2249 if(op->stats.hp>op->stats.maxhp) 2251 if (op->stats.hp > op->stats.maxhp)
2250 op->stats.hp=op->stats.maxhp; 2252 op->stats.hp = op->stats.maxhp;
2251 2253
2252 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253 2255
2254 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2256 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2255 2257
2256 /* on to the interesting part: chances for adding resistance */ 2258 /* on to the interesting part: chances for adding resistance */
2257 for (i=0; i<NROFATTACKS; i++) { 2259 for (i = 0; i < NROFATTACKS; i++)
2260 {
2258 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2261 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2262 {
2259 /* got positive resistance, now calculate improvement chance (0-100) */ 2263 /* got positive resistance, now calculate improvement chance (0-100) */
2260 2264
2261 /* this bonus makes resistance increase easier at lower levels */ 2265 /* this bonus makes resistance increase easier at lower levels */
2262 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2266 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2263 if (i == abil->stats.exp) 2267 if (i == abil->stats.exp)
2264 bonus += 5; /* additional bonus for resistance of ability-focus */ 2268 bonus += 5; /* additional bonus for resistance of ability-focus */
2265 2269
2266 /* monster bonus increases with level, because high-level 2270 /* monster bonus increases with level, because high-level
2267 flesh is too rare */ 2271 flesh is too rare */
2268 mbonus = op->level * 20. / ((double)settings.max_level); 2272 mbonus = op->level * 20. / ((double) settings.max_level);
2269 2273
2270 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2274 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2271 ((double)settings.max_level)) - skin->resist[i]; 2275 ((double) settings.max_level)) - skin->resist[i];
2272 2276
2273 if (chance >= 0.) 2277 if (chance >= 0.)
2274 chance += 1.; 2278 chance += 1.;
2275 else 2279 else
2276 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2280 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2277 2281
2278 /* chance is proportional to amount of resistance (max. 50) */ 2282 /* chance is proportional to amount of resistance (max. 50) */
2279 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2283 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2280 2284
2281 /* doubled chance for resistance of ability-focus */ 2285 /* doubled chance for resistance of ability-focus */
2282 if (i == abil->stats.exp) 2286 if (i == abil->stats.exp)
2283 chance = MIN(100., chance*2.); 2287 chance = MIN (100., chance * 2.);
2284 2288
2285 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2286 if (RANDOM()%10000 < (int)(chance*100)) { 2290 if (RANDOM () % 10000 < (int) (chance * 100))
2291 {
2287 atnr_winner[winners] = i; 2292 atnr_winner[winners] = i;
2288 winners++; 2293 winners++;
2289 } 2294 }
2290 2295
2291 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2296 if (chance >= 0.01)
2292 2297 totalchance *= 1 - chance / 100;
2298
2293 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2299 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2294 } 2300 }
2295 } 2301 }
2296 2302
2297 /* inverse totalchance as until now we have the failure-chance */ 2303 /* inverse totalchance as until now we have the failure-chance */
2298 totalchance = 100 - totalchance*100; 2304 totalchance = 100 - totalchance * 100;
2299 /* print message according to totalchance */ 2305 /* print message according to totalchance */
2300 if (totalchance > 50.) 2306 if (totalchance > 50.)
2301 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2302 else if (totalchance > 10.) 2308 else if (totalchance > 10.)
2303 sprintf(buf, "The %s tasted very good.", meal->name); 2309 sprintf (buf, "The %s tasted very good.", &meal->name);
2304 else if (totalchance > 1.) 2310 else if (totalchance > 1.)
2305 sprintf(buf, "The %s tasted good.", meal->name); 2311 sprintf (buf, "The %s tasted good.", &meal->name);
2306 else if (totalchance > 0.1) 2312 else if (totalchance > 0.1)
2307 sprintf(buf, "The %s tasted bland.", meal->name); 2313 sprintf (buf, "The %s tasted bland.", &meal->name);
2308 else if (totalchance >= 0.01) 2314 else if (totalchance >= 0.01)
2309 sprintf(buf, "The %s had a boring taste.", meal->name); 2315 sprintf (buf, "The %s had a boring taste.", &meal->name);
2310 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2316 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2311 sprintf(buf, "The %s tasted strange.", meal->name); 2317 sprintf (buf, "The %s tasted strange.", &meal->name);
2312 else 2318 else
2313 sprintf(buf, "The %s had no taste.", meal->name); 2319 sprintf (buf, "The %s had no taste.", &meal->name);
2314 new_draw_info(NDI_UNIQUE, 0, op, buf); 2320 new_draw_info (NDI_UNIQUE, 0, op, buf);
2315 2321
2316 /* now choose a winner if we have any */ 2322 /* now choose a winner if we have any */
2317 i = -1; 2323 i = -1;
2318 if (winners>0) 2324 if (winners > 0)
2319 i = atnr_winner[RANDOM()%winners]; 2325 i = atnr_winner[RANDOM () % winners];
2320 2326
2321 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 {
2322 /* resistance increased! */ 2329 /* resistance increased! */
2323 skin->resist[i]++; 2330 skin->resist[i]++;
2324 fix_player(op); 2331 fix_player (op);
2325 2332
2326 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2327 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); 2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2328 } 2335 }
2329 2336
2330 /* if this flesh contains a new ability focus, we mark it 2337 /* if this flesh contains a new ability focus, we mark it
2331 into the ability_force and it will take effect on next level */ 2338 into the ability_force and it will take effect on next level */
2332 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2339 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2333 && meal->last_eat != abil->last_eat) { 2340 {
2334 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2341 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2335 2342
2336 if (meal->last_eat != abil->stats.exp) { 2343 if (meal->last_eat != abil->stats.exp)
2344 {
2337 sprintf(buf, "Your metabolism prepares to focus on %s!", 2345 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2338 change_resist_msg[meal->last_eat]);
2339 new_draw_info(NDI_UNIQUE, 0, op, buf); 2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2340 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2347 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2341 new_draw_info(NDI_UNIQUE, 0, op, buf); 2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2342 } 2349 }
2343 else { 2350 else
2351 {
2344 sprintf(buf, "Your metabolism will continue to focus on %s.", 2352 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2345 change_resist_msg[meal->last_eat]);
2346 new_draw_info(NDI_UNIQUE, 0, op, buf); 2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 abil->last_eat = 0; 2354 abil->last_eat = 0;
2348 } 2355 }
2349 } 2356 }
2350 return 1; 2357 return 1;
2351} 2358}
2352 2359
2360static void
2353static void apply_savebed (object *pl) 2361apply_savebed (object *pl)
2354{ 2362{
2355#ifndef COZY_SERVER 2363#ifndef COZY_SERVER
2356 if(!pl->contr->name_changed||!pl->stats.exp) { 2364 if (!pl->contr->name_changed || !pl->stats.exp)
2365 {
2357 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2366 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2358 return; 2367 return;
2359 } 2368 }
2360#endif 2369#endif
2370 INVOKE_PLAYER (LOGOUT, pl->contr);
2361 /* Need to call terminate_all_pets() before we remove the player ob */ 2371 /* Need to call terminate_all_pets() before we remove the player ob */
2362 terminate_all_pets(pl); 2372 terminate_all_pets (pl);
2363 remove_ob(pl); 2373 remove_ob (pl);
2364 pl->direction=0; 2374 pl->direction = 0;
2365 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, 2375 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2366 "%s leaves the game.",pl->name); 2376
2367
2368 /* update respawn position */ 2377 /* update respawn position */
2369 strcpy(pl->contr->savebed_map, pl->map->path); 2378 strcpy (pl->contr->savebed_map, pl->map->path);
2370 pl->contr->bed_x = pl->x; 2379 pl->contr->bed_x = pl->x;
2371 pl->contr->bed_y = pl->y; 2380 pl->contr->bed_y = pl->y;
2372 2381
2373 strcpy(pl->contr->killer,"left"); 2382 strcpy (pl->contr->killer, "left");
2374 check_score(pl); /* Always check score */ 2383 check_score (pl); /* Always check score */
2375 (void)save_player(pl,0); 2384 (void) save_player (pl, 0);
2376 pl->map->players--; 2385 pl->map->players--;
2377#if MAP_MAXTIMEOUT 2386#if MAP_MAXTIMEOUT
2378 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); 2387 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2379#endif 2388#endif
2380 play_again(pl); 2389 play_again (pl);
2381 pl->speed = 0; 2390 pl->speed = 0;
2382 update_ob_speed(pl); 2391 update_ob_speed (pl);
2383} 2392}
2384 2393
2385/** 2394/**
2386 * Handles applying an improve armor scroll. 2395 * Handles applying an improve armor scroll.
2387 * Does some sanity checks, then calls improve_armour. 2396 * Does some sanity checks, then calls improve_armour.
2388 */ 2397 */
2398static void
2389static void apply_armour_improver (object *op, object *tmp) 2399apply_armour_improver (object *op, object *tmp)
2390{ 2400{
2391 object *armor; 2401 object *armor;
2392 2402
2393 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2404 {
2394 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2395 return;
2396 }
2397 armor=find_marked_object(op);
2398 if ( ! armor) {
2399 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2400 return; 2406 return;
2401 } 2407 }
2408 armor = find_marked_object (op);
2409 if (!armor)
2410 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2412 return;
2413 }
2402 if (armor->type != ARMOUR 2414 if (armor->type != ARMOUR
2403 && armor->type != CLOAK 2415 && armor->type != CLOAK
2404 && armor->type != BOOTS && armor->type != GLOVES 2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2405 && armor->type != BRACERS && armor->type != SHIELD
2406 && armor->type != HELMET)
2407 { 2417 {
2408 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2409 return; 2419 return;
2410 } 2420 }
2411 2421
2412 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2413 improve_armour(op,tmp,armor); 2423 improve_armour (op, tmp, armor);
2414} 2424}
2415 2425
2416 2426
2427extern void
2417extern void apply_poison (object *op, object *tmp) 2428apply_poison (object *op, object *tmp)
2418{ 2429{
2419 if (op->type == PLAYER) { 2430 if (op->type == PLAYER)
2431 {
2420 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2432 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2421 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2433 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2422 strcpy(op->contr->killer,"poisonous booze"); 2434 strcpy (op->contr->killer, "poisonous booze");
2423 } 2435 }
2424 if (tmp->stats.hp > 0) { 2436 if (tmp->stats.hp > 0)
2437 {
2425 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2438 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2426 tmp->stats.hp);
2427 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2439 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2428 } 2440 }
2429 op->stats.food-=op->stats.food/4; 2441 op->stats.food -= op->stats.food / 4;
2430 handle_apply_yield(tmp); 2442 handle_apply_yield (tmp);
2431 decrease_ob(tmp); 2443 decrease_ob (tmp);
2432} 2444}
2433 2445
2434/** 2446/**
2435 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2436 * A valid 2 way exit means: 2448 * A valid 2 way exit means:
2441 * 2453 *
2442 * Note: a owner in a 2 way exit is saved as the owner's name 2454 * Note: a owner in a 2 way exit is saved as the owner's name
2443 * in the field exit->name cause the field exit->owner doesn't 2455 * in the field exit->name cause the field exit->owner doesn't
2444 * survive in the swapping (in fact the whole exit doesn't survive). 2456 * survive in the swapping (in fact the whole exit doesn't survive).
2445 */ 2457 */
2458int
2446int is_legal_2ways_exit (object* op, object *exit) 2459is_legal_2ways_exit (object *op, object *exit)
2447 { 2460{
2448 object * tmp; 2461 object *tmp;
2449 object * exit_owner; 2462 object *exit_owner;
2450 player * pp; 2463 player *pp;
2451 mapstruct * exitmap; 2464 maptile *exitmap;
2452 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2465
2453 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2466 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */
2454 /* To know if an exit has a correspondant, we look at 2470 /* To know if an exit has a correspondant, we look at
2455 * all the exits in destination and try to find one with same path as 2471 * all the exits in destination and try to find one with same path as
2456 * the current exit's position */ 2472 * the current exit's position */
2457 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2458 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2474 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2475 else
2459 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2476 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2460 if (exitmap) 2477 if (exitmap)
2461 { 2478 {
2462 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit));
2463 if (!tmp) return 0; 2480 if (!tmp)
2481 return 0;
2464 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2465 { 2483 {
2466 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2484 if (tmp->type != EXIT)
2467 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2485 continue; /*Not an exit */
2468 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ 2486 if (!EXIT_PATH (tmp))
2469 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ 2487 continue; /*Not a valid exit */
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2491 continue; /*Not in the same map */
2470 2492
2471 /* From here we have found the exit is valid. However we do 2493 /* From here we have found the exit is valid. However we do
2472 * here the check of the exit owner. It is important for the 2494 * here the check of the exit owner. It is important for the
2473 * town portals to prevent strangers from visiting your appartments 2495 * town portals to prevent strangers from visiting your appartments
2474 */ 2496 */
2497 if (!exit->race)
2475 if (!exit->race) return 1; /*No owner, free for all!*/ 2498 return 1; /*No owner, free for all! */
2476 exit_owner=NULL; 2499 exit_owner = NULL;
2477 for (pp=first_player;pp;pp=pp->next) 2500 for (pp = first_player; pp; pp = pp->next)
2478 { 2501 {
2479 if (!pp->ob) continue; 2502 if (!pp->ob)
2503 continue;
2480 if (pp->ob->name!=exit->race) continue; 2504 if (pp->ob->name != exit->race)
2505 continue;
2481 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2482 break; 2507 break;
2483 } 2508 }
2484 if (!exit_owner) return 0; /* No more owner*/ 2509 if (!exit_owner)
2485 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2510 return 0; /* No more owner */
2511 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */
2486 if ( exit_owner && /*There is a owner*/ 2513 if (exit_owner && /*There is a owner */
2487 (op->contr) && /*A player tries to pass */ 2514 (op->contr) && /*A player tries to pass */
2488 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2489 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2516 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2490 return 0; 2517 return 0;
2491 return 1; 2518 return 1;
2492 } 2519 }
2493 } 2520 }
2494 return 0; 2521 return 0;
2495 } 2522}
2496 2523
2497 2524
2498/** 2525/**
2499 * Main apply handler. 2526 * Main apply handler.
2500 * 2527 *
2510 * 2537 *
2511 * aflag is special (always apply/unapply) flags. Nothing is done with 2538 * aflag is special (always apply/unapply) flags. Nothing is done with
2512 * them in this function - they are passed to apply_special 2539 * them in this function - they are passed to apply_special
2513 */ 2540 */
2514 2541
2542int
2515int manual_apply (object *op, object *tmp, int aflag) 2543manual_apply (object *op, object *tmp, int aflag)
2516{ 2544{
2517 if (tmp->head) tmp=tmp->head; 2545 if (tmp->head)
2546 tmp = tmp->head;
2518 2547
2519 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2548 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2549 {
2520 if (op->type == PLAYER) { 2550 if (op->type == PLAYER)
2551 {
2521 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2522 return 1; 2553 return 1;
2523 } else { 2554 }
2555 else
2556 {
2524 return 0; /* monsters just skip unpaid items */ 2557 return 0; /* monsters just skip unpaid items */
2525 } 2558 }
2559 }
2560
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2562 return RESULT_INT (0);
2563
2564 switch (tmp->type)
2526 } 2565 {
2527 2566
2528 2567 case CF_HANDLE:
2529 /* Lauwenmark: Handle for plugin apply event */ 2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2530 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2570 tmp->value = tmp->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value);
2572 update_object (tmp, UP_OBJ_FACE);
2573 push_button (tmp);
2531 return 1; 2574 return 1;
2532 2575
2533 switch (tmp->type) { 2576 case TRIGGER:
2534 2577 if (check_trigger (tmp, op))
2535 case TRANSPORT: 2578 {
2536 return apply_transport(op, tmp, aflag);
2537
2538 case CF_HANDLE:
2539 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2540 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2541 tmp->value=tmp->value?0:1;
2542 SET_ANIMATION(tmp, tmp->value);
2543 update_object(tmp,UP_OBJ_FACE);
2544 push_button(tmp);
2545 return 1;
2546
2547 case TRIGGER:
2548 if (check_trigger (tmp, op)) {
2549 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2550 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2551 } else { 2581 }
2582 else
2583 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2553 } 2585 }
2554 return 1; 2586 return 1;
2555 2587
2556 case EXIT: 2588 case EXIT:
2557 if (op->type != PLAYER) 2589 if (op->type != PLAYER)
2558 return 0; 2590 return 0;
2559 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2592 {
2560 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2561 query_name(tmp)); 2594 }
2562 } else { 2595 else
2596 {
2563 /* Don't display messages for random maps. */ 2597 /* Don't display messages for random maps. */
2564 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2565 strncmp(EXIT_PATH(tmp), "/random/", 8))
2566 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2567 enter_exit(op,tmp); 2600 enter_exit (op, tmp);
2568 } 2601 }
2569 return 1; 2602 return 1;
2570 2603
2571 case SIGN: 2604 case SIGN:
2572 apply_sign (op, tmp, 0); 2605 apply_sign (op, tmp, 0);
2573 return 1; 2606 return 1;
2574 2607
2575 case BOOK: 2608 case BOOK:
2576 if (op->type == PLAYER) { 2609 if (op->type == PLAYER)
2610 {
2577 apply_book (op, tmp); 2611 apply_book (op, tmp);
2578 return 1; 2612 return 1;
2579 } else { 2613 }
2580 return 0; 2614 else
2581 } 2615 {
2616 return 0;
2617 }
2582 2618
2583 case SKILLSCROLL: 2619 case SKILLSCROLL:
2584 if (op->type == PLAYER) { 2620 if (op->type == PLAYER)
2621 {
2585 apply_skillscroll (op, tmp); 2622 apply_skillscroll (op, tmp);
2586 return 1; 2623 return 1;
2587 } 2624 }
2588 return 0; 2625 return 0;
2589 2626
2590 case SPELLBOOK: 2627 case SPELLBOOK:
2591 if (op->type == PLAYER) { 2628 if (op->type == PLAYER)
2629 {
2592 apply_spellbook (op, tmp); 2630 apply_spellbook (op, tmp);
2593 return 1; 2631 return 1;
2594 } 2632 }
2595 return 0; 2633 return 0;
2596 2634
2597 case SCROLL: 2635 case SCROLL:
2598 apply_scroll (op, tmp, 0); 2636 apply_scroll (op, tmp, 0);
2599 return 1; 2637 return 1;
2600 2638
2601 case POTION: 2639 case POTION:
2602 (void) apply_potion(op, tmp); 2640 (void) apply_potion (op, tmp);
2603 return 1; 2641 return 1;
2604 2642
2605 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2643 /* Eneq(@csd.uu.se): Handle apply on containers. */
2606 case CLOSE_CON: 2644 case CLOSE_CON:
2607 if (op->type==PLAYER)
2608 (void) esrv_apply_container (op, tmp->env);
2609 else
2610 (void) apply_container (op, tmp->env);
2611 return 1;
2612
2613 case CONTAINER:
2614 if (op->type==PLAYER)
2615 (void) esrv_apply_container (op, tmp);
2616 else
2617 (void) apply_container (op, tmp);
2618 return 1;
2619
2620 case TREASURE:
2621 if (op->type == PLAYER) { 2645 if (op->type == PLAYER)
2646 (void) esrv_apply_container (op, tmp->env);
2647 else
2648 (void) apply_container (op, tmp->env);
2649 return 1;
2650
2651 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp);
2656 return 1;
2657
2658 case TREASURE:
2659 if (op->type == PLAYER)
2660 {
2622 apply_treasure (op, tmp); 2661 apply_treasure (op, tmp);
2623 return 1; 2662 return 1;
2624 } else { 2663 }
2625 return 0; 2664 else
2626 } 2665 {
2666 return 0;
2667 }
2627 2668
2628 case WEAPON: 2669 case WEAPON:
2629 case ARMOUR: 2670 case ARMOUR:
2630 case BOOTS: 2671 case BOOTS:
2631 case GLOVES: 2672 case GLOVES:
2632 case AMULET: 2673 case AMULET:
2633 case GIRDLE: 2674 case GIRDLE:
2634 case BRACERS: 2675 case BRACERS:
2635 case SHIELD: 2676 case SHIELD:
2636 case HELMET: 2677 case HELMET:
2637 case RING: 2678 case RING:
2638 case CLOAK: 2679 case CLOAK:
2639 case WAND: 2680 case WAND:
2640 case ROD: 2681 case ROD:
2641 case HORN: 2682 case HORN:
2642 case SKILL: 2683 case SKILL:
2643 case BOW: 2684 case BOW:
2644 case LAMP: 2685 case LAMP:
2645 case BUILDER: 2686 case BUILDER:
2646 case SKILL_TOOL: 2687 case SKILL_TOOL:
2647 if (tmp->env != op) 2688 if (tmp->env != op)
2648 return 2; /* not in inventory */ 2689 return 2; /* not in inventory */
2649 (void) apply_special (op, tmp, aflag); 2690 (void) apply_special (op, tmp, aflag);
2650 return 1; 2691 return 1;
2651 2692
2652 case DRINK: 2693 case DRINK:
2653 case FOOD: 2694 case FOOD:
2654 case FLESH: 2695 case FLESH:
2655 apply_food (op, tmp); 2696 apply_food (op, tmp);
2656 return 1; 2697 return 1;
2657 2698
2658 case POISON: 2699 case POISON:
2659 apply_poison (op, tmp); 2700 apply_poison (op, tmp);
2660 return 1; 2701 return 1;
2661 2702
2662 case SAVEBED: 2703 case SAVEBED:
2663 if (op->type == PLAYER) { 2704 if (op->type == PLAYER)
2664 apply_savebed (op); 2705 {
2665 return 1; 2706 apply_savebed (op);
2666 } else { 2707 return 1;
2667 return 0; 2708 }
2668 } 2709 else
2710 {
2711 return 0;
2712 }
2669 2713
2670 case ARMOUR_IMPROVER: 2714 case ARMOUR_IMPROVER:
2671 if (op->type == PLAYER) { 2715 if (op->type == PLAYER)
2716 {
2672 apply_armour_improver (op, tmp); 2717 apply_armour_improver (op, tmp);
2673 return 1; 2718 return 1;
2674 } else { 2719 }
2675 return 0; 2720 else
2676 } 2721 {
2722 return 0;
2723 }
2677 2724
2678 case WEAPON_IMPROVER: 2725 case WEAPON_IMPROVER:
2679 (void) check_improve_weapon(op, tmp); 2726 (void) check_improve_weapon (op, tmp);
2680 return 1; 2727 return 1;
2681 2728
2682 case CLOCK: 2729 case CLOCK:
2683 if (op->type == PLAYER) { 2730 if (op->type == PLAYER)
2684 char buf[MAX_BUF]; 2731 {
2685 timeofday_t tod; 2732 char buf[MAX_BUF];
2733 timeofday_t tod;
2686 2734
2687 get_tod(&tod); 2735 get_tod (&tod);
2688 sprintf(buf, "It is %d minute%s past %d o'clock %s", 2736 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2689 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), 2737 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2690 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), 2738 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2691 ((tod.hour >= 14) ? "pm" : "am"));
2692 play_sound_player_only(op->contr, SOUND_CLOCK,0,0); 2739 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2693 new_draw_info(NDI_UNIQUE, 0,op, buf); 2740 new_draw_info (NDI_UNIQUE, 0, op, buf);
2694 return 1; 2741 return 1;
2695 } else { 2742 }
2696 return 0; 2743 else
2697 } 2744 {
2745 return 0;
2746 }
2698 2747
2699 case MENU: 2748 case MENU:
2700 if (op->type == PLAYER) { 2749 if (op->type == PLAYER)
2701 shop_listing (op); 2750 {
2702 return 1; 2751 shop_listing (op);
2703 } else { 2752 return 1;
2704 return 0; 2753 }
2705 } 2754 else
2755 {
2756 return 0;
2757 }
2706 2758
2707 case POWER_CRYSTAL: 2759 case POWER_CRYSTAL:
2708 apply_power_crystal(op,tmp); /* see egoitem.c */ 2760 apply_power_crystal (op, tmp); /* see egoitem.c */
2709 return 1; 2761 return 1;
2710 2762
2711 case LIGHTER: /* for lighting torches/lanterns/etc */ 2763 case LIGHTER: /* for lighting torches/lanterns/etc */
2712 if (op->type == PLAYER) { 2764 if (op->type == PLAYER)
2713 apply_lighter(op,tmp); 2765 {
2714 return 1; 2766 apply_lighter (op, tmp);
2715 } else { 2767 return 1;
2716 return 0; 2768 }
2717 } 2769 else
2770 {
2771 return 0;
2772 }
2718 2773
2719 case ITEM_TRANSFORMER: 2774 case ITEM_TRANSFORMER:
2720 apply_item_transformer( op, tmp ); 2775 apply_item_transformer (op, tmp);
2721 return 1; 2776 return 1;
2722 2777
2723 default: 2778 default:
2724 return 0; 2779 return 0;
2725 } 2780 }
2726} 2781}
2727 2782
2728 2783
2729/* quiet suppresses the "don't know how to apply" and "you must get it first" 2784/* quiet suppresses the "don't know how to apply" and "you must get it first"
2730 * messages as needed by player_apply_below(). But there can still be 2785 * messages as needed by player_apply_below(). But there can still be
2731 * "but you are floating high above the ground" messages. 2786 * "but you are floating high above the ground" messages.
2732 * 2787 *
2733 * Same return value as apply() function. 2788 * Same return value as apply() function.
2734 */ 2789 */
2790int
2735int player_apply (object *pl, object *op, int aflag, int quiet) 2791player_apply (object *pl, object *op, int aflag, int quiet)
2736{ 2792{
2737 int tmp; 2793 int tmp;
2738 2794
2739 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2795 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2796 {
2740 /* player is flying and applying object not in inventory */ 2797 /* player is flying and applying object not in inventory */
2741 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2798 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2799 {
2742 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2800 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2743 "above the ground!");
2744 return 0; 2801 return 0;
2745 } 2802 }
2746 } 2803 }
2747 2804
2748 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if 2805 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2749 * applied. 2806 * applied.
2750 */ 2807 */
2751 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) 2808 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2752 { 2809 {
2753 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); 2810 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2754 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " 2811 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2755 "of smoke!");
2756 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); 2812 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2757 remove_ob (op); 2813 remove_ob (op);
2758 free_object (op); 2814 free_object (op);
2759 return 1; 2815 return 1;
2760 } 2816 }
2761 2817
2762 pl->contr->last_used = op; 2818 pl->contr->last_used = op;
2763 pl->contr->last_used_id = op->count; 2819 pl->contr->last_used_id = op->count;
2764 2820
2765 tmp = manual_apply (pl, op, aflag); 2821 tmp = manual_apply (pl, op, aflag);
2766 if ( ! quiet) { 2822 if (!quiet)
2823 {
2767 if (tmp == 0) 2824 if (tmp == 0)
2768 new_draw_info_format (NDI_UNIQUE, 0, pl, 2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2769 "I don't know how to apply the %s.",
2770 query_name (op));
2771 else if (tmp == 2) 2826 else if (tmp == 2)
2772 new_draw_info_format (NDI_UNIQUE, 0, pl, 2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2773 "You must get it first!\n");
2774 } 2828 }
2775 return tmp; 2829 return tmp;
2776} 2830}
2777 2831
2778/** 2832/**
2779 * player_apply_below attempts to apply the object 'below' the player. 2833 * player_apply_below attempts to apply the object 'below' the player.
2780 * If the player has an open container, we use that for below, otherwise 2834 * If the player has an open container, we use that for below, otherwise
2781 * we use the ground. 2835 * we use the ground.
2782 */ 2836 */
2783 2837
2838void
2784void player_apply_below (object *pl) 2839player_apply_below (object *pl)
2785{ 2840{
2786 object *tmp, *next; 2841 object *tmp, *next;
2787 int floors; 2842 int floors;
2788 2843
2789 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2790 apply_transport(pl, pl->contr->transport, 0);
2791 return;
2792 }
2793
2794 /* If using a container, set the starting item to be the top 2844 /* If using a container, set the starting item to be the top
2795 * item in the container. Otherwise, use the map. 2845 * item in the container. Otherwise, use the map.
2796 */ 2846 */
2797 tmp = (pl->container != NULL) ? pl->container->inv : pl->below; 2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2798 2848
2799 /* This is perhaps more complicated. However, I want to make sure that 2849 /* This is perhaps more complicated. However, I want to make sure that
2800 * we don't use a corrupt pointer for the next object, so we get the 2850 * we don't use a corrupt pointer for the next object, so we get the
2801 * next object in the stack before applying. This is can only be a 2851 * next object in the stack before applying. This is can only be a
2802 * problem if player_apply() has a bug in that it uses the object but does 2852 * problem if player_apply() has a bug in that it uses the object but does
2803 * not return a proper value. 2853 * not return a proper value.
2804 */ 2854 */
2805 for (floors = 0; tmp!=NULL; tmp=next) { 2855 for (floors = 0; tmp != NULL; tmp = next)
2856 {
2806 next = tmp->below; 2857 next = tmp->below;
2807 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2808 floors++; 2859 floors++;
2809 else if (floors > 0) 2860 else if (floors > 0)
2810 return; /* process only floor objects after first floor object */ 2861 return; /* process only floor objects after first floor object */
2811 2862
2812 /* If it is visible, player can apply it. If it is applied by 2863 /* If it is visible, player can apply it. If it is applied by
2813 * person moving on it, also activate. Added code to make it 2864 * person moving on it, also activate. Added code to make it
2814 * so that at least one of players movement types be that which 2865 * so that at least one of players movement types be that which
2815 * the item needs. 2866 * the item needs.
2816 */ 2867 */
2817 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2868 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2818 if (player_apply (pl, tmp, 0, 1) == 1) 2870 if (player_apply (pl, tmp, 0, 1) == 1)
2819 return; 2871 return;
2820 } 2872 }
2821 if (floors >= 2) 2873 if (floors >= 2)
2822 return; /* process at most two floor objects */ 2874 return; /* process at most two floor objects */
2823 } 2875 }
2824} 2876}
2825 2877
2826/** 2878/**
2827 * Unapplies specified item. 2879 * Unapplies specified item.
2828 * No check done on cursed/damned. 2880 * No check done on cursed/damned.
2829 * Break this out of apply_special - this is just done 2881 * Break this out of apply_special - this is just done
2830 * to keep the size of apply_special to a more managable size. 2882 * to keep the size of apply_special to a more managable size.
2831 */ 2883 */
2884static int
2832static int unapply_special (object *who, object *op, int aflags) 2885unapply_special (object *who, object *op, int aflags)
2833{ 2886{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0);
2889
2834 object *tmp2; 2890 object *tmp2;
2835 2891
2836 CLEAR_FLAG(op, FLAG_APPLIED); 2892 CLEAR_FLAG (op, FLAG_APPLIED);
2837 switch(op->type) { 2893 switch (op->type)
2894 {
2838 case WEAPON: 2895 case WEAPON:
2839 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); 2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2840 2897
2841 (void) change_abil (who,op);
2842 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2843 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2844 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2845 who->current_weapon_script = NULL;
2846 who->current_weapon = NULL;
2847 clear_skill(who);
2848 break;
2849
2850 case SKILL: /* allows objects to impart skills */
2851 case SKILL_TOOL:
2852 if (op != who->chosen_skill) {
2853 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2854 }
2855 if (who->type==PLAYER) {
2856 if (who->contr->shoottype == range_skill)
2857 who->contr->shoottype = range_none;
2858 if ( ! op->invisible) {
2859 new_draw_info_format (NDI_UNIQUE, 0, who,
2860 "You stop using the %s.", query_name(op));
2861 } else {
2862 new_draw_info_format (NDI_UNIQUE, 0, who,
2863 "You can no longer use the skill: %s.",
2864 op->skill);
2865 }
2866 }
2867 (void) change_abil (who, op); 2898 (void) change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break;
2903
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL:
2906 if (op != who->chosen_skill)
2907 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2909 }
2910 if (who->type == PLAYER)
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 }
2923 (void) change_abil (who, op);
2868 who->chosen_skill = NULL; 2924 who->chosen_skill = NULL;
2869 CLEAR_FLAG (who, FLAG_READY_SKILL); 2925 CLEAR_FLAG (who, FLAG_READY_SKILL);
2870 break; 2926 break;
2871 2927
2872 case ARMOUR: 2928 case ARMOUR:
2873 case HELMET: 2929 case HELMET:
2874 case SHIELD: 2930 case SHIELD:
2875 case RING: 2931 case RING:
2876 case BOOTS: 2932 case BOOTS:
2877 case GLOVES: 2933 case GLOVES:
2878 case AMULET: 2934 case AMULET:
2879 case GIRDLE: 2935 case GIRDLE:
2880 case BRACERS: 2936 case BRACERS:
2881 case CLOAK: 2937 case CLOAK:
2882 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2883 (void) change_abil (who,op); 2939 (void) change_abil (who, op);
2884 break; 2940 break;
2885 case LAMP: 2941 case LAMP:
2886 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2887 op->name);
2888 tmp2 = arch_to_object(op->other_arch); 2943 tmp2 = arch_to_object (op->other_arch);
2889 tmp2->x = op->x; 2944 tmp2->x = op->x;
2890 tmp2->y = op->y; 2945 tmp2->y = op->y;
2891 tmp2->map = op->map; 2946 tmp2->map = op->map;
2892 tmp2->below = op->below; 2947 tmp2->below = op->below;
2893 tmp2->above = op->above; 2948 tmp2->above = op->above;
2894 tmp2->stats.food = op->stats.food; 2949 tmp2->stats.food = op->stats.food;
2895 CLEAR_FLAG(tmp2, FLAG_APPLIED); 2950 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951
2896 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2897 SET_FLAG(tmp2, FLAG_INV_LOCKED); 2953 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954
2898 if (who->type == PLAYER) 2955 if (who->type == PLAYER)
2899 esrv_del_item(who->contr, (tag_t)op->count); 2956 esrv_del_item (who->contr, op->count);
2957
2900 remove_ob(op); 2958 remove_ob (op);
2901 free_object(op); 2959 free_object (op);
2902 insert_ob_in_ob(tmp2, who); 2960 insert_ob_in_ob (tmp2, who);
2903 fix_player(who); 2961 fix_player (who);
2904 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 {
2905 if (who->type == PLAYER) { 2964 if (who->type == PLAYER)
2965 {
2906 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2907 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2908 } 2968 }
2909 } 2969 }
2910 if(who->type==PLAYER) 2970 if (who->type == PLAYER)
2911 esrv_send_item(who, tmp2); 2971 esrv_send_item (who, tmp2);
2912 return 1; /* otherwise, an attempt to drop causes problems */ 2972 return 1; /* otherwise, an attempt to drop causes problems */
2913 break; 2973 break;
2914 case BOW: 2974 case BOW:
2915 case WAND: 2975 case WAND:
2916 case ROD: 2976 case ROD:
2917 case HORN: 2977 case HORN:
2918 clear_skill(who); 2978 clear_skill (who);
2919 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2979 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2920 if(who->type==PLAYER) { 2980 if (who->type == PLAYER)
2981 {
2921 who->contr->shoottype = range_none; 2982 who->contr->shoottype = range_none;
2922 } else { 2983 }
2923 if (op->type == BOW) 2984 else
2985 {
2986 if (op->type == BOW)
2924 CLEAR_FLAG (who, FLAG_READY_BOW); 2987 CLEAR_FLAG (who, FLAG_READY_BOW);
2925 else 2988 else
2926 CLEAR_FLAG(who, FLAG_READY_RANGE); 2989 CLEAR_FLAG (who, FLAG_READY_RANGE);
2927 } 2990 }
2928 break; 2991 break;
2929 2992
2930 case BUILDER: 2993 case BUILDER:
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2932 who->contr->shoottype = range_none; 2995 who->contr->shoottype = range_none;
2933 who->contr->ranges[ range_builder ] = NULL; 2996 who->contr->ranges[range_builder] = NULL;
2934 break; 2997 break;
2935 2998
2936 default: 2999 default:
2937 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2938 break; 3001 break;
2939 } 3002 }
2940 3003
2941 fix_player(who); 3004 fix_player (who);
2942 3005
2943 if ( ! (aflags & AP_NO_MERGE)) { 3006 if (!(aflags & AP_NO_MERGE))
3007 {
2944 object *tmp; 3008 object *tmp;
2945 3009
2946 tag_t del_tag = op->count;
2947 tmp = merge_ob (op, NULL); 3010 tmp = merge_ob (op, NULL);
2948 if (who->type == PLAYER) { 3011 if (who->type == PLAYER)
2949 if (tmp) { /* it was merged */ 3012 {
3013 if (tmp)
3014 { /* it was merged */
2950 esrv_del_item (who->contr, del_tag); 3015 esrv_del_item (who->contr, op->count);
2951 op = tmp; 3016 op = tmp;
2952 } 3017 }
3018
2953 esrv_send_item (who, op); 3019 esrv_send_item (who, op);
2954 } 3020 }
2955 } 3021 }
2956 return 0; 3022 return 0;
2957} 3023}
2958 3024
2959/** 3025/**
2960 * Returns the object that is using location 'loc'. 3026 * Returns the object that is using location 'loc'.
2961 * Note that 'start' is the first object to start examing - we 3027 * Note that 'start' is the first object to start examing - we
2968 * loc is the index into the array we are looking for a match. 3034 * loc is the index into the array we are looking for a match.
2969 * don't return invisible objects unless they are skill objects 3035 * don't return invisible objects unless they are skill objects
2970 * invisible other objects that use 3036 * invisible other objects that use
2971 * up body locations can be used as restrictions. 3037 * up body locations can be used as restrictions.
2972 */ 3038 */
3039object *
2973object *get_item_from_body_location(object *start, int loc) 3040get_item_from_body_location (object *start, int loc)
2974{ 3041{
2975 object *tmp; 3042 object *tmp;
2976 3043
2977 if (!start) return NULL; 3044 if (!start)
2978
2979 for (tmp=start; tmp; tmp=tmp->below)
2980 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] &&
2981 (!tmp->invisible || tmp->type==SKILL)) return tmp;
2982
2983 return NULL; 3045 return NULL;
3046
3047 for (tmp = start; tmp; tmp = tmp->below)
3048 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL))
3049 return tmp;
3050
3051 return NULL;
2984} 3052}
2985 3053
2986 3054
2987 3055
2988/** 3056/**
2994 * Returns 0 on success, returns 1 if there is some problem. 3062 * Returns 0 on success, returns 1 if there is some problem.
2995 * if aflags is AP_PRINT, we instead print out waht to unapply 3063 * if aflags is AP_PRINT, we instead print out waht to unapply
2996 * instead of doing it. This is a lot less code than having 3064 * instead of doing it. This is a lot less code than having
2997 * another function that does just that. 3065 * another function that does just that.
2998 */ 3066 */
3067int
2999int unapply_for_ob(object *who, object *op, int aflags) 3068unapply_for_ob (object *who, object *op, int aflags)
3000{ 3069{
3001 int i; 3070 int i;
3002 object *tmp=NULL, *last; 3071 object *tmp = NULL, *last;
3003 3072
3004 /* If we are applying a shield or weapon, unapply any equipped shield 3073 /* If we are applying a shield or weapon, unapply any equipped shield
3005 * or weapons first - only allowed to use one weapon/shield at a time. 3074 * or weapons first - only allowed to use one weapon/shield at a time.
3006 */ 3075 */
3007 if (op->type == WEAPON || op->type == SHIELD) { 3076 if (op->type == WEAPON || op->type == SHIELD)
3077 {
3008 for (tmp=who->inv; tmp; tmp=tmp->below) { 3078 for (tmp = who->inv; tmp; tmp = tmp->below)
3079 {
3009 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3010 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3081 {
3011 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3082 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3083 {
3012 if (aflags & AP_PRINT) 3084 if (aflags & AP_PRINT)
3013 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3014 else 3086 else
3015 unapply_special(who, tmp, aflags); 3087 unapply_special (who, tmp, aflags);
3016 } 3088 }
3017 else { 3089 else
3090 {
3018 /* In this case, we want to try and remove a cursed item. 3091 /* In this case, we want to try and remove a cursed item.
3019 * While we know it won't work, we want unapply_special to 3092 * While we know it won't work, we want unapply_special to
3020 * at least generate the message. 3093 * at least generate the message.
3021 */ 3094 */
3022 new_draw_info_format(NDI_UNIQUE, 0, who, 3095 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp));
3023 "No matter how hard you try, you just can't\nremove %s.", 3096 return 1;
3024 query_name(tmp)); 3097 }
3025 return 1;
3026 }
3027 3098
3099 }
3100 }
3028 } 3101 }
3029 }
3030 }
3031 3102
3032 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 {
3033 /* this used up a slot that we need to free */ 3105 /* this used up a slot that we need to free */
3034 if (op->body_info[i]) { 3106 if (op->body_info[i])
3107 {
3035 last = who->inv; 3108 last = who->inv;
3036 3109
3037 /* We do a while loop - may need to remove several items in order 3110 /* We do a while loop - may need to remove several items in order
3038 * to free up enough slots. 3111 * to free up enough slots.
3039 */ 3112 */
3040 while ((who->body_used[i] + op->body_info[i]) < 0) { 3113 while ((who->body_used[i] + op->body_info[i]) < 0)
3114 {
3041 tmp = get_item_from_body_location(last, i); 3115 tmp = get_item_from_body_location (last, i);
3042 if (!tmp) { 3116 if (!tmp)
3117 {
3043#if 0 3118#if 0
3044 /* Not a bug - we'll get this if the player has cursed items 3119 /* Not a bug - we'll get this if the player has cursed items
3045 * equipped. 3120 * equipped.
3046 */ 3121 */
3047 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3122 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3048 i, body_locations[i].save_name, who->name);
3049#endif 3123#endif
3050 return 1; 3124 return 1;
3051 } 3125 }
3052 /* If we are just printing, we don't care about cursed status */ 3126 /* If we are just printing, we don't care about cursed status */
3053 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3127 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3054 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3128 {
3055 if (aflags & AP_PRINT) 3129 if (aflags & AP_PRINT)
3056 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3057 else 3131 else
3058 unapply_special(who, tmp, aflags); 3132 unapply_special (who, tmp, aflags);
3059 } 3133 }
3060 else { 3134 else
3135 {
3061 /* Cursed item that we can't unequip - tell the player. 3136 /* Cursed item that we can't unequip - tell the player.
3062 * Note this could be annoying if this is just one of a few, 3137 * Note this could be annoying if this is just one of a few,
3063 * so it may not be critical (eg, putting on a ring and you have 3138 * so it may not be critical (eg, putting on a ring and you have
3064 * one cursed ring.) 3139 * one cursed ring.)
3065 */ 3140 */
3066 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3141 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3067 } 3142 }
3068 last = tmp->below; 3143 last = tmp->below;
3069 } 3144 }
3070 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3145 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3071 * return in the !tmp would have kicked in. 3146 * return in the !tmp would have kicked in.
3072 */ 3147 */
3073 } /* if op is using this body location */ 3148 } /* if op is using this body location */
3074 } /* for body lcoations */ 3149 } /* for body lcoations */
3075 return 0; 3150 return 0;
3076} 3151}
3077 3152
3078/** 3153/**
3079 * Checks to see if 'who' can apply object 'op'. 3154 * Checks to see if 'who' can apply object 'op'.
3080 * Returns 0 if apply can be done without anything special. 3155 * Returns 0 if apply can be done without anything special.
3084 * is set, do we really are what the other flags may be?) 3159 * is set, do we really are what the other flags may be?)
3085 * 3160 *
3086 * See include/define.h for detailed description of the meaning of 3161 * See include/define.h for detailed description of the meaning of
3087 * these return values. 3162 * these return values.
3088 */ 3163 */
3164int
3089int can_apply_object(object *who, object *op) 3165can_apply_object (object *who, object *op)
3090{ 3166{
3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3168 return RESULT_INT (0);
3169
3091 int i, retval=0; 3170 int i, retval = 0;
3092 object *tmp=NULL, *ws=NULL; 3171 object *tmp = NULL, *ws = NULL;
3093 3172
3094 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3173 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3095 * 2 weapons, but we don't want to let them do that. So if they are 3174 * 2 weapons, but we don't want to let them do that. So if they are
3096 * trying to equip a weapon or shield, see if they already have one 3175 * trying to equip a weapon or shield, see if they already have one
3097 * in place and store that way. 3176 * in place and store that way.
3098 */ 3177 */
3099 if (op->type == WEAPON || op->type == SHIELD) { 3178 if (op->type == WEAPON || op->type == SHIELD)
3179 {
3100 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3181 {
3101 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3183 {
3102 retval = CAN_APPLY_UNAPPLY; 3184 retval = CAN_APPLY_UNAPPLY;
3103 ws = tmp; 3185 ws = tmp;
3186 }
3187 }
3104 } 3188 }
3105 }
3106 }
3107
3108 3189
3190
3109 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3191 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3192 {
3110 if (op->body_info[i]) { 3193 if (op->body_info[i])
3194 {
3111 /* Item uses more slots than we have */ 3195 /* Item uses more slots than we have */
3112 if (FABS(op->body_info[i]) > who->body_info[i]) { 3196 if (FABS (op->body_info[i]) > who->body_info[i])
3197 {
3113 /* Could return now for efficiently - rest of info below isn' 3198 /* Could return now for efficiently - rest of info below isn'
3114 * really needed. 3199 * really needed.
3115 */ 3200 */
3116 retval |= CAN_APPLY_NEVER; 3201 retval |= CAN_APPLY_NEVER;
3202 }
3117 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3203 else if ((who->body_used[i] + op->body_info[i]) < 0)
3204 {
3118 /* in this case, equipping this would use more free spots than 3205 /* in this case, equipping this would use more free spots than
3119 * we have. 3206 * we have.
3120 */ 3207 */
3121 object *tmp1; 3208 object *tmp1;
3122 3209
3123 3210
3124 /* if we have an applied weapon/shield, and unapply it would free 3211 /* if we have an applied weapon/shield, and unapply it would free
3125 * enough slots to equip the new item, then just set this can 3212 * enough slots to equip the new item, then just set this can
3126 * continue. We don't care about the logic below - if you have 3213 * continue. We don't care about the logic below - if you have
3127 * shield equipped and try to equip another shield, there is only 3214 * shield equipped and try to equip another shield, there is only
3128 * one choice. However, the check for the number of body locations 3215 * one choice. However, the check for the number of body locations
3129 * does take into the account cases where what is being applied 3216 * does take into the account cases where what is being applied
3130 * may be two handed for example. 3217 * may be two handed for example.
3131 */ 3218 */
3132 if (ws) { 3219 if (ws)
3220 {
3133 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3221 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3134 retval |= CAN_APPLY_UNAPPLY; 3222 {
3135 continue; 3223 retval |= CAN_APPLY_UNAPPLY;
3136 } 3224 continue;
3137 } 3225 }
3226 }
3138 3227
3139 tmp1 = get_item_from_body_location(who->inv, i); 3228 tmp1 = get_item_from_body_location (who->inv, i);
3140 if (!tmp1) { 3229 if (!tmp1)
3230 {
3141#if 0 3231#if 0
3142 /* This is sort of an error, but happens a lot when old players 3232 /* This is sort of an error, but happens a lot when old players
3143 * join in with more stuff equipped than they are now allowed. 3233 * join in with more stuff equipped than they are now allowed.
3144 */ 3234 */
3145 LOG(llevError,"Can't find object using location %d on %s\n", 3235 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3146 i, who->name);
3147#endif 3236#endif
3148 retval |= CAN_APPLY_NEVER; 3237 retval |= CAN_APPLY_NEVER;
3149 } else { 3238 }
3239 else
3240 {
3150 /* need to unapply something. However, if this something 3241 /* need to unapply something. However, if this something
3151 * is different than we had found before, it means they need 3242 * is different than we had found before, it means they need
3152 * to apply multiple objects 3243 * to apply multiple objects
3153 */ 3244 */
3154 retval |= CAN_APPLY_UNAPPLY; 3245 retval |= CAN_APPLY_UNAPPLY;
3155 if (!tmp) tmp = tmp1; 3246 if (!tmp)
3156 else if (tmp != tmp1) { 3247 tmp = tmp1;
3157 retval |= CAN_APPLY_UNAPPLY_MULT; 3248 else if (tmp != tmp1)
3158 } 3249 {
3250 retval |= CAN_APPLY_UNAPPLY_MULT;
3251 }
3159 /* This object isn't using up all the slots, so there must 3252 /* This object isn't using up all the slots, so there must
3160 * be another. If so, and it the new item doesn't need all 3253 * be another. If so, and it the new item doesn't need all
3161 * the slots, the player then has a choice. 3254 * the slots, the player then has a choice.
3162 */ 3255 */
3163 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3256 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i]))
3164 (FABS(op->body_info[i]) < who->body_info[i]))
3165 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3257 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3166 3258
3167 /* Does unequippint 'tmp1' free up enough slots for this to be 3259 /* Does unequippint 'tmp1' free up enough slots for this to be
3168 * equipped? If not, there must be something else to unapply. 3260 * equipped? If not, there must be something else to unapply.
3169 */ 3261 */
3170 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3262 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3171 retval |= CAN_APPLY_UNAPPLY_MULT; 3263 retval |= CAN_APPLY_UNAPPLY_MULT;
3172 3264
3173 } 3265 }
3174 } /* if not enough free slots */ 3266 } /* if not enough free slots */
3175 } /* if this object uses location i */ 3267 } /* if this object uses location i */
3176 } /* for i -> num_body_locations loop */ 3268 } /* for i -> num_body_locations loop */
3177 3269
3178 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3270 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3179 * really be controlled by use of body locations. We do have 3271 * really be controlled by use of body locations. We do have
3180 * the weapon/shield checks, and the range checks for monsters, 3272 * the weapon/shield checks, and the range checks for monsters,
3181 * because you can't control those just by body location - bows, shields, 3273 * because you can't control those just by body location - bows, shields,
3182 * and weapons all use the same slot. Similar for horn/rod/wand - they 3274 * and weapons all use the same slot. Similar for horn/rod/wand - they
3183 * all use the same location. 3275 * all use the same location.
3184 */ 3276 */
3185 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3186 retval |= CAN_APPLY_RESTRICTION;
3187 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3188 retval |= CAN_APPLY_RESTRICTION;
3189
3190
3191 if (who->type != PLAYER) {
3192 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3193 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3194 retval |= CAN_APPLY_RESTRICTION;
3195 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3196 retval |= CAN_APPLY_RESTRICTION; 3278 retval |= CAN_APPLY_RESTRICTION;
3197 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3198 retval |= CAN_APPLY_RESTRICTION; 3280 retval |= CAN_APPLY_RESTRICTION;
3199 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3281
3282
3283 if (who->type != PLAYER)
3284 {
3285 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3200 retval |= CAN_APPLY_RESTRICTION; 3286 retval |= CAN_APPLY_RESTRICTION;
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION;
3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3290 retval |= CAN_APPLY_RESTRICTION;
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION;
3201 } 3293 }
3202 return retval; 3294 return retval;
3203} 3295}
3204 3296
3205 3297
3206 3298
3207/** 3299/**
3208 * who is the object using the object. It can be a monster. 3300 * who is the object using the object. It can be a monster.
3209 * op is the object they are using. op is an equipment type item, 3301 * op is the object they are using. op is an equipment type item,
3210 * eg, one which you put on and keep on for a while, and not something 3302 * eg, one which you put on and keep on for a while, and not something
3224 * 3316 *
3225 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3226 * 3318 *
3227 * apply_special() doesn't check for unpaid items. 3319 * apply_special() doesn't check for unpaid items.
3228 */ 3320 */
3321int
3229int apply_special (object *who, object *op, int aflags) 3322apply_special (object *who, object *op, int aflags)
3230{ 3323{
3231 int basic_flag = aflags & AP_BASIC_FLAGS; 3324 int basic_flag = aflags & AP_BASIC_FLAGS;
3232 object *tmp, *tmp2, *skop=NULL; 3325 object *tmp, *tmp2, *skop = NULL;
3233 int i; 3326 int i;
3234 3327
3235 if(who==NULL) { 3328 if (who == NULL)
3329 {
3236 LOG(llevError,"apply_special() from object without environment.\n"); 3330 LOG (llevError, "apply_special() from object without environment.\n");
3237 return 1; 3331 return 1;
3238 } 3332 }
3239 3333
3240 if(op->env!=who) 3334 if (op->env != who)
3241 return 1; /* op is not in inventory */ 3335 return 1; /* op is not in inventory */
3242 3336
3243 /* trying to unequip op */ 3337 /* trying to unequip op */
3244 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3338 if (QUERY_FLAG (op, FLAG_APPLIED))
3339 {
3245 /* always apply, so no reason to unapply */ 3340 /* always apply, so no reason to unapply */
3246 if (basic_flag == AP_APPLY) return 0; 3341 if (basic_flag == AP_APPLY)
3342 return 0;
3247 3343
3248 if ( ! (aflags & AP_IGNORE_CURSE) 3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3249 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3345 {
3250 new_draw_info_format(NDI_UNIQUE, 0, who, 3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3251 "No matter how hard you try, you just can't\nremove %s.",
3252 query_name(op));
3253 return 1; 3347 return 1;
3254 } 3348 }
3255 return unapply_special(who, op, aflags); 3349 return unapply_special (who, op, aflags);
3256 } 3350 }
3257 3351
3258 if (basic_flag == AP_UNAPPLY) return 0; 3352 if (basic_flag == AP_UNAPPLY)
3353 return 0;
3259 3354
3260 i = can_apply_object(who, op); 3355 i = can_apply_object (who, op);
3261 3356
3262 /* Can't just apply this object. Lets see what not and what to do */ 3357 /* Can't just apply this object. Lets see what not and what to do */
3263 if (i) { 3358 if (i)
3359 {
3264 if (i & CAN_APPLY_NEVER) { 3360 if (i & CAN_APPLY_NEVER)
3361 {
3265 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3266 return 1; 3363 return 1;
3364 }
3267 } else if (i & CAN_APPLY_RESTRICTION) { 3365 else if (i & CAN_APPLY_RESTRICTION)
3366 {
3268 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3269 return 1; 3368 return 1;
3270 } 3369 }
3271 if (who->type != PLAYER) { 3370 if (who->type != PLAYER)
3371 {
3272 /* Some error, so don't try to equip something more */ 3372 /* Some error, so don't try to equip something more */
3273 if (unapply_for_ob(who, op, aflags)) return 1; 3373 if (unapply_for_ob (who, op, aflags))
3274 } else { 3374 return 1;
3275 if (who->contr->unapply == unapply_never || 3375 }
3276 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3376 else
3377 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 {
3277 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3278 unapply_for_ob(who, op, AP_PRINT); 3381 unapply_for_ob (who, op, AP_PRINT);
3279 return 1; 3382 return 1;
3280 } 3383 }
3281 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 {
3282 i = unapply_for_ob(who, op, aflags); 3386 i = unapply_for_ob (who, op, aflags);
3283 if (i) return 1; 3387 if (i)
3388 return 1;
3389 }
3390 }
3284 } 3391 }
3285 }
3286 }
3287 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 {
3288 skop=find_skill_by_name(who, op->skill); 3394 skop = find_skill_by_name (who, op->skill);
3289 if (!skop) { 3395 if (!skop)
3396 {
3290 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3291 return 1; 3398 return 1;
3292 } else { 3399 }
3400 else
3401 {
3293 /* While experience will be credited properly, we want to change the 3402 /* While experience will be credited properly, we want to change the
3294 * skill so that the dam and wc get updated 3403 * skill so that the dam and wc get updated
3295 */ 3404 */
3296 change_skill(who, skop, 0); 3405 change_skill (who, skop, 0);
3297 } 3406 }
3407 }
3408
3409 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3298 } 3410 {
3299
3300 if (who->type == PLAYER && op->item_power &&
3301 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3302 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3303 return 1; 3412 return 1;
3304 } 3413 }
3305
3306 3414
3415
3307 /* Ok. We are now at the state where we can apply the new object. 3416 /* Ok. We are now at the state where we can apply the new object.
3308 * Note that we don't have the checks for can_use_... 3417 * Note that we don't have the checks for can_use_...
3309 * below - that is already taken care of by can_apply_object. 3418 * below - that is already taken care of by can_apply_object.
3310 */ 3419 */
3311
3312 3420
3421
3313 if(op->nrof > 1) 3422 if (op->nrof > 1)
3314 tmp = get_split_ob(op,op->nrof - 1); 3423 tmp = get_split_ob (op, op->nrof - 1);
3315 else 3424 else
3316 tmp = NULL; 3425 tmp = NULL;
3317 3426
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0);
3429
3318 switch(op->type) { 3430 switch (op->type)
3431 {
3319 case WEAPON: 3432 case WEAPON:
3320 if (!check_weapon_power(who, op->last_eat)) { 3433 if (!check_weapon_power (who, op->last_eat))
3321 new_draw_info(NDI_UNIQUE, 0,who, 3434 {
3322 "That weapon is too powerful for you to use."); 3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3323 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3436 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3324 if(tmp!=NULL) 3437 if (tmp != NULL)
3325 (void) insert_ob_in_ob(tmp,who); 3438 (void) insert_ob_in_ob (tmp, who);
3326 return 1; 3439 return 1;
3327 } 3440 }
3328 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 {
3329 /* if the weapon does not have the name as the character, can't use it. */ 3443 /* if the weapon does not have the name as the character, can't use it. */
3330 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3444 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3331 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3445 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3332 if(tmp!=NULL) 3446 if (tmp != NULL)
3333 (void) insert_ob_in_ob(tmp,who); 3447 (void) insert_ob_in_ob (tmp, who);
3334 return 1; 3448 return 1;
3335 } 3449 }
3336 SET_FLAG(op, FLAG_APPLIED); 3450 SET_FLAG (op, FLAG_APPLIED);
3337 3451
3338 if (skop) change_skill(who, skop, 1); 3452 if (skop)
3453 change_skill (who, skop, 1);
3339 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3340 SET_FLAG(who, FLAG_READY_WEAPON); 3455 SET_FLAG (who, FLAG_READY_WEAPON);
3341 3456
3342 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3343 3458
3344 (void) change_abil (who,op); 3459 (void) change_abil (who, op);
3345 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3346 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3347 LOG(llevDebug, "Scripting Weapon wielded\n");
3348 if (who->current_weapon_script) free_string(who->current_weapon_script);
3349 who->current_weapon_script=add_string(query_name(op));
3350 }
3351 who->current_weapon = op;*/
3352 break; 3460 break;
3353 3461
3354 case ARMOUR: 3462 case ARMOUR:
3355 case HELMET: 3463 case HELMET:
3356 case SHIELD: 3464 case SHIELD:
3357 case BOOTS: 3465 case BOOTS:
3358 case GLOVES: 3466 case GLOVES:
3359 case GIRDLE: 3467 case GIRDLE:
3360 case BRACERS: 3468 case BRACERS:
3361 case CLOAK: 3469 case CLOAK:
3362 case RING: 3470 case RING:
3363 case AMULET: 3471 case AMULET:
3364 SET_FLAG(op, FLAG_APPLIED); 3472 SET_FLAG (op, FLAG_APPLIED);
3365 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3366 (void) change_abil (who,op); 3474 (void) change_abil (who, op);
3367 break; 3475 break;
3368 case LAMP: 3476 case LAMP:
3369 if (op->stats.food < 1) { 3477 if (op->stats.food < 1)
3478 {
3370 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" 3479 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3371 " fuel!", op->name); 3480 return 1;
3372 return 1; 3481 }
3373 }
3374 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", 3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3375 op->name);
3376 tmp2 = arch_to_object(op->other_arch); 3483 tmp2 = arch_to_object (op->other_arch);
3377 tmp2->stats.food = op->stats.food; 3484 tmp2->stats.food = op->stats.food;
3378 SET_FLAG(tmp2, FLAG_APPLIED); 3485 SET_FLAG (tmp2, FLAG_APPLIED);
3379 if (QUERY_FLAG(op, FLAG_INV_LOCKED)) 3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3380 SET_FLAG(tmp2, FLAG_INV_LOCKED); 3487 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3381 insert_ob_in_ob(tmp2, who); 3488 insert_ob_in_ob (tmp2, who);
3382 3489
3383 /* Remove the old lantern */ 3490 /* Remove the old lantern */
3384 if (who->type == PLAYER) 3491 if (who->type == PLAYER)
3385 esrv_del_item(who->contr, (tag_t)op->count); 3492 esrv_del_item (who->contr, op->count);
3493
3386 remove_ob(op); 3494 remove_ob (op);
3387 free_object(op); 3495 free_object (op);
3388 3496
3389 /* insert the portion that was split off */ 3497 /* insert the portion that was split off */
3390 if(tmp!=NULL) { 3498 if (tmp != NULL)
3499 {
3391 (void) insert_ob_in_ob(tmp,who); 3500 (void) insert_ob_in_ob (tmp, who);
3392 if(who->type==PLAYER) 3501 if (who->type == PLAYER)
3393 esrv_send_item(who, tmp); 3502 esrv_send_item (who, tmp);
3394 } 3503 }
3395 fix_player(who); 3504 fix_player (who);
3396 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 {
3397 if (who->type == PLAYER) { 3507 if (who->type == PLAYER)
3508 {
3398 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3399 SET_FLAG(tmp2, FLAG_KNOWN_CURSED); 3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3400 } 3511 }
3401 } 3512 }
3402 if(who->type==PLAYER) 3513 if (who->type == PLAYER)
3403 esrv_send_item(who, tmp2); 3514 esrv_send_item (who, tmp2);
3404 return 0; 3515 return 0;
3405 break; 3516 break;
3406 3517
3407 /* this part is needed for skill-tools */ 3518 /* this part is needed for skill-tools */
3408 case SKILL: 3519 case SKILL:
3409 case SKILL_TOOL: 3520 case SKILL_TOOL:
3410 if (who->chosen_skill) { 3521 if (who->chosen_skill)
3522 {
3411 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3412 return 1; 3524 return 1;
3413 } 3525 }
3414 if (who->type == PLAYER) { 3526 if (who->type == PLAYER)
3527 {
3415 who->contr->shoottype = range_skill; 3528 who->contr->shoottype = range_skill;
3416 who->contr->ranges[range_skill] = op; 3529 who->contr->ranges[range_skill] = op;
3417 if ( ! op->invisible) { 3530 if (!op->invisible)
3531 {
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", 3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3419 query_name (op)); 3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3420 new_draw_info_format (NDI_UNIQUE, 0, who, 3534 }
3421 "You can now use the skill: %s.", 3535 else
3422 op->skill); 3536 {
3423 } else { 3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3424 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", 3538 }
3425 op->skill? op->skill:op->name); 3539 }
3426 }
3427 }
3428 SET_FLAG (op, FLAG_APPLIED); 3540 SET_FLAG (op, FLAG_APPLIED);
3429 (void) change_abil (who, op); 3541 (void) change_abil (who, op);
3430 who->chosen_skill = op; 3542 who->chosen_skill = op;
3431 SET_FLAG (who, FLAG_READY_SKILL); 3543 SET_FLAG (who, FLAG_READY_SKILL);
3432 break; 3544 break;
3433 3545
3434 case BOW: 3546 case BOW:
3435 if (!check_weapon_power(who, op->last_eat)) { 3547 if (!check_weapon_power (who, op->last_eat))
3436 new_draw_info(NDI_UNIQUE, 0, who, 3548 {
3437 "That item is too powerful for you to use."); 3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3438 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3550 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3439 if(tmp != NULL) 3551 if (tmp != NULL)
3440 (void)insert_ob_in_ob(tmp,who); 3552 (void) insert_ob_in_ob (tmp, who);
3441 return 1; 3553 return 1;
3442 } 3554 }
3443 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3444 new_draw_info(NDI_UNIQUE, 0, who, 3556 {
3445 "The weapon does not recognize you as its owner."); 3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3446 if(tmp != NULL) 3558 if (tmp != NULL)
3447 (void)insert_ob_in_ob(tmp,who); 3559 (void) insert_ob_in_ob (tmp, who);
3448 return 1; 3560 return 1;
3449 } 3561 }
3450 /*FALLTHROUGH*/ 3562 /*FALLTHROUGH*/ case WAND:
3451 case WAND: 3563 case ROD:
3452 case ROD: 3564 case HORN:
3453 case HORN:
3454 /* check for skill, alter player status */ 3565 /* check for skill, alter player status */
3455 SET_FLAG(op, FLAG_APPLIED); 3566 SET_FLAG (op, FLAG_APPLIED);
3456 if (skop) change_skill(who, skop, 0); 3567 if (skop)
3568 change_skill (who, skop, 0);
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); 3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3458 3570
3459 if(who->type==PLAYER) { 3571 if (who->type == PLAYER)
3460 if (op->type == BOW) { 3572 {
3573 if (op->type == BOW)
3574 {
3461 (void)change_abil(who, op); 3575 (void) change_abil (who, op);
3462 new_draw_info_format (NDI_UNIQUE, 0, who, 3576 new_draw_info_format (NDI_UNIQUE, 0, who,
3463 "You will now fire %s with %s.", 3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3464 op->race ? op->race : "nothing", query_name(op));
3465 who->contr->shoottype = range_bow; 3578 who->contr->shoottype = range_bow;
3466 } else { 3579 }
3580 else
3581 {
3467 who->contr->shoottype = range_misc; 3582 who->contr->shoottype = range_misc;
3468 } 3583 }
3469 } else { 3584 }
3470 if (op->type == BOW) 3585 else
3586 {
3587 if (op->type == BOW)
3471 SET_FLAG (who, FLAG_READY_BOW); 3588 SET_FLAG (who, FLAG_READY_BOW);
3472 else 3589 else
3473 SET_FLAG (who, FLAG_READY_RANGE); 3590 SET_FLAG (who, FLAG_READY_RANGE);
3474 } 3591 }
3475 break; 3592 break;
3476 3593
3477 case BUILDER: 3594 case BUILDER:
3478 if ( who->contr->ranges[ range_builder ] ) 3595 if (who->contr->ranges[range_builder])
3479 unapply_special( who, who->contr->ranges[ range_builder ], 0 ); 3596 unapply_special (who, who->contr->ranges[range_builder], 0);
3480 who->contr->shoottype = range_builder; 3597 who->contr->shoottype = range_builder;
3481 who->contr->ranges[ range_builder ] = op; 3598 who->contr->ranges[range_builder] = op;
3482 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); 3599 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3483 break; 3600 break;
3484 3601
3485 default: 3602 default:
3486 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3487 } /* end of switch op->type */ 3604 } /* end of switch op->type */
3488 3605
3489 SET_FLAG(op, FLAG_APPLIED); 3606 SET_FLAG (op, FLAG_APPLIED);
3490 3607
3491 if(tmp!=NULL) 3608 if (tmp != NULL)
3492 tmp = insert_ob_in_ob(tmp,who); 3609 tmp = insert_ob_in_ob (tmp, who);
3493 3610
3494 fix_player(who); 3611 fix_player (who);
3495 3612
3496 /* We exclude spell casting objects. The fire code will set the 3613 /* We exclude spell casting objects. The fire code will set the
3497 * been applied flag when they are used - until that point, 3614 * been applied flag when they are used - until that point,
3498 * you don't know anything about them. 3615 * you don't know anything about them.
3499 */ 3616 */
3500 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3617 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3501 op->type!=ROD)
3502 SET_FLAG(op,FLAG_BEEN_APPLIED); 3618 SET_FLAG (op, FLAG_BEEN_APPLIED);
3503 3619
3504 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3620 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3621 {
3505 if (who->type == PLAYER) { 3622 if (who->type == PLAYER)
3623 {
3506 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3624 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3507 SET_FLAG(op,FLAG_KNOWN_CURSED); 3625 SET_FLAG (op, FLAG_KNOWN_CURSED);
3508 } 3626 }
3509 } 3627 }
3510 if(who->type==PLAYER) { 3628 if (who->type == PLAYER)
3629 {
3511 /* if multiple objects were applied, update both slots */ 3630 /* if multiple objects were applied, update both slots */
3512 if (tmp) 3631 if (tmp)
3513 esrv_send_item(who, tmp); 3632 esrv_send_item (who, tmp);
3514 esrv_send_item(who, op); 3633 esrv_send_item (who, op);
3515 } 3634 }
3516 return 0; 3635 return 0;
3517} 3636}
3518 3637
3519 3638
3639int
3520int monster_apply_special (object *who, object *op, int aflags) 3640monster_apply_special (object *who, object *op, int aflags)
3521{ 3641{
3522 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3523 return 1; 3643 return 1;
3524 return apply_special (who, op, aflags); 3644 return apply_special (who, op, aflags);
3525} 3645}
3526 3646
3527/** 3647/**
3528 * Map was just loaded, handle op's initialisation. 3648 * Map was just loaded, handle op's initialisation.
3529 * 3649 *
3530 * Generates shop floor's item, and treasures. 3650 * Generates shop floor's item, and treasures.
3531 */ 3651 */
3652int
3532int auto_apply (object *op) { 3653auto_apply (object *op)
3654{
3533 object *tmp = NULL, *tmp2; 3655 object *tmp = NULL, *tmp2;
3534 int i; 3656 int i;
3535 3657
3536 switch(op->type) { 3658 switch (op->type)
3659 {
3537 case SHOP_FLOOR: 3660 case SHOP_FLOOR:
3538 if (!HAS_RANDOM_ITEMS(op)) return 0; 3661 if (!HAS_RANDOM_ITEMS (op))
3539 do { 3662 return 0;
3540 i=10; /* let's give it 10 tries */ 3663 do
3664 {
3665 i = 10; /* let's give it 10 tries */
3541 while((tmp=generate_treasure(op->randomitems, 3666 while ((tmp = generate_treasure (op->randomitems,
3542 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3543 if(tmp==NULL) 3668 if (tmp == NULL)
3544 return 0; 3669 return 0;
3545 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3546 free_object(tmp); 3671 {
3547 tmp = NULL; 3672 free_object (tmp);
3548 } 3673 tmp = NULL;
3549 } while(!tmp); 3674 }
3675 }
3676 while (!tmp);
3550 tmp->x=op->x; 3677 tmp->x = op->x;
3551 tmp->y=op->y; 3678 tmp->y = op->y;
3552 SET_FLAG(tmp,FLAG_UNPAID); 3679 SET_FLAG (tmp, FLAG_UNPAID);
3553 insert_ob_in_map(tmp,op->map,NULL,0); 3680 insert_ob_in_map (tmp, op->map, NULL, 0);
3554 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3555 identify(tmp); 3682 identify (tmp);
3556 break; 3683 break;
3557 3684
3558 case TREASURE: 3685 case TREASURE:
3559 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3560 return 0; 3687 return 0;
3561 while ((op->stats.hp--)>0) 3688 while ((op->stats.hp--) > 0)
3562 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3563 op->stats.exp ? (int)op->stats.exp : 3690 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3564 op->map == NULL ? 14: op->map->difficulty,0);
3565 3691
3566 /* If we generated an object and put it in this object inventory, 3692 /* If we generated an object and put it in this object inventory,
3567 * move it to the parent object as the current object is about 3693 * move it to the parent object as the current object is about
3568 * to disappear. An example of this item is the random_* stuff 3694 * to disappear. An example of this item is the random_* stuff
3569 * that is put inside other objects. 3695 * that is put inside other objects.
3570 */ 3696 */
3571 for (tmp=op->inv; tmp; tmp=tmp2) { 3697 for (tmp = op->inv; tmp; tmp = tmp2)
3572 tmp2 = tmp->below; 3698 {
3573 remove_ob(tmp); 3699 tmp2 = tmp->below;
3574 if (op->env) insert_ob_in_ob(tmp, op->env); 3700 remove_ob (tmp);
3575 else free_object(tmp); 3701 if (op->env)
3702 insert_ob_in_ob (tmp, op->env);
3703 else
3704 free_object (tmp);
3705 }
3706 remove_ob (op);
3707 free_object (op);
3708 break;
3576 } 3709 }
3577 remove_ob(op);
3578 free_object(op);
3579 break;
3580 }
3581 return tmp ? 1 : 0; 3710 return tmp ? 1 : 0;
3582} 3711}
3583 3712
3584/** 3713/**
3585 * fix_auto_apply goes through the entire map (only the first time 3714 * fix_auto_apply goes through the entire map (only the first time
3586 * when an original map is loaded) and performs special actions for 3715 * when an original map is loaded) and performs special actions for
3587 * certain objects (most initialization of chests and creation of 3716 * certain objects (most initialization of chests and creation of
3588 * treasures and stuff). Calls auto_apply if appropriate. 3717 * treasures and stuff). Calls auto_apply if appropriate.
3589 */ 3718 */
3590 3719void
3591void fix_auto_apply(mapstruct *m) { 3720fix_auto_apply (maptile *m)
3721{
3592 object *tmp,*above=NULL; 3722 object *tmp, *above = NULL;
3593 int x,y; 3723 int x, y;
3594 3724
3595 if(m==NULL) return; 3725 if (m == NULL)
3726 return;
3596 3727
3597 for(x=0;x<MAP_WIDTH(m);x++) 3728 for (x = 0; x < MAP_WIDTH (m); x++)
3598 for(y=0;y<MAP_HEIGHT(m);y++) 3729 for (y = 0; y < MAP_HEIGHT (m); y++)
3599 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { 3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3600 above=tmp->above; 3731 {
3732 above = tmp->above;
3601 3733
3602 if (tmp->inv) { 3734 if (tmp->inv)
3735 {
3603 object *invtmp, *invnext; 3736 object *invtmp, *invnext;
3604 3737
3605 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3606 invnext = invtmp->below; 3739 {
3740 invnext = invtmp->below;
3607 3741
3608 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3609 auto_apply(invtmp); 3743 auto_apply (invtmp);
3610 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp))
3611 while ((invtmp->stats.hp--)>0) 3745 {
3612 create_treasure(invtmp->randomitems, invtmp, 0, 3746 while ((invtmp->stats.hp--) > 0)
3613 m->difficulty,0); 3747 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3614 invtmp->randomitems = NULL; 3748
3615 } 3749 invtmp->randomitems = NULL;
3616 else if (invtmp && invtmp->arch && 3750 }
3617 invtmp->type!=TREASURE && 3751 else if (invtmp && invtmp->arch
3618 invtmp->type != SPELL && 3752 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3619 invtmp->type != CLASS && 3753 {
3620 HAS_RANDOM_ITEMS(invtmp)) { 3754 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3621 create_treasure(invtmp->randomitems, invtmp, 0,
3622 m->difficulty,0);
3623 /* Need to clear this so that we never try to create 3755 /* Need to clear this so that we never try to create
3624 * treasure again for this object 3756 * treasure again for this object
3625 */ 3757 */
3626 invtmp->randomitems = NULL; 3758 invtmp->randomitems = NULL;
3627 } 3759 }
3628 } 3760 }
3629 /* This is really temporary - the code at the bottom will 3761 /* This is really temporary - the code at the bottom will
3630 * also set randomitems to null. The problem is there are bunches 3762 * also set randomitems to null. The problem is there are bunches
3631 * of maps/players already out there with items that have spells 3763 * of maps/players already out there with items that have spells
3632 * which haven't had the randomitems set to null yet. 3764 * which haven't had the randomitems set to null yet.
3633 * MSW 2004-05-13 3765 * MSW 2004-05-13
3634 * 3766 *
3635 * And if it's a spellbook, it's better to set randomitems to NULL too, 3767 * And if it's a spellbook, it's better to set randomitems to NULL too,
3636 * else you get two spells in the book ^_- 3768 * else you get two spells in the book ^_-
3637 * Ryo 2004-08-16 3769 * Ryo 2004-08-16
3638 */ 3770 */
3639 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3640 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3772 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3641 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3642 tmp->randomitems = NULL; 3773 tmp->randomitems = NULL;
3643 3774
3644 } 3775 }
3645 3776
3646 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3777 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3647 auto_apply(tmp); 3778 auto_apply (tmp);
3648 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3779 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3780 {
3649 while ((tmp->stats.hp--)>0) 3781 while ((tmp->stats.hp--) > 0)
3650 create_treasure(tmp->randomitems, tmp, 0, 3782 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3651 m->difficulty,0);
3652 tmp->randomitems = NULL; 3783 tmp->randomitems = NULL;
3653 } 3784 }
3654 else if(tmp->type==TIMED_GATE) { 3785 else if (tmp->type == TIMED_GATE)
3786 {
3655 object *head = tmp->head != NULL ? tmp->head : tmp; 3787 object *head = tmp->head != NULL ? tmp->head : tmp;
3788
3656 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3789 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3657 tmp->speed = 0; 3790 {
3658 update_ob_speed(tmp); 3791 tmp->speed = 0;
3659 } 3792 update_ob_speed (tmp);
3660 } 3793 }
3794 }
3661 /* This function can be called everytime a map is loaded, even when 3795 /* This function can be called everytime a map is loaded, even when
3662 * swapping back in. As such, we don't want to create the treasure 3796 * swapping back in. As such, we don't want to create the treasure
3663 * over and ove again, so after we generate the treasure, blank out 3797 * over and ove again, so after we generate the treasure, blank out
3664 * randomitems so if it is swapped in again, it won't make anything. 3798 * randomitems so if it is swapped in again, it won't make anything.
3665 * This is a problem for the above objects, because they have counters 3799 * This is a problem for the above objects, because they have counters
3666 * which say how many times to make the treasure. 3800 * which say how many times to make the treasure.
3667 */ 3801 */
3668 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3802 else if (tmp && tmp->arch && tmp->type != PLAYER
3669 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3803 && tmp->type != TREASURE && tmp->type != SPELL
3670 HAS_RANDOM_ITEMS(tmp)) { 3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp))
3805 {
3671 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0);
3672 m->difficulty,0);
3673 tmp->randomitems = NULL; 3807 tmp->randomitems = NULL;
3674 } 3808 }
3675 } 3809 }
3676 3810
3677 for(x=0;x<MAP_WIDTH(m);x++) 3811 for (x = 0; x < MAP_WIDTH (m); x++)
3678 for(y=0;y<MAP_HEIGHT(m);y++) 3812 for (y = 0; y < MAP_HEIGHT (m); y++)
3679 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3813 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3680 if (tmp->above &&
3681 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3814 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3682 check_trigger (tmp, tmp->above); 3815 check_trigger (tmp, tmp->above);
3683} 3816}
3684 3817
3685/** 3818/**
3686 * Handles player eating food that temporarily changes status (resistances, stats). 3819 * Handles player eating food that temporarily changes status (resistances, stats).
3687 * This used to call cast_change_attr(), but 3820 * This used to call cast_change_attr(), but
3688 * that doesn't work with the new spell code. Since we know what 3821 * that doesn't work with the new spell code. Since we know what
3689 * the food changes, just grab a force and use that instead. 3822 * the food changes, just grab a force and use that instead.
3690 */ 3823 */
3691 3824
3825void
3692void eat_special_food(object *who, object *food) { 3826eat_special_food (object *who, object *food)
3827{
3693 object *force; 3828 object *force;
3694 int i, did_one=0; 3829 int i, did_one = 0;
3695 sint8 k; 3830 sint8 k;
3696 3831
3697 force = get_archetype(FORCE_NAME); 3832 force = get_archetype (FORCE_NAME);
3698 3833
3699 for (i=0; i < NUM_STATS; i++) { 3834 for (i = 0; i < NUM_STATS; i++)
3835 {
3700 k = get_attr_value(&food->stats, i); 3836 k = get_attr_value (&food->stats, i);
3701 if (k) { 3837 if (k)
3838 {
3702 set_attr_value(&force->stats, i, k); 3839 set_attr_value (&force->stats, i, k);
3703 did_one = 1; 3840 did_one = 1;
3704 } 3841 }
3705 } 3842 }
3706 3843
3707 /* check if we can protect the eater */ 3844 /* check if we can protect the eater */
3708 for (i=0; i<NROFATTACKS; i++) { 3845 for (i = 0; i < NROFATTACKS; i++)
3846 {
3709 if (food->resist[i]>0) { 3847 if (food->resist[i] > 0)
3848 {
3710 force->resist[i] = food->resist[i] / 2; 3849 force->resist[i] = food->resist[i] / 2;
3711 did_one = 1; 3850 did_one = 1;
3712 } 3851 }
3713 } 3852 }
3714 if (did_one) { 3853 if (did_one)
3854 {
3715 force->speed = 0.1; 3855 force->speed = 0.1;
3716 update_ob_speed(force); 3856 update_ob_speed (force);
3717 /* bigger morsel of food = longer effect time */ 3857 /* bigger morsel of food = longer effect time */
3718 force->stats.food = food->stats.food / 5; 3858 force->stats.food = food->stats.food / 5;
3719 SET_FLAG(force, FLAG_IS_USED_UP); 3859 SET_FLAG (force, FLAG_IS_USED_UP);
3720 SET_FLAG(force, FLAG_APPLIED); 3860 SET_FLAG (force, FLAG_APPLIED);
3721 change_abil(who, force); 3861 change_abil (who, force);
3722 insert_ob_in_ob(force, who); 3862 insert_ob_in_ob (force, who);
3723 } else { 3863 }
3864 else
3865 {
3724 free_object(force); 3866 free_object (force);
3725 } 3867 }
3726 3868
3727 /* check for hp, sp change */ 3869 /* check for hp, sp change */
3728 if(food->stats.hp!=0) { 3870 if (food->stats.hp != 0)
3871 {
3729 if(QUERY_FLAG(food, FLAG_CURSED)) { 3872 if (QUERY_FLAG (food, FLAG_CURSED))
3873 {
3730 strcpy(who->contr->killer,food->name); 3874 strcpy (who->contr->killer, food->name);
3731 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3875 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3732 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3733 } else { 3877 }
3878 else
3879 {
3734 if(food->stats.hp>0) 3880 if (food->stats.hp > 0)
3735 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better.");
3736 else 3882 else
3737 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3738 who->stats.hp += food->stats.hp; 3884 who->stats.hp += food->stats.hp;
3739 } 3885 }
3740 } 3886 }
3741 if(food->stats.sp!=0) { 3887 if (food->stats.sp != 0)
3888 {
3742 if(QUERY_FLAG(food, FLAG_CURSED)) { 3889 if (QUERY_FLAG (food, FLAG_CURSED))
3890 {
3743 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!");
3744 who->stats.sp -= food->stats.sp; 3892 who->stats.sp -= food->stats.sp;
3745 if(who->stats.sp<0) who->stats.sp=0; 3893 if (who->stats.sp < 0)
3746 } else { 3894 who->stats.sp = 0;
3895 }
3896 else
3897 {
3747 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3748 who->stats.sp += food->stats.sp; 3899 who->stats.sp += food->stats.sp;
3749 /* place limit on max sp from food? */ 3900 /* place limit on max sp from food? */
3901 }
3750 } 3902 }
3751 }
3752 fix_player(who); 3903 fix_player (who);
3753} 3904}
3754 3905
3755 3906
3756/** 3907/**
3757 * Designed primarily to light torches/lanterns/etc. 3908 * Designed primarily to light torches/lanterns/etc.
3758 * Also burns up burnable material too. First object in the inventory is 3909 * Also burns up burnable material too. First object in the inventory is
3759 * the selected object to "burn". -b.t. 3910 * the selected object to "burn". -b.t.
3760 */ 3911 */
3761 3912
3913void
3762void apply_lighter(object *who, object *lighter) { 3914apply_lighter (object *who, object *lighter)
3915{
3763 object *item; 3916 object *item;
3764 int is_player_env=0; 3917 int is_player_env = 0;
3765 uint32 nrof;
3766 tag_t count;
3767 char item_name[MAX_BUF]; 3918 char item_name[MAX_BUF];
3768 3919
3769 item=find_marked_object(who); 3920 item = find_marked_object (who);
3770 if(item) { 3921 if (item)
3922 {
3771 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3923 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */
3772 /* Split multiple lighters if they're being used up. Otherwise * 3925 /* Split multiple lighters if they're being used up. Otherwise *
3773 * one charge from each would be used up. --DAMN */ 3926 * one charge from each would be used up. --DAMN */
3774 if(lighter->nrof > 1) { 3927 if (lighter->nrof > 1)
3928 {
3775 object *oneLighter = get_object(); 3929 object *oneLighter = get_object ();
3930
3776 copy_object(lighter, oneLighter); 3931 copy_object (lighter, oneLighter);
3777 lighter->nrof -= 1; 3932 lighter->nrof -= 1;
3778 oneLighter->nrof = 1; 3933 oneLighter->nrof = 1;
3779 oneLighter->stats.food--; 3934 oneLighter->stats.food--;
3780 esrv_send_item(who, lighter); 3935 esrv_send_item (who, lighter);
3781 oneLighter=insert_ob_in_ob(oneLighter, who); 3936 oneLighter = insert_ob_in_ob (oneLighter, who);
3782 esrv_send_item(who, oneLighter); 3937 esrv_send_item (who, oneLighter);
3783 } else { 3938 }
3939 else
3784 lighter->stats.food--; 3940 lighter->stats.food--;
3785 } 3941 }
3786 3942 else if (lighter->last_eat)
3787 } else if(lighter->last_eat) { /* no charges left in lighter */ 3943 { /* no charges left in lighter */
3788 new_draw_info_format(NDI_UNIQUE, 0,who, 3944 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3789 "You attempt to light the %s with a used up %s.",
3790 item->name, lighter->name);
3791 return; 3945 return;
3792 } 3946 }
3793 /* Perhaps we should split what we are trying to light on fire? 3947 /* Perhaps we should split what we are trying to light on fire?
3794 * I can't see many times when you would want to light multiple 3948 * I can't see many times when you would want to light multiple
3795 * objects at once. 3949 * objects at once.
3796 */ 3950 */
3797 nrof=item->nrof;
3798 count=item->count;
3799 /* If the item is destroyed, we don't have a valid pointer to the 3951 /* If the item is destroyed, we don't have a valid pointer to the
3800 * name object, so make a copy so the message we print out makes 3952 * name object, so make a copy so the message we print out makes
3801 * some sense. 3953 * some sense.
3802 */ 3954 */
3803 strcpy(item_name, item->name); 3955 strcpy (item_name, item->name);
3804 if (who == is_player_inv(item)) is_player_env=1; 3956 if (who == is_player_inv (item))
3957 is_player_env = 1;
3805 3958
3806 save_throw_object(item,AT_FIRE,who); 3959 save_throw_object (item, AT_FIRE, who);
3807 /* Change to check count and not freed, since the object pointer 3960 /* Change to check count and not freed, since the object pointer
3808 * may have gotten recycled 3961 * may have gotten recycled
3809 */ 3962 */
3810 if ((nrof != item->nrof ) || (count != item->count)) { 3963 if (item->destroyed ())
3811 new_draw_info_format(NDI_UNIQUE, 0,who, 3964 {
3812 "You light the %s with the %s.",item_name,lighter->name); 3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3813 /* Need to update the player so that the players glow radius 3966 /* Need to update the player so that the players glow radius
3814 * gets changed. 3967 * gets changed.
3815 */ 3968 */
3816 if (is_player_env) fix_player(who); 3969 if (is_player_env)
3817 } else { 3970 fix_player (who);
3818 new_draw_info_format(NDI_UNIQUE, 0,who, 3971 }
3819 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3972 else
3820 } 3973 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3821 3974 }
3822 } else /* nothing to light */ 3975 else /* nothing to light */
3823 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3976 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3824 3977
3825} 3978}
3826 3979
3827/** 3980/**
3828 * op made some mistake with a scroll, this takes care of punishment. 3981 * op made some mistake with a scroll, this takes care of punishment.
3829 * scroll_failure()- hacked directly from spell_failure 3982 * scroll_failure()- hacked directly from spell_failure
3830 */ 3983 */
3984void
3831void scroll_failure(object *op, int failure, int power) 3985scroll_failure (object *op, int failure, int power)
3832{ 3986{
3833 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3987 if (abs (failure / 4) > power)
3988 power = abs (failure / 4); /* set minimum effect */
3834 3989
3835 if(failure<= -1&&failure > -15) {/* wonder */ 3990 if (failure <= -1 && failure > -15)
3991 { /* wonder */
3836 object *tmp; 3992 object *tmp;
3837 3993
3838 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3839 tmp=get_archetype(SPELL_WONDER); 3995 tmp = get_archetype (SPELL_WONDER);
3840 cast_wonder(op, op, 0, tmp); 3996 cast_wonder (op, op, 0, tmp);
3841 free_object(tmp); 3997 free_object (tmp);
3998 }
3842 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3999 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */
3843 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3844 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3845 if(op->stats.sp<0) op->stats.sp = 0; 4003 if (op->stats.sp < 0)
4004 op->stats.sp = 0;
4005 }
3846 } else if (settings.spell_failure_effects == TRUE) { 4006 else if (settings.spell_failure_effects == TRUE)
3847 if (failure <= -35&&failure > -60) { /* confusion */ 4007 {
4008 if (failure <= -35 && failure > -60)
4009 { /* confusion */
3848 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4010 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3849 confuse_player(op,op,power); 4011 confuse_player (op, op, power);
3850 } else if (failure <= -60&&failure> -70) {/* paralysis */ 4012 }
4013 else if (failure <= -60 && failure > -70)
4014 { /* paralysis */
3851 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 4015 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3852 "you!");
3853 paralyze_player(op,op,power); 4016 paralyze_player (op, op, power);
4017 }
3854 } else if (failure <= -70&&failure> -80) {/* blind */ 4018 else if (failure <= -70 && failure > -80)
4019 { /* blind */
3855 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 4020 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3856 blind_player(op,op,power); 4021 blind_player (op, op, power);
3857 } else if (failure <= -80) {/* blast the immediate area */ 4022 }
4023 else if (failure <= -80)
4024 { /* blast the immediate area */
3858 object *tmp; 4025 object *tmp;
4026
3859 tmp=get_archetype(LOOSE_MANA); 4027 tmp = get_archetype (LOOSE_MANA);
3860 cast_magic_storm(op,tmp, power); 4028 cast_magic_storm (op, tmp, power);
3861 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3862 free_object(tmp); 4030 free_object (tmp);
3863 } 4031 }
3864 } 4032 }
3865} 4033}
3866 4034
4035void
3867void apply_changes_to_player(object *pl, object *change) { 4036apply_changes_to_player (object *pl, object *change)
4037{
3868 int excess_stat=0; /* if the stat goes over the maximum 4038 int excess_stat = 0; /* if the stat goes over the maximum
3869 for the race, put the excess stat some 4039 for the race, put the excess stat some
3870 where else. */ 4040 where else. */
3871 4041
3872 switch (change->type) { 4042 switch (change->type)
3873 case CLASS: { 4043 {
4044 case CLASS:
4045 {
3874 living *stats = &(pl->contr->orig_stats); 4046 living *stats = &(pl->contr->orig_stats);
3875 living *ns = &(change->stats); 4047 living *ns = &(change->stats);
3876 object *walk; 4048 object *walk;
3877 int flag_change_face=1; 4049 int flag_change_face = 1;
3878 4050
3879 /* the following code assigns stats up to the stat max 4051 /* the following code assigns stats up to the stat max
3880 * for the race, and if the stat max is exceeded, 4052 * for the race, and if the stat max is exceeded,
3881 * tries to randomly reassign the excess stat 4053 * tries to randomly reassign the excess stat
3882 */ 4054 */
3883 int i,j; 4055 int i, j;
4056
3884 for(i=0;i<NUM_STATS;i++) { 4057 for (i = 0; i < NUM_STATS; i++)
4058 {
3885 sint8 stat=get_attr_value(stats,i); 4059 sint8 stat = get_attr_value (stats, i);
3886 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4061
3887 stat += get_attr_value(ns,i); 4062 stat += get_attr_value (ns, i);
3888 if(stat > 20 + race_bonus) { 4063 if (stat > 20 + race_bonus)
3889 excess_stat++; 4064 {
3890 stat = 20+race_bonus; 4065 excess_stat++;
3891 } 4066 stat = 20 + race_bonus;
4067 }
3892 set_attr_value(stats,i,stat); 4068 set_attr_value (stats, i, stat);
3893 } 4069 }
3894 4070
3895 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4071 for (j = 0; excess_stat > 0 && j < 100; j++)
3896 int i = rndm(0, 6); 4072 { /* try 100 times to assign excess stats */
4073 int i = rndm (0, 6);
3897 int stat=get_attr_value(stats,i); 4074 int stat = get_attr_value (stats, i);
3898 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4075 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3899 if(i==CHA) continue; /* exclude cha from this */ 4076
3900 if( stat < 20 + race_bonus) { 4077 if (i == CHA)
4078 continue; /* exclude cha from this */
4079 if (stat < 20 + race_bonus)
4080 {
3901 change_attr_value(stats,i,1); 4081 change_attr_value (stats, i, 1);
3902 excess_stat--; 4082 excess_stat--;
3903 } 4083 }
3904 } 4084 }
3905 4085
3906 /* insert the randomitems from the change's treasurelist into 4086 /* insert the randomitems from the change's treasurelist into
3907 * the player ref: player.c 4087 * the player ref: player.c
3908 */ 4088 */
3909 if(change->randomitems!=NULL) 4089 if (change->randomitems != NULL)
3910 give_initial_items(pl,change->randomitems); 4090 give_initial_items (pl, change->randomitems);
3911 4091
3912 4092
3913 /* set up the face, for some races. */ 4093 /* set up the face, for some races. */
3914 4094
3915 /* first, look for the force object banning 4095 /* first, look for the force object banning
3916 * changing the face. Certain races never change face with class. 4096 * changing the face. Certain races never change face with class.
3917 */ 4097 */
3918 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4098 for (walk = pl->inv; walk != NULL; walk = walk->below)
3919 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4099 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
4100 flag_change_face = 0;
3920 4101
3921 if(flag_change_face) { 4102 if (flag_change_face)
4103 {
3922 pl->animation_id = GET_ANIM_ID(change); 4104 pl->animation_id = GET_ANIM_ID (change);
3923 pl->face = change->face; 4105 pl->face = change->face;
3924 4106
3925 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4107 if (QUERY_FLAG (change, FLAG_ANIMATE))
3926 SET_FLAG(pl,FLAG_ANIMATE); 4108 SET_FLAG (pl, FLAG_ANIMATE);
3927 else 4109 else
3928 CLEAR_FLAG(pl,FLAG_ANIMATE); 4110 CLEAR_FLAG (pl, FLAG_ANIMATE);
3929 } 4111 }
3930 4112
3931 /* check the special case of can't use weapons */ 4113 /* check the special case of can't use weapons */
3932 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4114 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3933 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4115 if (!strcmp (change->name, "monk"))
4116 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3934 4117
3935 break; 4118 break;
3936 } 4119 }
3937 } 4120 }
3938} 4121}
3939 4122
3940/** 4123/**
3941 * This handles items of type 'transformer'. 4124 * This handles items of type 'transformer'.
3945 * Change information is contained in the 'slaying' field of the marked item. 4128 * Change information is contained in the 'slaying' field of the marked item.
3946 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4129 * The format is as follow: transformer:[number ]yield[;transformer:...].
3947 * This way an item can be transformed in many things, and/or many objects. 4130 * This way an item can be transformed in many things, and/or many objects.
3948 * The 'slaying' field for transformer is used as verb for the action. 4131 * The 'slaying' field for transformer is used as verb for the action.
3949 */ 4132 */
4133void
3950void apply_item_transformer( object* pl, object* transformer ) 4134apply_item_transformer (object *pl, object *transformer)
3951 { 4135{
3952 object* marked; 4136 object *marked;
3953 object* new_item; 4137 object *new_item;
3954 char* find; 4138 char *find;
3955 char* separator; 4139 char *separator;
3956 int yield; 4140 int yield;
3957 char got[ MAX_BUF ]; 4141 char got[MAX_BUF];
3958 int len; 4142 int len;
3959 4143
3960 if ( !pl || !transformer ) 4144 if (!pl || !transformer)
3961 return; 4145 return;
3962 marked = find_marked_object( pl ); 4146 marked = find_marked_object (pl);
3963 if ( !marked ) 4147 if (!marked)
3964 { 4148 {
3965 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3966 return; 4150 return;
3967 } 4151 }
3968 if ( !marked->slaying ) 4152 if (!marked->slaying)
3969 { 4153 {
3970 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4154 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3971 return; 4155 return;
3972 } 4156 }
3973 /* check whether they are compatible or not */ 4157 /* check whether they are compatible or not */
3974 find = strstr( marked->slaying, transformer->arch->name ); 4158 find = strstr (marked->slaying, transformer->arch->name);
3975 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4159 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3976 { 4160 {
3977 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4161 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3978 return; 4162 return;
3979 } 4163 }
3980 find += strlen( transformer->arch->name ) + 1; 4164 find += strlen (transformer->arch->name) + 1;
3981 /* Item can be used, now find how many and what it yields */ 4165 /* Item can be used, now find how many and what it yields */
3982 if ( isdigit( *( find ) ) ) 4166 if (isdigit (*(find)))
3983 { 4167 {
3984 yield = atoi( find ); 4168 yield = atoi (find);
3985 if ( yield < 1 ) 4169 if (yield < 1)
3986 { 4170 {
3987 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4171 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3988 yield = 1; 4172 yield = 1;
3989 } 4173 }
3990 } 4174 }
3991 else 4175 else
3992 yield = 1; 4176 yield = 1;
3993 4177
3994 while ( isdigit( *find ) ) 4178 while (isdigit (*find))
3995 find++; 4179 find++;
3996 while ( *find == ' ' ) 4180 while (*find == ' ')
3997 find++; 4181 find++;
3998 memset( got, 0, MAX_BUF ); 4182 memset (got, 0, MAX_BUF);
3999 if ( (separator = strchr( find, ';' ))!=NULL) 4183 if ((separator = strchr (find, ';')) != NULL)
4000 { 4184 {
4001 len = separator - find; 4185 len = separator - find;
4002 } 4186 }
4003 else 4187 else
4004 { 4188 {
4005 len = strlen(find); 4189 len = strlen (find);
4006 } 4190 }
4007 if ( len > MAX_BUF-1) 4191 if (len > MAX_BUF - 1)
4008 len = MAX_BUF-1; 4192 len = MAX_BUF - 1;
4009 strcpy( got, find ); 4193 strcpy (got, find);
4010 got[len] = '\0'; 4194 got[len] = '\0';
4011 4195
4012 /* Now create new item, remove used ones when required. */ 4196 /* Now create new item, remove used ones when required. */
4013 new_item = get_archetype( got ); 4197 new_item = get_archetype (got);
4014 if ( !new_item ) 4198 if (!new_item)
4015 { 4199 {
4016 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4200 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4017 return; 4201 return;
4018 } 4202 }
4203
4019 new_item->nrof = yield; 4204 new_item->nrof = yield;
4020 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4205 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4021 insert_ob_in_ob( new_item, pl ); 4206 insert_ob_in_ob (new_item, pl);
4022 esrv_send_inventory( pl, pl ); 4207 esrv_send_inventory (pl, pl);
4023 /* Eat up one item */ 4208 /* Eat up one item */
4024 decrease_ob_nr( marked, 1 ); 4209 decrease_ob_nr (marked, 1);
4025 /* Eat one transformer if needed */ 4210 /* Eat one transformer if needed */
4026 if ( transformer->stats.food ) 4211 if (transformer->stats.food)
4027 if ( --transformer->stats.food == 0 ) 4212 if (--transformer->stats.food == 0)
4028 decrease_ob_nr( transformer, 1 ); 4213 decrease_ob_nr (transformer, 1);
4029 } 4214}

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